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 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.
Undead Fortitude. If damage reduces the zombie wolf 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 zombie wolf drops to 1 hit point instead.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Horrible Howl. The zombie wolf howls. Every enemy within 300 feet of the wolf that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A target that successfully saves is immune to the howling of all zombie wolves for the next 24 hours.
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