Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Adaptive Camouflage. The wolf has advantage on Dexterity (Stealth) checks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Adaptive Breath (Recharge 5–6). Based on the elemental form the wolf is in changes how the breath weapon works. Below is a list of breaths for each damage type
- Cold Breath. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
- Fire Breath. The wolf exhales a blast of fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
- Lightning Breath. The wolf exhales a line of lightning in a 30-foot line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
- Thunder Breath. The wolf exhales a blast of thundering sound in a 15-foot cone. Each creature in that area must make a DC 12 constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one.
- Poison Breath. The wolf exhales a poisonous cloud in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
- Acid Breath. The wolf exhales a blast of acid in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
- Necrotic Breath. The wolf exhales a blast of negative energy in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
- Radiant Breath. The wolf exhales a blast of positive energy in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
- Force Breath. The wolf exhales a unrelenting wind in a 15-foot cone. Each creature in that area must make a DC 12 Strength saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one.
Elemental adaptation. Whenever the wolf takes damage that isn't Bludgeoning, Piercing, or slashing, it can use its reaction to gain immunity to the triggering element and the breath attack changes to this element.
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