Keen Hearing and Smell. The alpha wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The alpha wolf has advantage on attack rolls 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.
Pack Leader. As a bonus action, the alpha wolf can issue a special command. Up to two allied wolves within 120 feet of the alpha wolf that can hear it can each use their reaction to move up to their speed without provoking opportunity attacks.
Takedown. If the alpha wolf moves at least 10 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Call of the Wild (1/day). The alpha wolf howls and calls 2 (1d4) wolf. The wolves arrive at the start of a new round, acting as allies of the alpha wolf and obeying its commands.
Snarl. When an attacker the alpha wolf can see makes an attack roll against a creature within 10 feet of the alpha, the alpha wolf can impose disadvantage on the attack roll.
The alpha wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The alpha wolf regains spent legendary actions at the start of its turn.
Master of the Hunt. One allied wolf within 60 feet of this alpha wolf that can hear it can use its reaction to make one bite attack.
Swift Stride. The alpha wolf moves up to its speed.
Down and Out (Costs 2 Actions). The alpha wolf makes one bite attack against a prone target.
Previous Versions
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11/18/2019 5:31:46 PM
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Coming Soon
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