Feywolf

Small fey, chaotic good

Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages understands Sylvan but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Fantastic Leap. The feywolf’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
  • Keen Hearing and Smell. The feywolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Magic Resistance. The feywolf has advantage on saving throws against spells and other magical effects.
  • Pack Tactics. The feywolf has advantage on attack rolls against a creature if at least one of the feywolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

REACTIONS

  • Jumping Escape. When the feywolf takes damage, it can use its reaction to make a long jump up to its speed without provoking opportunity attacks.

ABOUT

Remarkably genial and unstoppably energetic, feywolves may spend an eternity or two simply jumping and playing in Otherwood, the mystical dimension of Mother Nature. As some of the friendliest fey beings, feywolves like to think of themselves as the absolute best buddies of fairies, pixies, sprites, satyrs, dryads, and generally every other creature they come across that’s not obviously hostile towards them.

From time to time, a pack of feywolves or a single feywolf will jump off Otherwood and into another world, sometimes called to aid an ally of Nature, or just on a whim to try something new. A lone feywolf will usually seek out new friends and try to make itself as helpful as possible.

In combat, feywolves use their exceptional mobility and innate unpredictability to wear out and confound enemies.

Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a feywolf for their familiar.

Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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