b'Vargulf \n'b'  Large   beast  (canine),  neutral  \n'b'  Armor Class  13 (natural armor) \n'b' Hit points  26 (4d10 + 4) \n'b' Speed  50 ft.\n'b' STATS STR: 17 (+3) DEX:  15 (+2)  CON:  13 (+1)  INT:  7 (-2)  WIS:  12 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4 \n'b' Senses  passive  Perception  13 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  2 (450 XP) \n'b' Special Traits \n'b'\n'b'  Keen Hearing and Smell . The vargulf has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. Pack Tactics. The vargulf has advantage on an  attack  roll against a creature if at least one of the vargulf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . Running Leap. With a 10-foot running start, the vargulf can long jump up to 25 feet \n'b'\n'b' Actions \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13  Strength  saving throw or be knocked  prone . \n'b'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, the vargulf can bark a special  command  or warning whenever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the vargulf\xe2\x80\x99s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the vargulf is  incapacitated . \n'b'\n'b' About \n'b' This wolf\xe2\x80\x99s gaze glitters with intelligence. \n'b' Vargulves are wolves that possess the minds of men. They are able to avoid traps, plan tactics, and hold grudges. Vargulves inevitably rise to become alpha leader of their packs, although a few become outcasts because of their strange ways.'