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 10ft of it to make a DC 12 Wisdom saving throw or that creature becomes Frightened for one minute, or until it succeeds its save on a subsequent turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6) piercing damage plus 3 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Claws: Melee Weapon Attack +5 to hit, teach 5ft, one target. Hit: (2d4) slashing damage plus 3 necrotic damage.
Description
Beowolves appear like pitch-black, featureless shadows in the shape of wolves, with red eyes and jaws. They can vary greatly in size, but the younger specimen appear about the size of a human. Beowolves stand on their hind legs, albeit with a slouch, and are extremely muscular. Their glowing eyes leave a visible trail of red light as they move and are mostly yellow in color. Black smoke also emanates from their bodies.
Younger Beowolves do not act like normal wolves, lacking any sense of self-preservation. They relentlessly attack no matter how injured they are or how many of their pack members are slain.
Previous Versions
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