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.
Lycanthropy. If bitten by a hurst you will start to show signs of lycanthropy such as a hunger for meat. You will slowly lose your mind and begin transforming into a hurst, you will start as a simple werewolf but then gain the signature wings of a hurst and slowly regain your sanity.
Multiattack: The hurst can attack twice with its claws and once with its bite
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Beast Call. Once per combat, an alpha hurst may howl and call a group of 3 lesser hursts to aid in combat.
Description
Timberwolves with Large, clawed wings
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