Armor Class 19 (Half Plate, +1)
Hit Points 114 (12d10 + 40)
Speed 35 ft., Fly 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
18 (+4)
INT
15 (+2)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +6, DEX +9, WIS +5
Skills Acrobatics +9, Athletics +6, Perception +13, Stealth +13
Damage Resistances Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Action Surge (Once per short rest). Wolf can choose to take an additional action on his turn.

Constantly Ready. Wolf has a +15 bonus (including Dexterity) to initiative and can't be surprised while conscious. Furthermore, other creatures don’t gain advantage on attack rolls against Wolf as a result of being unseen by Wolf.

Sharpshooter. Attacking at long range doesn't impose disadvantage on Wolfs ranged weapon attack rolls. Wolf's ranged attacks ignore half cover and three-quarters cover.

Once per turn, he deals an additional 5 (1d8) of force damage when he his a creature with an attack.

Hyper Spy. Wolf can try to hide when he is are lightly obscured from the creature from which Wolf is hiding from. When he is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal his position. Dim light doesn't impose disadvantage on his Wisdom (Perception) checks relying on sight.

Wolf counts as heavily obscured if a creature relies on darkvision to see him in dim-light or darkness.

Swift Hands. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Wolf's ranged attack rolls.

Deathless Nature. He is immune to critical hits. He has advantage on saving throws against disease, being poisoned, death saving throws. Wolf doesn't need to sleep, magic can’t put him to sleep, he doesn't need to eat, drink, or breathe.

He can finish a long rest in 4 hours if he spends those hours in an inactive, motionless state, during which he retains consciousness.

Training (4/day, Recharges after a Long Rest). When he makes an ability check that uses a skill, he can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check.

Maneuvers (4/day). 

Ambush. When Wolf makes a Dexterity (Stealth) check or an initiative roll, he can roll a d8 and add the die to the roll, provided you aren’t incapacitated.

Disarming Attack. When he hit a creature with a weapon attack, he can expend a use to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Strength saving throw. On a failed save, it drops the object he choose. The object lands at its feet. This can' be applied to attacks with Precision Attack.

Precision Attack.  When he makes a weapon attack roll against a creature, he can roll a d8 and add it to the roll. He can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. This can' be applied to attacks with Disarming Attack.

Actions

Multiattack. Wolf can make three punch or ruthless jaw attacks.

Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage. 

Ruthless Jaw. Ranged Weapon Attack: +15 to hit, range 100/400 ft., one target. Hit:  (1d10+ 7) piercing damage plus 6 (2d6) force damage. Wolf can choose to take a -5 penalty on his attack rolls. If the attack hits anyways he deals an additional 10 damage.

Spellcasting. Wolf casts one of the following spells, requiring no material spell components and using Wisdom as the spellcasting ability (spell save DC 15):

3/day: disguise self, ensnaring strike, hunter's mark, zephyr strike

 

The_Maker_

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