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Sea Wolf

Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 16
Speed 35ft Swim: 50ft

STR
14 +2
DEX
16 +3
CON
16 +3
INT
3 -4
WIS
14 +2
CHA
6 -2

Skills Stealth +8
Senses Blindsight 30 Ft., Passive perception 12
Challenge 1 (200 XP)


Amphibious. The Sea Wolf can breathe air and water.   Pack Tactics. The sea wolf has advantage on an attack roll against a creature if at least one of the sea wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.   Regeneration. The Sea Wolf regains 1 hit points at the start of its every second turn if it has at least 1 hit point. Over the course of two weeks it can regenerate limbs or organs. Its can even heal limbs or organs artificially attached to itself.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4+3 (2d4 + 3) piercing damage. If the target is a creature on land, it must succeed on a DC 11 Strength saving throw or be knocked prone


 

Ambystoma Mermadium: the larger cousin species to the Axolotl. These viscous amphibians exist in the sea, lakes or swamp land and hunt larger prey such as Dolphins, Crocodiles and Deer while in groups.

Sea


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