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 attack rolls 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.
Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra Hit: 7 [rollable](7d6) damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (3d4 + 6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Innate Spellcasting. The wolf innate spellcasting ability is Strength (spell save DC 16). The wolf can innately cast the following spells, requiring no components:
At will: fire bolt, lightning lure, pass without trace, aid
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (3d4 + 6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Innate Spellcasting. The wolf innate spellcasting ability is Strength (spell save DC 16). The wolf can innately cast the following spells, requiring no components:
At will: shield
Previous Versions
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Coming Soon
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