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.
1-3 Rabbit ears. No effect
4 Kid's horns (baby goat)
5-7 Salmon Eyes. No effect
8 Sheep's wool- +2 to AC
9-11 Beaver's tail. No effect
12 Skunk tail. Sprays out a stinking cloud with an egg-like stench.
13-15 Rat hands and hindquarters
16 Cow's udders
17-19 Owl beak and eyes.
20. Rapidly grows up into an adult wolf
Bite.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
(Kid's horns). Gore. Melee Weapon Attack. +2 to hit, reach 5 ft, one target. Hit: 1d4 bludgeoning damge
(Skunk tail) Stinking cloud. the pup creates a 10-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 round.
Any creature that is completely within the cloud at the start of its turn must make a DC10 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
(Cow udders) Squirt. Ranged weapon attack. +4 to hit. range 10 ft, one target. Hit: 1d4 milk damage.
Description
The results of a Mad wizard's experiments, this wolf, and it's pack, are magically altered on a genetic level. Within it's body is the DNA of dozen of other beasts---and its only a moment away from mutating and taking on new characteristics.
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