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.
Predators Guile. Illusion (passive): The Cast Wolf maintains a passive illusion to disguise its distinct fur pattern to appear as a regular Dire Wolf unless the illusion is dispelled. Does not effect those who can see through illusions.
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.
Illusionary Pack. Illusion spell: As an action the wolf unleashes a piecing howl, summoning a pack of 1d4 illusionary Dire Wolves from behind cover/concealment to distract players. All players within 100ft must make a DC 14 wisdom saving throw. On a successful save the player will see the illusions as translucent and recognize them as illusions, on a failed save the player takes 1d8 psychic damage and sees the wolves as real until they preform an action, bonus action or reaction that reveals them as illusions or if another player/NPC informs them. Upon summoning the illusions the Cast wolf may hide itself among the illusions or move away to hide, observe or run.
Description
The Cast Wolf is a magically mutated form of Dire Wolf that has a limited access to illusion magics that it uses to hide and hunt. These beasts are visually distinct from Dire Wolves due to the large swirl patterns in its fur. Though these beasts will usually use their illusions to hide their patterned fur.
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