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.
Corrupted Tracker: Advantage on Survival checks to track frightened creatures.
Shadow Stealth: In dim light or darkness, the wolf can Hide as a bonus action.
Aura of Unease: A 10-ft radius oppressive aura surrounds the wolf. Enemies in the aura have disadvantage on saves vs fear effects. (increases to 15ft if near Gloomaw or Alpha)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 10 (2d6 + 3) piercing + 3 (1d6) necrotic (if target is frightened takes additional 3 (1d6) necrotic damage
Drag Down: If the wolf hits a creature that is: Frightened, the target must succeed on a DC 12 STR save or be knocked prone. (if prone target is considered grappled and will be dragged towards Gloomaw or Alpha at half movement.)
Dread Howl (Recharge 5–6): The wolf emits a warped howl. Creatures within 20 ft. must make DC 12 Wisdom save.
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Fail: Frightened until end of next turn
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Success: Immune to this wolf’s howl for 24 hrs
Pack Opportunist: When an ally hits a frightened creature within 5 ft.: The wolf may make one Bite attack.
Description
Once forest hunters, these wolves now prowl in unnatural silence. Their ribs show through tar-stained fur, their jaws drip shadow, and their howls echo with voices that are not their own.
They do not hunt for hunger.
They hunt for their master’s dread.
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