Seawolf, Lesser (5e Creature)

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Lesser Seawolf[edit]

Medium monstrosity, chaotic evil


Armor Class 13 (12 in humanoid form) (natural armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft., swim 40 ft. (30 ft., swim 20 ft. in hybrid form, 30 ft. in humanoid form)


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1)

Skills Deception +1, Perception +3, Stealth +4
Senses darkvision 60 ft. ft., passive Perception 13
Languages Common
Challenge 1/2 (100 XP)


Shapechanger. The seawolf can use its action to polymorph into a seal-humanoid hybrid or into a humanoid, or back into its true form, which is a monstrosity. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Hold Breath. The seawolf can hold its breath for 15 minutes.

Keen Hearing and Smell. The seawolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The seawolf has advantage on attack rolls against a creature if at least one of the seawolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite (Monstrosity or Hybrid Form Only). 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.

Longsword (Hybrid or Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.


See seawolves


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