| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | -4 | -4 |
| WIS | 13 | +1 | +1 |
| CHA | 7 | -2 | -2 |
Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. Advantage on attack rolls against a creature if at least one ally is within 5 ft. and not incapacitated.
Territorial Ferocity. When in its territory or near allies, the wolferine has advantage on attack rolls against creatures that have attacked it or its allies.
Enduring Stamina. The wolferine can Dash, Disengage, or Climb as a bonus action once per short rest.
Climbing Predator. Can move along vertical surfaces and jump from elevated positions without penalty, and can make a surprise attack when dropping on an unsuspecting target.
Rampaging Fury. Once per short or long rest, when reducing a creature to 0 HP, it can use a bonus action to move up to 20 ft. and make a bite attack against a different target.
Multiattack. The wolferine makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 4) slashing damage.
Tear. Recharge 5–6. The wolferine makes a claw attack that deals an extra 1d6 slashing damage and forces the target to make a Strength saving throw (DC 14) or be knocked prone.







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