Medium Beast, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 37 (5d10 + 10)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Condition Immunities Frightened
Senses Passive Perception 13
Languages Grimm
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
7/20/2019 5:24:01 PM
10
0
--
Coming Soon
Nell_Beowolf

Comments

Posts Quoted:
Reply
Clear All Quotes