| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +6 |
| WIS | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
NightSense: Advantage on Perception/Investigation when exposed to moonlight moonlight.
Foul Smell: Cause a smell of rotting flesh to source from one targeted point by touching that spot with a chance to make people nauseous from the smell. D12 for smell potency, and 2D8 for minutes of duration. DC5 to notice the smell, DC15 to avoid nausea. Max use of 5 times per day.
Fogged terrain: The area from the point of aim within line of sight will have fog disperse 100ft from the point of source. All Perception/Investigation checks are at Disadvantage until the fog is dispersed, but all Stealth/Sleight-of-hand checks have a +2 bonus. Fog lasts for one hour unless disrupted.
Scratch: STR->14, D20+STR to succeed. 1D10 per swipe, D8 for the amount of swipes. DC14 DEX save to avoid.
Bite: STR->16, D20+STR to succeed; Attack->8 the f target is grappled. 2D10 Damage, DC16 DEX to avoid.
Lunge: Acrobatics->15, Tackles a target around the same size or smaller and knocks it to the ground. DC12 Acrobatics to avoid and move 5ft from the original spot away from the user.
Sprint: Acrobatics->15, D20+Acrobatics. Move up to 20ft straight in any direction that has no obstacles. Can use 10 times per fight.
A Wolfs' Call: Intimidation->18. Make a howling, growling, or snarling sound for a slim chance to have an attacker move up to 10ft back from user. Can use 5 time per fight.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
A wolf that appears to stand on 2 hind legs and moves very swiftly. Unlike werewolves, it appear more wolf-like than human and almost unable to be caught. It is unable to turn others to become like itself, unlike a werewolf. It is unclear how this Cryptid came to be, or how many there are.
Fur color: Any color wolves may be.
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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