Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll 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.
Night Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in darkness.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be Stunned until the end of it's next Turn.The wolf regains hit points equal to half the amount of necrotic damage dealt.
Misty Form. As a bonus action the wolf transforms into a cloud of dark mist, all attacks have disadvantage against it while in this form. The mist can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity. The wolf cannot attack while in this form. While in this form, the wolf has a flying (hover) speed of 50 ft.
Description
The vampiric wolf is as large as a dire wolf but has black fur with crimson streaks and crimson red eyes. Vampires and other undead use these evil creatures as guards and hunting companions. Vampiric wolves communicate with one another using growls and barks, but they understand Common well enough to follow simple conversations.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/25/2020 12:28:02 PM
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5
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1
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Coming Soon
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2/25/2020 8:22:53 PM
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4
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0
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1.5
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Coming Soon
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