Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. It can trace the scent of any vampiric creature within 90ft without requiring an ability check.
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.
Underdog. The wolf has advantage on attack rolls against vampires when there is more than one within 5ft. of it.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Bite ;). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is vampiric, it must succeed on a DC 15 Constitution saving throw or take an additional (2d6) radiant damage. The wolf heals for the amount of radiant damage given, and the target's max HP is lowered by the amount of necrotic damage taken.
Hunter. 1/encounter. The wolf can choose a single vampiric target to gain an additional 1d6 radiant damage against. Lasts until either the wolf or the vampire is dead.
Protector. When an ally within 60ft. is damaged by a vampiric creature, the wolf can move up to it's full walking speed without incurring opportunity attacks.
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