Pack Tactics. The 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.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mending lumber. when the timber wolf reaches 0 HP it collapses into a pile of sticks and twigs, however it will return to its wolf form and will be restored to full HP. This effect however does not happen if the final blow was caused by fire damage or lightning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Single target. Hit: 9 (2d6 + 4) Puncture damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., multi target. Hit: 8 (3d4 + 1) slashing damage
Sap Spit. Ranged Weapon Attack: +2 to hit, reach 10 ft., single target. if target is a creature medium sized or smaller they must succeed a DC 12 constitution saving throw. or be reduced to half their speed for 2 turns.
Description
The Timber Wolf is a strange creature found in forest or any area heavily populated with trees. In all aspects the timber wolf is no more different then the common wolf, However they are easily identifiable because of their bodies being entirely made of wood. Timber wolves while not having normal blood seem to replace it with a sap like substance, and have all the organs of a normal wolf, curiously timber wolves seem to be immune to poison and resist frost damage. Timber wolves are considered more dangerous because they run in packs and have a strange regenerative ability. upon death the timber wolf will collapse into a pile of wood and will regenerate back into their wolf form a minute later, with no evidence of ever taking damage. There are only two ways of permanently killing a timber wolf their by the killing blow being delivered by fire or lightning damage, or after turning it into a wood pile burning that will end the wolf as well.
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