Large Beast, Chaotic Good
Armor Class 14 (natural armor)
Hit Points 110 (8d12 + 10)
Speed 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws WIS +7
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages Sylvan, Worg
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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: 16 (2d10 + 6) radiant 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: 19 (3d8 + 6) radiant damage.

Healing Song (Recharge 4).  Cast Healing word on any Friendly creature within a 30 ft. radius.

Spare The Dying. If the wolf licks a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Reactions

If an ally drops to 0 hp the wolf can use a reaction to cast spare the dying. 

Healing Word (Healing Song).  The wolf can cast this as a bonus action without need for spell slots. Each friendly creature the wolf chooses within range regains hit points equal to 2d6 + its spell casting ability modifier (WIS). This spell has no effect on undead or constructs.

 

 

Monster Tags: Misc Creature

Habitat: ForestHill

Peacekraft578

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