Aardwolf
The aardwolf has advantage on an attack roll against a creature if at least one of the aardwolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
Any creature other than a aardwolf that starts its turn within 5 feet of the aardwolf must succeed on a DC 10 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the aardwolf’s Stench for 1 hour.
Actions
Aardwolf
Aardwolves are insect-eating creatures that are shy and nocturnal, sleeping in burrows by day. Aardwolves are not fast runners nor are they particularly adept at fighting off predators. Therefore, when threatened, the aardwolf may attempt to mislead its foe by doubling back on its tracks. If confronted, it may raise its mane in an attempt to appear more menacing. It also emits a foul-smelling liquid to deter predators.
Duplication and Templates
Aardwolf (Robin) has been modified from other monsters.
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