| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +12 |
| DEX | 10 | +0 | +0 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 18 | +4 | +9 |
| CHA | 18 | +4 | +9 |
Crucible Restoration. If Wolf continues to exert energy from the Crucible, his body disappears in sulfurous smoke, and he gains a new body instantly, reviving with all his Hit Points somewhere else.
Magic Resistance. Wolf has Advantage on saving throws against spells and other magical effects.
Crucible Wrath. Wolf is able to apply Advantage to his attack rolls, but the attacker also gets Advantage when attacking Wolf.
Multiattack. Wolf makes one claw attack and one glaive attack, or two claw attacks.
Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.
Glaive. Melee Attack Roll: +14, reach 15 ft., one target. Hit: 21 (3d8 + 8) Slashing damage plus 18 (4d8) Radiant damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or can't regain hit points until the end of its next turn.
Flying Swoop (Recharge 5–6). Wolf flies up to 60 feet without provoking opportunity attacks. He then dives to an unoccupied space within 5 feet of a creature he can see.
Each creature within 10 feet of the landing space must make a DC 18 Dexterity saving throw, taking 36 (8d8) Bludgeoning damage plus 18 (4d8) Slashing damage on a failed save, or half as much damage on a successful one.
A creature that fails the saving throw is knocked Prone.
Immediately after landing,Wolf makes one Glaive attack against a creature within reach.
Aspects of the Crucible: Breath. Wolf exhales crucible fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Wingbeat. Wolf flies up to half his flying speed without provoking opportunity attacks.
Relentless Pursuit. Wolf can move up to half his speed toward a creature he can see. If he ends this movement within reach of that creature, he has advantage on the next Glaive attack it makes before the end of its turn.
Pure Bloodlust. Wolf can teleport to an unoccupied space within 10 feet of a creature that is Prone or has half its hit points or fewer.
Telekinetic Deflection. When an ally Wolf can see within 30 feet of it is hit by an attack, Wolf is able to create an invisible barrier of force. The target gains a +5 bonus to AC against that attack, potentially causing it to miss.
Legendary Action Uses: 2. Immediately after another creature’s turn, Wolf can expend a use to take one of the following actions. Wolf regains all expended uses at the start of each of his turns.
Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.
Glaive (Costs 2 Actions). Melee Attack Roll: +14, reach 15 ft., one target. Hit: 21 (3d8 + 8) Slashing damage plus 18 (4d8) Radiant damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or can't regain hit points until the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/28/2026 12:18:20 PM
|
9
|
0
|
--
|
Coming Soon
|
Comments