Ice Walk. The wolf can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Ice Aura. The wolf has a special aura, when the wolf fights the area between 10 ft and 80 ft is brutal cold, if an enemy stands to long outside (2 turns), the enemy will freeze and take 14 (4d6) cold damage each turn.
Ice Escape (Recharge 5-6). The wolf is able to freeze its body, creating an ice sculpture of itself. When it does this, it is teleported upto 150 ft away to a location that it knows.
Legendary Resistance (3/Day). If the wolf fails a saving throw, it can choose to succeed instead.
Multiattack. The wolf can use its Cold Breath. It then makes three attacks; one with its bite and two with its claws. It's bite and claw attacks count as magical for over coming resistances.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) slashing damage.
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
Dodge. The wolf adds 5 to its AC against one melee attach that would hit it. To do so, the wolf must see the attacker.
Description
This ancient winter wolf has lived for a millennia after being gifted with a long life by a Feywild Lady. Overtime it has become a force unto itself.
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