Keen Hearing and Smell. The RunAlong has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The alpha has advantage on Attack rolls against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn't incapacitated.
Shadow Camouflage. The alpha has advantage on Dexterity (Stealth) checks made in dim or dark lighting.
Bite of Despair. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened. Insidious despair also creeps into the creature, causing 3d4 + the RunAlong's WIS mod.
Curl of Darkness (recharge 5-6). The alpha makes a dash towards the nearest enemy, phasing into wisping darkness upon contact. The target must succeed on a DC 15 Constitution saving throw, taking 15 (3d8) (necrotic damage) on a failed save, or half as much damage on a successful one.
Ringing Howl. Buff: range 120 ft, multiple targets. Within the 120 ft range, the alpha's allies gain 1d6 to add to any roll of their choice. For one round, enemies of the alpha are deafened.
Description
The Despair-Chaser is a relentless predator that only exists to corrupt and cause despair. Sinister and steadfast, RunAlongs search the world for feelings of anxiety, fear, or anger. Coming into contact with a creature of this caliber is not recommended. Alpha Despair-Chasers are doubly malicious, and seek only to serve chaos. Despair-Chasers understand Grimtongue and Common.