Packs in the wild are merciless and will hunt prey seemingly without exhaustion. They can call to each other across large distances, with deep barking cries that carry. Once the call goes up, an adventurer can be in very deep trouble.

Grolm are massive beasts, weighing between 300 and 500 pounds. Three eyed and keen of sight, they are not intelligent. They are rather awkward when at rest or walking, but when running they exude a deadly grace. They are fast, but their true purpose is in long distances, where they can run down a horse. In the wild Grolm are known to hunt in packs, some as small as three or as large as fifteen. In captivity they don't bear company of each other well. Without a firm hand from a trainer, they will turn on another, generally leading to a fight to the death.

Grolm

Large Monstrosity, Unaligned

Armor Class 16

16 Hit Points 133 (14d10+70) )

133 (14d10+70) ) Speed 40 ft.

STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 5 (-3)

Saving Throws Str +7

Str +7 Resistances Piercing and slashing from nonmagical attacks.

Piercing and slashing from nonmagical attacks. Senses Passive Perception 10

Passive Perception 10 Languages None, Understands Trainer commands

None, Understands Trainer commands Challenge 5 (1800 XP)

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

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

Standing Leap. The Grolm's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Multiattack. The Grolm makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8 + 4) slashing damage

Deadly Leap. If the Grolm jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains a creature. This creature must then succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the Grolm's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Grolm's space and is grappled.