Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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: +4 to hit, reach 5 ft.,
Hit. 6 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 8 (3d4) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 12 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Magic Reisistance. The wolf has advantage on saving throws vs spells.
Bite. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 10 (1d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 10 (4d4) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 12 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
Bite. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 14 (1d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 18 (5d6) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 13 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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: +6 to hit, reach 5 ft.,
Hit. 22 (1d8+4) piercing damage. If the target is a creature, it must succeed on a DC 14 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 21 (6d6) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 13 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
Bite. Melee Weapon: +6 to hit, reach 5 ft.,
Hit. 27 (1d8+4) piercing damage. If the target is a creature, it must succeed on a DC 14 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 25 (7d6) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 13 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +7 to hit, reach 5 ft.,
Hit. 11 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 15 STR Save or be knocked prone and grappled by the Wolf (Escape DC 15.
Breath Weapon (Recharge 5-6). The wolf exhales 18 (4d8) fire, cold, acid, or lightning damage to all creatures within a 20ft. cone. Creatures that make a DC 13 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 32 (7d8) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 32 (7d8) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 32 (7d8) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 22 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 50 (9d10) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 22 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 50 (9d10) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
3x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 27 (3d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 83 (15d10) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
3x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 27 (3d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone.
Breath Weapon (Recharge 5-6). The wolf exhales 83 (15d10) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
2x Bite Multiattack.
Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 27 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.
Breath Weapon (Recharge 5-6). The wolf exhales 72 (11d12) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
3x Bite Multiattack.
Bite. Melee Weapon: +9 to hit, reach 5 ft.,
Hit. 22 (3d10+5) piercing damage. If the target is a creature, it must succeed on a DC 17 STR Save or be knocked prone and grappled by the Wolf (Escape DC 17.
Breath Weapon (Recharge 5-6). The wolf exhales 85 (13d12) fire, cold, acid, or lightning damage to all creatures within a 40ft. cone. Creatures that make a DC 15 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
4x Bite Multiattack.
Bite. Melee Weapon: +9 to hit, reach 5 ft.,
Hit. 22 (4d10+5) piercing damage. If the target is a creature, it must succeed on a DC 17 STR Save or be knocked prone and grappled by the Wolf (Escape DC 17.
Breath Weapon (Recharge 5-6). The wolf exhales 104 (16d12) fire, cold, acid, or lightning damage to all creatures within a 40ft. cone. Creatures that make a DC 15 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
4x Bite Multiattack.
Bite. Melee Weapon: +9 to hit, reach 5 ft.,
Hit. 22 (4d10+5) piercing damage. If the target is a creature, it must succeed on a DC 17 STR Save or be knocked prone and grappled by the Wolf (Escape DC 17.
Breath Weapon (Recharge 5-6). The wolf exhales 104 (16d12) fire, cold, acid, or lightning damage to all creatures within a 40ft. cone. Creatures that make a DC 15 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
4x Bite Multiattack.
Bite. Melee Weapon: +9 to hit, reach 5 ft.,
Hit. 27 (4d10+5) piercing damage. If the target is a creature, it must succeed on a DC 17 STR Save or be knocked prone and grappled by the Wolf (Escape DC 17.
Breath Weapon (Recharge 5-6). The wolf exhales 130 (20d12) fire, cold, acid, or lightning damage to all creatures within a 40ft. cone. Creatures that make a DC 15 DEX Save take half damage.
Abilities:
Keen Hearing and Smell. The wolf has advantage on Wis (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.
Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.
4x Bite Multiattack.
Bite. Melee Weapon: +10 to hit, reach 5 ft.,
Hit. 27 (4d10+5) piercing damage. If the target is a creature, it must succeed on a DC 18 STR Save or be knocked prone and grappled by the Wolf (Escape DC 18.
Breath Weapon (Recharge 5-6). The wolf exhales 137 (21d12) fire, cold, acid, or lightning damage to all creatures within a 50ft. cone. Creatures that make a DC 16 DEX Save take half damage.