| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 14 | +2 | +5 |
| CHA | 8 | −1 | −1 |
Pack Tactics. The Alpha-Nightwolfs has Advantage on an attack roll against a creature if at least one of the Alpha-Nightwolfs allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Shadowborn Nature. While in dim light or darkness, the Alpha-Nightwolf has advantage on Deterity (Stealth) checks and is lightly obscured even when fully visible.
Multiattack. The Alpha-Nightwolf makes two attacks: One with its Bite and one with its claws.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d4 + 4) Slashing damage. If the target is affected by Bloododem, this attack deals an additional 3 (1d4) necrotic damage
Bloododem (Recharge 8). The Alpha exhales necrotic corruption in a 15-foot cone. Each creature in that are must make a DC 13 Constitution saving throw, taking 12 [roll]3d6[/roll] necrotic damage on a failed save, or half as much on a succesful one. Creature that fail the save are marked by corrupted blood and take an additional [roll]1d4[/roll] necrotic damage from melee attacks until the end of their next turn.
Corrupted Commando (1/day). Each ally within 30 feet may immediately make one melee attack or move up to half their speed. Their attacks deal bonus damage until the end of their next turn.
The Alpha-Nightwolf has 3 Legendary Actions each turn
Shadowwounder (1 Action). The Alpha-Nightwolf moves up to 10 feet and does a Claw attack.
Sight out of the Shadows (2 Actions). One creature in 60 feet range, that can see the Alphawolf must make a DC 14 Wisdom-Save or get frigthend until the end of the next turn.
Corrupted Scream (3 Actions). The Alphawolfs makes a pain-full howl. All enemy creatures in 30 feet range must make a DC 13 Constitution Save. On a fail they take 8 [roll]2d6[/roll] necrotic damage and are deafened for one round. They take half as much on a succefull one.
Lair and Lair Actions
At Initiative count 20 (losing Initiative ties), the Alpha-Nightwolf can use one of the following lair actions:
Wolves in the darkness. Up to two 5-foot spaces within 60 feet become haunted by illusory shadow wolves. These spaces are difficult terrian and impose disadvantage on Concentration checks made there. These wolves stay there until the next use of lair action.
Ghosthowl. Each enemy in the lair must succed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn.
Corrupted roots. A 20-foot-radius area becomes difficult terrain. Creatures entering or starting their turn there must succed on a DC 13 Strength-Saving-Throw or have their movement reduced to 0 for that turn.
Hungry Shadows. One of the Alpha-Nightwolfs allies walks up to 30 feet, if they get in a 5 foot range of it he eats them up healing a bit of its wounds. When the creature is over half health the Alphawolf heals himself for a total of 22 [roll]4d6+6[/roll] or 11 [roll]2d6+3[/roll] when it only has half of it maximum health.
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