Magic Resistance. The Vaewolf has advantage on saving throws against spells and other magical effects.
Regeneration. The Vaewolf regains 23 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Vaewolf takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vaewolf’s next turn.
Spider Climb. The Vaewolf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Shadow Stealth. While in dim light or darkness, the Vaewolf can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the Vaewolf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Vaewolf makes three attacks: one with its bite or tail and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) necrotic damage. The Vaewolf regains hit points equal to the necrotic damage dealt by the bite.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Damned Howl. (Recharge 5–6). The Vaewolf releases an ear-splitting howl. Each creature within 30 feet of the Vaewolf and able to hear it must make a DC 18 Constitution saving throw. On a failure, a creature takes 54 (12d8) necrotic damage.
Description
A creature hailing from the torn veil between the Shadowfell and Feywild. Some believe it is result of a Dragon infected with lycanthropy. The Vaewolf appears as a regal winged wolf with horns sprouting from it's lion-like mane. It's prowess is legendary, as even the most powerful denizens of the shadowfell fear these vampiric creatures.
Previous Versions
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6/5/2023 5:05:48 PM
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5
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2.0
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6/5/2023 6:20:41 PM
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13
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1.0
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Coming Soon
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