Undead Fortitude:
If damage reduces the zombie wolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie wolf drops to 1 hit point instead.
Pack Tactics:
The zombie wolf has advantage on an attack roll against a creature if at least one of the zombie wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 2) piercing damage.
Claw:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) slashing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Saving Throws: CON +4, WIS -2
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Understands the languages it knew in life but can't speak
Challenge: 1/4 (50 XP)
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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