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.
Rune Weakness. The wolf relies on its rune to survive. Any damage direct to the rune or close(Head) will do +2 damage.
Reflective Body. In light their bodies relfect light equal to the light around them. In normal light this is not a problem, but in higher amounts of light anyone within 5ft of the wolf must take a Dex 10 saving throw on any action to keep from being temporarily blinded and rolling with disadvantage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Glass shatter. Area of Effect: The creature will take its turn to explosivly shatter. Every creature within 5ft of the wolf will need to make a Dex 12 saving throw or take 3d6 of piercing damage.
Description
These wolves have a crystaline body. The color of the crystal slightly opaque with a single blue glowing rune on thier forheads. On closer inspection a wolves you could see the skeleton of a wolf inside surrounded in the seeable crystal.
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