Keen Hearing and Smell. The beowolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The beowolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Cause Fear: On an Action, the beowolf can cause a single creature within 30ft of it to make a DC 14 Wisdom saving throw or that creature becomes Frightened for one minute, or until it succeeds its save on a subsequent turn.
Multiattack. The beowolf makes two attacks: one with its bite and one with its claws or lunge.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8) piercing damage plus 2 necrotic damage. If the target is a humanoid, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4) slashing damage plus 2 necrotic damage.
Lunge: Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: (2d8) bludgeoning damage plus 2 necrotic damage.
Description
Adult Beowolves have angular heads and prominent ears with a bone-like mask with red markings around their face. Their glowing red eyes leave a visible trail of red light as they move and are mostly yellow in color. Black smoke also seems to emanate from their bodies. They possess bone-like spikes protruding from their arms, back, and knees. Their hands and feet are also tipped with long, sharp, white claws. The older Beowolves stand at about the size of a human, but with some Beowolves appearing that can up to twice as large. Beowolves stand on their hind legs, albeit with a slouch, and are extremely muscular.
Older Beowolves gain a sense of self-preservation like normal wolves and eventually become more intelligent than them, observing their allies, retreating when needed and developing strategies for future encounters against Huntsmen and other threats.
Comments