Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. The wolf can effectivley see invisible up to 30' due to keen hearing and smell. Unless asleep the wolf is considered Alert and cannot be surprised.
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.
Attack action is either one bite or two claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d8 + 4) piercing damage. At the choice of the wolf, if the target is a creature of one size smaller or more, it must succeed on a DC 15 Strength saving throw or be caught in the wolf's jaws and carried up to 20' of the wolf's onward movement. (The wolf can drop at any time in that 20'.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
As a bonus action the wolf can howl once per long rest. This causes enemies within 30' to save on a DC10 Wis or Dash directly away from the wolf for 2 rounds.
Description
This is the result of the Bracers of Wolf form. It takes 3 rounds for the change to take affect. Initial change inflicts 1D6 damage, but this reduces as the wearer gets used to the change. Any normal clothing becomes part of the wolf form. Backpacks, weapons, armour etc. need to be removed prior to change, or they will be torn and additional damage will be caused in the change. Most magic items that are worn by the user of the item also become part of the wolf and are useable unless they affect the wolf form's senses. E.g. Darkvision. However it is impossible to remove most magic items while in wolf form. The wolf form will always start with full hit points and the wearer will be at full hit points when they change back out of wolf form.
Comments