Keen Hearing and Smell. The Wulv has advantage on Wisdom 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
Native To Archeron. If the Wulv is slain in battle, it's soul reanimates back on the plane of Acheron where it can keep fighting.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft. one target, hit, 2d8+4 piercing damage.
Slash. Melee Weapon Attack: +6 to hit, reach 10ft. one target, hit, 2d10+4 slashing damage. the target must make a DC 14 Constitution saving throw or be knocked prone.
Description
Native to the battle-torn planes of Acheron, Wulvs are incredibly aggressive creatures that resemble large wolves with bristling hair. Wulvs were first created by the Goblin god of war, Maglubiyet who brought them to the plane as allies for his legions. hoping that the Wulvs would secure Goblin victories, the Goblins, and Hobgoblins native to the plane attempted to Train these beasts. however, Wulvs are incredibly aggressive only the strongest and most ruthless of Goblin warlords can exert control over these powerful beasts. most Wulvs roam the Upper and Middle levels of Acheron in packs, attacking and feeding on any creature that they can pick off.
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