Air Form. The elemental wolf can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Keen Hearing and Smell. The elemental wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The elemental wolf has advantage on an attack roll against a creature if at least one of the elemental wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The elemental wolf makes one bite and slam attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 7-8). Each creature in the elemental wolf's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental wolf in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Lightning Burst (Lightning Form Only). The elemental wolf magically teleports to an unoccupied space it can see within 30 feet of it. Each creature with 5 feet of the elemental wolf after it teleports takes 3 (1d6) lightning damage.
Description
An air elemental in the shape of a wolf.
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