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.
Unusual Nature. The wolf doesn’t require air, food, drink, or sleep.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Deathly Howl (Recharge 5–6). The wolf releases a blast of Necrotic energy in a 15-foot radius from itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.







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