| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
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 isn’t incapacitated.
Blighted Vitality.
Whenever the wolf takes fire or radiant damage, it has disadvantage on its next attack roll until the end of its next turn.
Corrosive Blood.
When the wolf dies, its black sap sprays out in a 5-foot radius. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) acid damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
If the target is prone, it must make a DC 12 Constitution saving throw or take 3 (1d6) poison damage at the start of its next turn as the blight seeps into the wound.
Description
Once guardians of the Eldwyn woods, these wolves have been warped by the spreading blight. Their fur is covered with bark-like growths, their eyes glow sickly green, and their blood runs black sap. When they howl, it sounds like wood splitting.
Comments