Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Blood Frenzy. The wolf has advantage on attack rolls against a creature if it’s missing any of its hit points.
Blood Maledict (1/Short or Long Rest). As a bonus action, the wolf can attempt to bind a creature it can see within 30 feet of it that is no more than one size larger than it. The target must succeed on a DC 13 Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of the wolf’s next turn.
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Crimson Tendrils (Recharge 5-6). The wolf lashes out with draining tendrils of blood from its body. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw or take 27 (6d8) necrotic damage and gain a level of exhaustion, or half as much damage and no exhaustion on a successful save.
Previous Versions
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