Pack Tactics. Aleph 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 doesn’t have the Incapacitated condition.
All-Sundering Eyes. A pair of red eyes passed down from The Weeping King. Attack rolls from Aleph count as Critical Hits on a roll of 11 or higher. When landing a Critical Hit, Aleph gains an additional use of Floodbane for that turn (Up to two extra uses per turn). The damage dealt by Aleph ignores resistances and immunities.
Floodbane. Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d10 + 5) Slashing damage. This weapon deals an additional d10 of slashing damage if the user is below half health, and another d10 if the target is below half health.
Howl of Providence. All creatures who can hear Aleph within 60ft make a DC 18 Charisma saving throw, taking 2d10 psychic damage on a failure and becoming frightened for 1 minute. Once Aleph uses Howl of Providence, he cannot do so again for 1 hour.
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