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.
Unstable genetics. 3 times a day the stray genetics within the wolf's blood becomes apparent, changing some aspect of it's body and adding a new action. Upon the development of a new trait; the previous one is lost. [roll]1d20[/roll]
1. Peacock's tail
2. Rooster's Spurs
3. Bull's horns
4. Monkey's arms and torso
5. Snake's Fangs
6. Lizards legs and underbelly- Add a climb speed of 20ft .
7. Badger's claws Add a burrow speed of 20ft, 5ft under the surface.
8. Deer's Antlers
9. Boa Constrictors torso
10. Rhino's Horn
11. Hawk's Wings- Gains fly speed of 60ft at an altitude of 10ft
12. Elephant's Hide- +2 to this Wolf's AC.
13. Bear's Claws
14. Gorilla's Arms
15. Eel's Tail
16. Lion's Jaw
17. Scorpion's Tail
18. Sheep's Wool- +1 to the AC. Any attacks on this wolf need to make an DC5 Strength or Dexterity save, or the weapon is entangled in the wool. Another save can be made at the end of the player's next turn. Any attacks made while entangled are made at disadvantage.
19. (Giant) Spider's Abdomen
20. Roll from the Pack Mother's table
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.
(Peacock) Fan out. Creatures with in 10 ft. radius need to make a DC5 constitution save or become frightened. For any targets that are classified as small or tiny, this becomes a DC10. Any target that is considered large or above is immune to this effect.
(Rooster) Talon Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 slashing damage.
(Bull horns) Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4+3 piercing damage.
(Monkey arms) Fling stone. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 1 bludgeoning damage
(Snake Fangs) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage plus 2d4 poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
(Badger Claw) Emerge. If burrowed underground, the wolf can emerge in an explosion of dirt from beneath a target within it's remaining speed, causing them to make a DC10 dexterity save. On a success the target is knocked 5 feet in the direction of their choice. On a failure the target is still knocked 5 feet, but will be prone.
(Deer Antlers) Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 piercing damage.
(Constrictor torso) Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d8+2bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
(Rhino Horn) Charge: If the wolf moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
(Bear Claw) The wolf makes two attacks: one with it's original bite and once with it's new claws.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+4 slashing damage.
(Gorilla Arms) Multiattack: The ape makes two fist attacks.
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
(EelTail) Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6+2 lightning damage. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be stunned. At the end of each of its turns, the target can make a new saving throw; on a success, it is no longer stunned.
(Lion Jaw) Bite. Melee Weapon Attack. +5 to hit. Hit: 2d8+3 piercing damage.
(Scorpion Tail) Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d6 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one. If failed by more then 5, the target is under the poisoned conditioned.
(Spider Abdomen) Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Howl- As a bonus action the wolf may howl. This does no damage, just calls any of its pack that are currently not involved in any fights or struggles to come for aid.
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