Medium Or Small Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 7)
Speed 45 ft.
STR
15 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Good Boy. The Cult Wolf is Soul Tied with a humanoid master. As long as this Soul Tie persists, gains Resistance from Psychic Damage, and +1 Intelligence.

Frightened by Fire for one turn, once per day.

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.

Meat's Back on the Menu, Boys! The wolf may take another Bite on a prone target as a Bonus Action.

Actions

Bite/Pounce. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Description

Prairie Wolves, originally, until the BEM started poaching them for lessons and guard dogs. There is a Beast Master within the BEM that teaches any willing/able students to Bond with these wolves - which are very much into it after being separated from their pack as pups. Most go to the Field Men and accompany scouts, trackers, and expeditioners. Both members of the Bond can sense agitation, location, and harm done to their wolf.

Monster Tags: Misc Creature

Habitat: ForestHill

Churn_Me_Over

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