Keen Hearing and Smell. The Avatar has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Avatar 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.
Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.
Multiattack. The Avatar makes three attacks: one with its bite and one with its Necrotic Tendril. It can also forgo the bite and use its frightening gaze.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Necrotic Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d10) necrotic damage.
Frightening Gaze. A creature within 10 ft. of the Avatar has to make a DC 14 Wisdom saving throw. On a failed save the target is incapacitated and its speed is reduced to 0 until the end of its next turn. Creatures immune to the frightened condition are immune to the effect.
Howl of Vitality. Once per day, as an action, the Avatar can infuse non-living Plants and corpses with its magic by howling. Up to 3 nearby plants or corpses can be animated.
Description
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/20/2020 10:19:10 PM
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13
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1
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1.0
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Coming Soon
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3/21/2020 1:46:39 PM
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10
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1
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1.2
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Coming Soon
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