Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Blood Frenzy. The zamite has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The zamite can breathe underwater aswell.
Ice Walk. The zamite can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Pack Tactics. The zamite has advantage on an attack roll against a creature if at least one of the Zamite's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 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: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Spit. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 10 (2d6 + 3) cold damage.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the zamite attaches to the target. While attached, the zamite doesn't attack. Instead, at the start of each of the zamite turns, the target loses 10 (2d6 + 3) hit points due to blood loss.
Once the Zamite has drained the blood of a creature for more than one turn or 10 minutes the Zamite can choose to grow one size larger. (Max size up to large if DM allows)
Blood Drain. The zamite deals 10 (2d6 + 3) necrotic damage to one creature it is physically attached to, provided that creature isn’t a Construct or an Undead. The tick regains hit points equal to the damage dealt.
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