Half Life. While a creature is poisoned by the Aurora Wolf, it takes 1d6 poison damage every time it rolls a saving throw against the poison. This damage increases by 1d6 every time it fails the save.
If it fails a saving throw by 5 or more, it takes an additional 1d6 poison damage each time it rolls a saving throw against that instance of the poisoned condition. Once a creature succeeds on its saving throw, it no longer takes the additional poison damage.
Interference. The area closest to the Aurora Wolf appears wavy and distorted. The Aurora Wolf has half cover from creatures within 15 feet of it.
Keen Hearing and Smell. The Aurora Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Aurora 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 isn't incapacitated.
Radioactive Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) poison damage.
The target must succeed on a Constitution saving throw against your spell save DC or take an additional 1d6 poison damage and become poisoned. A poisoned creature repeats the saving throw at the end of each of its turns.
Particle Field (Recharge 5-6). The Aurora Wolf creates a 15-foot-radius sphere of radioactive particles centered on a point it can see within 30 feet. Creatures that start their turn in the sphere must make a Constitution saving throw against your spell save DC. On a failure, the creature takes 2d6 poison damage and becomes poisoned, taking half as much damage and not being poisoned on a success.
The longer a creature remains within the sphere, the harder it becomes to resist. For each consecutive turn a creature remains inside, the save DC increases by 1, to a maximum bonus of +5. While within the sphere, creatures normally immune to poison damage are treated as resistant instead and those that are resistant to poison are treated as if they don't have it.
Nuclear Fission (1/Day). When the Aurora Wolf is hit by fire, radiant, or force damage, it can release a spray of radioactive particles in a 30-foot radius centered on itself.
Each creature in the area must make either a Dexterity or Constitution saving throw (target's choice) against your spell save DC.
If the creature chooses a Dexterity save:
- Failure: 4d6 poison damage and becomes poisoned.
- Success: Half damage and isn't poisoned.
If the creature chooses a Constitution save:
- Failure: 8d6 poison damage and becomes poisoned.
- Success: Half damage and isn't poisoned.
Regardless of which save was chosen, a poisoned creature can repeat a Constitution saving throw at the end of each of its turns, ending the poisoned condition on a success.
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