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 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.
Shadow Child. The wolf has advantage on Dexterity (Stealth) and Wisdom (Perception) checks when in complete darkness.
Ever-Watchful. The wolf cannot be surprised or frightened.
Quick-Footed. Upon a successful save against a ranged or melee spell attack, the wolf takes no damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. On a successful hit, the target also takes 5 (1d6 + 2) necrotic damage.
Claw Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be knocked prone.
Call of Darkness. The wolf can summon 2 Shadow Wolf allies if there are no Shadow Wolves within 60 ft. of it.
Description
A jet-black wolf with piercing red eyes. Shadow Wolves always hunt in packs, and are never found alone. Aggressive and Territorial.
Previous Versions
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