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.
Corrupted Howl (Recharge 5-6): The alpha wolf lets out a terrifying howl. Each creature within 300 feet of the wolf that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wolf’s Howl for the next 24 hours.
Corrupted Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute.
Description
They look like Dire wolves but something is not quiet right. They almost appear twisted and gruesome. Their eyes glowing with an unnatural light. They snarl menacingly, revealing venom-dripping fangs.
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