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 60ft of it to make a DC 15 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: +7 to hit, reach 5 ft., one target. Hit: (2d10) piercing damage plus 4 necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8) slashing damage plus 4 necrotic damage.
Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (4d8) piercing damage plus 7 necrotic damage.
Description
The Alpha Beowolves is a distinct type or subspecies of Beowolf, covered in more bone-like armor and spines than the typical specimen. It has a more angular skull, larger teeth and sharp triangular ears.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. Alpha Beowolves are much larger than the others, the smallest standing at more than twice the size of a human. Beowolves stand on their hind legs, albeit with a slouch, and are extremely muscular.
Alpha Beowolves are a much more dangerous, armored version of the Beowolf. Alphas are easily capable of destroying a pair of Atlesian Knight-200 androids, literally ripping them apart. Unlike the standard Beowolves which are easily dispatched in droves by trainee Huntsmen and Huntresses, the Alpha will be able to stand its ground and put up an intense fight.
Previous Versions
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7/21/2019 12:08:45 AM
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Coming Soon
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