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.
Fey Cursed: The wolf cannot be put to sleep by magical means.
Magic resistance: The wolf has advantage on saves against spells or other magical effects.
Hazy Aura: While the wolf is conscious, it has an aura of pollen in a 5 foot radius around it. Non Fey creatures that end their turn in the aura must make a DC 13 constitution saving throw or become unconscious for one minute, until they take damage, or are shaken awake by another creature as an action. This effect does not stack with other Hazy Aura effects.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4);piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Poison Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 8 (1d8 +3) poison damage. On a hit, the target must succeed a DC 13 constitution saving throw or be poisoned for one minute. A poisoned creature may repeat the save at the end of their turn, ending the effect on themselves with a success.
Fey Step (1/short rest): The wolf teleports 60 feet to an unoccupied space it can see within 60 feet.
Previous Versions
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3/18/2024 4:18:20 PM
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Coming Soon
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