Keen Hearing and Smell. The wulf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wulf 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.
Twilight Phase. The wulf has the ability to blink in and out of the twilight realm briefly once per battle, adding an additional 5ft to it's movement and ignoring barriers such as walls or floors.
Twilight Howl. (Recharge 4-6) The wulf howls at the sky in an eerie and piercing tone, calling for it's allies. This affects every creature in a 60ft range. If the target is not an ally, target takes 1d4 psychic damage and must make a DC 12 Wisdom saving throw. Upon failure, the target is paralyzed for the next move. If the target is an ally, target gains 5ft movement speed for 2 turns while within that 60ft area. This doesn't affect any targets that are deafened in any way.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Description
A giant wolf with silver or black fur and blue eyes nearly always. Much larger than the average wolf and seems blurred at the edges, like it doesn't belong.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/27/2023 5:15:39 AM
|
5
|
1
|
1
|
Coming Soon
|
Comments