Large Beast, Any Alignment
Armor Class 15 (natural armor)
Hit Points 24 (4d12 + 2)
Speed 45 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5, WIS +4
Skills Perception +3, Stealth +4
Senses Passive Perception 14
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Mentality. This creature never travels far from its den without its pack. Wolves of this type are part of large pack of 10+ wolves and lead the pack with another alpha. Should an alpha be able to hear members of its pack in need, it will leave its den, along with the remaining members, to go help the ones in need.

Pack Leader. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 10 feet of the creature and the ally isn't incapacitated.

One for All : This creature has a strong sense of duty to protect its pack. This creature will command its pack to leave an area if it feels that they won't win a fight. Even after all other members of its pack flee combat, this creature will stay behind and fearlessly fight to the death with who or whatever stands before it. This creature gains a second wind if the pack members manage to escape (minimum 3 must escape alive) and gains a +2 to its AC, advantage on STR/DEX saving throws and a +10 movement speed. This effect lasts for 2 rounds. When the effect ends, this creature has its movement speed reduced to 20ft, -2 AC and disadvantage on STR/DEX saving throws until the end of combat. Additionally, if there is another Alpha Wolf alive and within 60ft, this creature will gain the ability to make 1 attack roll per round with advantage. This additional roll must be made before knowing the outcome of the first roll.

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage. Should you choose to, you may make an extra claw attack using a bonus action once per turn.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

Graiz

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