Medium Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 28 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

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

Undead Fortitude. If damage reduces the zombie wolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie wolf drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Description

Zombie wolves are as dangerous as they are revolting. While they may not be the smartest of creatures, their resilience and ferocity can be frightening. These undead often travel in packs.

Monster Tags: undead

Habitat: ForestGrasslandHill

QuillTakoda

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