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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Snarl. The wolf gives a menacing growl. All creatures within a 15 ft radius must make a DC 13 Wisdom saving throw or be frightened of the wolf for 1 minute. Creatures the wolf is friendly towards have advantage on their saving throws. At the start of each turn, a creature can remake the saving throw, and on a success are no longer frightened of the wolf.
-
View User Profile
-
Send Message
Posted May 4, 2024the friends shouldn't be able to be frightened