Amphibious. The predator can breathe air and water.
Keen Hearing and Smell. The predator has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The predator has advantage on attack rolls 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.
Supernatural Defense. Whenever the predator takes damage it becomes resistant to that type for 1d4 rounds.
Supernatural Size Enhancement. Whenever the predator goes to 150 hitpoints, it grows to huge size and both its constitution and Strength go to 24. In addition whenever the predator goes to 50 hitpoints, it grows to gargantuan size and both its constitution and Strength go to 26.
Supernatural Fortitude. If damage reduces the predator to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the predator drops to 1 hit point instead.
Magic Resistance. The predator has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the predator fails a saving throw, it can choose to succeed instead.
Multiattack. The predator makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 6) piercing damage.
In addition, the predator will do 1d6 additional damage for each damage type that the predator is resistant to.
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