Wolfbat (5e Creature)
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Wolfbat[edit]
Medium monstrosity, unaligned Armor Class 13 (natural armour)
Skills Perception +3, Stealth +6 Echolocation. The wolfbat can't use its blindsight while deafened. Flyby. The wolfbat doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Smell. The wolfbat has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolfbat has advantage on an attack roll against a creature if at least one of the wolfbat's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing 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: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
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Another amalgamation of beasts, the wolfbat carries characteristics of both creatures that it gets its name from. When on the ground and at a distance, it may pass as a wolf. closer inspection reveals its true nature. Only its back and head are covered in wolf fur. The rest of it is leathery skin, colored in blacks and browns. Its front legs also double as its wings that it can spread and take to the air at a moment's notice. The wings themselves are nearly identical to a bat's wings except for the clawed paw on its middle joint. They tend to travel in packs with typically four to twelve members. Unlike wolves however, they typically do not have an alpha, though some sightings state otherwise. |
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