Large Monstrosity, Lawful Good
Armor Class 18 (natural armor)
Hit Points 90 (12d10 + 30)
Speed 60 ft.
STR
18 (+4)
DEX
17 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
15 (+2)
Skills Perception +12, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Grappled, Poisoned, Prone
Senses Darkvision, Passive Perception 22
Languages Common, Elvish, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Pack Tactics. The wolf has advantage on an attack roll 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.

Forest Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in forest terrain.

Innate Spellcasting. The Thorn Grove Wolf's innate spellcasting ability is wisdom (spell save DC 15). The Thorn Grove Wolf can innately cast the following spells, requiring no material components:

At will: Druidcraft, Thorn Whip (11th level)

3/day each: Spike Growth, Silence

1/day each: Conjure animals, plant Growth, Invisibility

Speak with beasts and Plants. The Thorn Grove Wolf can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on its turn, The Thorn Grove Wolf can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in a unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Regeneration. The wolf regains 10 hit points at the start of its turn as long as it is in contact with the ground. If the wolf is not in contact with the ground, this ability does not function until the start of the wolf's next turn where it is in contact with the ground. The wolf dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The Thorn Grove Wolf makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Grasping Vines (Recharge 5-6). The wolf causes a 10 foot radius of grasping vines to erupt from the ground, at any point it can see within 30 feet, ensnaring any creatures in their grasp. Creatures in the area must succeed a DC 15 strength saving throw or be restrained until the vines dissipate. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that enter or re-enter the area are subject to the effects of this ability, though they make a the saving throw with advantage. The vines dissipates after 1 minute or until they are dealt 20 points of damage. The vines have AC 12 and resistance to piercing and bludgeoning damage, are immune to poison damage, and have vulnerability to fire damage.

 

Reactions

Shift Earth. The wolf targets one creature it can see within 30 feet of it. The ground shifts violently, moving it 5 feet in any direction the wolf chooses. If the target is a creature, it must make a DC 15 Dexterity saving throw or end its movement and is prone.

Previous Versions

Name Date Modified Views Adds Version Actions
9/5/2020 5:46:20 PM
7
4
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Coming Soon

Habitat: Forest

Mik3da1

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