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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Shadow Leap. Special Move: The creature melts into shadow and reforms anywhere within a 40 ft radius.
Ethereal Howl. Special Attack: (+2 to hit) The creature unleashes a ghostly howl. All players within a 20 ft radius must make a CON saving throw. All who fail take 1d6 mental damage.
Charge. Melee Weapon Attack: (+3 to hit, Reach: 40 ft) The creature charges forward while lowering its deadly horns. 1d6+2 piercing damage.
Shadow Matter. Because of the creature's strange shifting features, enemy melee counterattacks will pass through its body, and it will remain unharmed.
Description
Seemingly made from shadows, these creatures are not to be toiled with. This one is slightly larger in size and mass than a large male human but seems to also have a wolfish appearance. It fashions mangy, black fur, warped horns, and razor-sharp teeth. Every part of its body is draped in shadow except its eyes, which glow an eery white.
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