| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
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 doesn’t have the Incapacitated condition.
Blighted Regeneration. The wolf regains 5 HP at the start of its turn if it has at least 1 HP. Fire damage stops this for 1 round.
Pack Tactics. Advantage on attack rolls if an ally is within 5 ft. of the target.
Wooden Hide. Bludgeoning/Piercing damage from non-magical weapons is halved.
Blighted Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3 + 1d6) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. On a crit, target makes a DC 13 Con save or take (2d6)
Description
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Patchy fur sloughs off, revealing gnarled bark and pulsating vines.
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Eyes glow sickly green, and their breath reeks of decaying leaves.
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Their howls sound like a tree splitting in a storm.
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Ambush Predators: Leap from undergrowth, using Stealth (+4) to surprise prey.
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Focus Fire: Use Pack Tactics to overwhelm one target.
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Hit-and-Run: If injured, they retreat and let Regeneration heal them.
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