Wolf
Wolf CR: 1/4 (50 XP)
STR
14 +2
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
17 +3
CHA
6 -2
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 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. Pack Bond. While within 30ft. of an ally that it can see, it has advantage on saving throws against being charmed or frightened.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Howl. A creature within 60ft. of the wolf that can hear it must succeed a DC 11 Wisdom saving throw or become frightened for one minute. While frightened in this manner, the wolf and it's allies have advantage on attack rolls against that creature. Creatures can repeat its saving throw at the end of each of its turns. Upon a success, the creature is immune to being frightened in this manner for the next 24 hours.
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