Thick Wool: The Wooloo gains resistance to non-magical bludgeoning and cold damage, yet due to the wool being flammable gains a vulnerability to fire damage. Its thick Fleece also increases its natural defense. AC= 10+dex+cons
Keen Smell: The Wooloo has advantage on Wisdom (Perception) checks that rely on smell.
Charge: the Wooloo moves at least 15 feet straight toward a target and then hits it with a Tackle on the same turn, the target takes an extra (1d6) bludgeoning damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.
Tackle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3)
bludgeoning damage.
Growl. The Wooloo lets out a shrill Sound to target enemies within 20 Feet of the Wooloo. Enemies must make a DC 12 Wisdom saving throw or suffer Disadvantage on there next two attacks.
Cotton Guard. The Wooloo takes a Defensive stance gaining +6 AC until its next turn, it can not take any actions or reactions during this however.
Dynamax is a temporary transformation affecting Creatures. Beast masters who obtain a Dynamax Band are able to Dynamax their Creatures. Dynamaxing increases a Creature's size drastically, as well as changing the moves of the Creature and increasing their stats in battle, but can only be used once during a battle, and lasts only for three turns. In addition, it can only be performed in certain areas.
Max Guard. Creature Takes no damage this turn from all sources of damage, successive use requires you to make a DC 10 check with no modifiers, 3rd use requires a DC15 check with no modifiers.
Max Strike. The Ground erupts below 1 target of the creature within a 30 foot range. on hit the target takes 2d6 damage and loses 10 speed on there next turn.
Description
Its curly fleece is such an effective cushion that a Wooloo could fall off a cliff and stand right back up at the bottom, unharmed. If its fleece grows too long, Wooloo won't be able to move. Cloth made with the wool of a Wooloo is surprisingly strong.
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