Keen Hearing and Smell. The deviant has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The deviant 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.
Deviant Resistance. The deviant has advantage on saving throws against being poisoned, charmed, frightened, or knocked prone.
Ambushing Multiattack. The deviant makes a bite attack. If the attack hits, the deviant can make two spiked tendril attacks or one attack with its claws as a bonus action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 1 poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spiked Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage and the target must succeed on a DC 13 Constitution saving throw, taking 7 (2d6) poison or necrotic damage (deviant's choice) on a failed save, or half as much on a success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
Canis deviants are deviants are deviants that take the form of alien, giant wolves. They have sharp claws and two spiked tendrils growing from their lower shoulders. These don't seem dangerous, but they can excrete an unnatural venom when injected into the flesh of the deviant's target. The venom is said to be so painful, that it stabs the soul itself.
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