Aura of the Alpha. Creatures beginning their turn within 20 feet:must succeed a DC 17 Wisdom save or become Frightened. If already frightened: their speed becomes 0.
Regeneration. Aldric regains 20 HP at start of turn unless damaged by:
- Silver
- Radiant
Blood Frenzy. Aldric has advantage on attacks against creatures below half HP.
Multiattack. Aldric can make 2 rend attacks and 1 Bite attack
Bite. Melee Attack Roll. Range: 5t, to hit: +12, on hit: 3d10+7 piercing damage. Aldric regains HP equal to half the damage dealt
Rend. Melee Attack Roll: Range:10ft, to hit:+12, on hit:3d10+7 slashing damage. If both rends hit then target is grappled
Moon Howl (Recharge 5–6). All enemies within 60 feet: DC 17 Wisdom save.
Failure:
- frightened for 1 minute
- repeat save at end of turn
Failure by 5 or more: target falls prone.
Tear Through. Aldric moves up to his speed in a straight line. Every creature in path: DC 18 Dex save.
Failure:
- 21 (6d6) slashing
- knocked prone
Shape-Shift. Aldric changes into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Shadowy Teleport(2/day). Aldric can teleport to any shadow within 50ft of him
Instinctual Bite. Whenever Aldric gets hit with a melee attack he can bite the attacker using his bite attack
Legendary Resistance(3/day). If Aldric fails a saving throw or ability check he can choose to succeed instead
Previous Versions
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5/10/2026 8:41:29 PM
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Coming Soon
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