Keen Hearing and Smell. Waldorf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Waldorf 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.
Leviathan's Howl. Waldorf howls into the sky. Anyone within five feet of him must make a Charisma saving throw, with a DC of 14, or be frightened. The howl also summons 1d4 of guardian wolves to Waldorf's aid. Recharges on a D6 roll of a four or higher.
Multiattack. Waldorf makes three attacks: one with its bite and two with its claws, or one with each.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d12 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d12 + 5) bludgeoning damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (1d12 + 5) slashing damage.
Needle. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 2 (2d8) piercing damage.
Needle Volley. The needle lord makes up to 2d8 needle attacks, but it cannot attack the same target more than twice during its turn.
Raking Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d10 + 5) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Leviathan's Howl. Waldorf howls into the sky. Anyone within five feet of him must make a Charisma saving throw, with a DC of 14, or be frightened. The howl also summons 1d4 of wolves to Waldorf's aid. Recharges on a D6 roll of a four or higher.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d12 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d12 + 5) bludgeoning damage.
Needle Volley. The needle lord makes up to 2d8 needle attacks, but it cannot attack the same target more than twice during its turn.
Raking Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d10 + 5) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
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