Dive Attack. If the wolf is flying and dives at least 20 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.
Heated Body. A creature that touches the wolf or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
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.
Multiattack. The wolf make two attacks: one with its bite and one with its sting.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
Bee wolves live very much like their beastial cousins, roaming in packs and knocking prey prone before pilling up on them. When they enter combat or when they feel threatened, their bodies will heat up to about 250 degrees fahrenheit to scare away would-be predators.
When entering battle, bee wolves will dive down towards a single foe and attack with their strong bites in the hope of knocking creatures to the ground, the finish the job with their stinger. Finally, most of their prize is given to their alpha (queen).
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