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.
Relentless (Recharges after a Short or Long Rest). If the wolf takes 40 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Second Wind (1/short or long rest) Fenrir can use a bonus action on his turn to regain 1d10 + 20 hit points.
Multiattack. The wolf makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d6 + 4) piercing damage.
Cold Breath (Recharge 5–6). Biscuit exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
Previous Versions
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2/6/2022 6:35:23 PM
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7/19/2022 10:03:39 AM
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