| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 11 | +0 | +0 |
Chemical Defenses. The wolf can add its constitution modifier to its AC.
Pack Tactics. The 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 doesn’t have the Incapacitated condition.
Death Throes. When the wolf dies, it explodes in toxic fumes. Every creature within 5 ft of it must make a DC 15 Constitution saving throw or take 1d6 damage. If that creature fails by 5 or more, it is also poisoned.
Multiattack. This creature can attack with Chemical Claw twice.
Chemical Claw. Melee Attack Roll: +5 to hit, reach 5 ft. Hit: 7 (1d6 + 3) Slashing damage plus 2 (1d4) Acid damage.
Chemical Breath (Recharge 5-6). The wolf exhales toxic fumes. Every creature within a 15 ft cone has to make a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned. Success: Half damage only.
Description
This is what happens when someone experiments on wolves.
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