Champion Guidance. Once per a player characters turn the Avatar may move, attack, or take an action, but only one of these per turn. The Player character chooses which of these to use as their bonus action. Once a player has directed the avatar to take one of these choices that player becomes the Avatar's controller till, they do not use this ability again on their next turn.
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.
Bite of Fury: The wolf makes a melee attack against one target within 5ft of it. Add +6 to the attack roll. On a hit roll 2d8+4 to the damage.
Golden Aura: All creatures within 15ft must make an INT save using the controlling characters Spell Save DC. All creatures that fail will take 3d12 psychic damage.
Thorns of Nature: When A creature within 10ft of the Avatar is attacked the Controller of Tessamere may use its bonus reaction (once per turn) to react and have the Avatar move Infront of the attacking creature or projectile and take the damage for them. The hit is not rerolled, and the damage will always land. IF the attack is a melee attack than the attacker will take 3 piercing damage.
Description
A white dire wolf with golden eyes that smolder like molten metal. Thorns protrude from its joints and instead of a coat of fur long white feathers marbled with black and gold cover this strange beast.
A small amount of white smoke slowly drifts off of it when it moves around.
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