Huge Beast, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft., Burrow 17 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +6
Skills Perception +3, Stealth +4
Damage Vulnerabilities Acid, Fire
Damage Resistances Force
Damage Immunities Bludgeoning
Senses Passive Perception 13
Languages Common Only speaks small amounts, Deep Speech Mostly speaks this, Winter Wolf
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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.

Actions

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.

Paralyzing howl. Physic ability: once every 2 turns if the dungeon master rolls a 10 or higher on a 20d dice (to decide what attack to do) this wolf will do paralyzing howl. Paralyzing howl causes every person wearing leather armor to take 5 damage and everyone wearing metal armor, studded armor, or carrying a metal shield to take 10 damage.

Description

Bigger than a horse, these wolves feed on a diet of bones. Their eyes glow red when they're mad and stop glowing once they have calmed down. You must roll a 15 or higher in animal handling (including your modifier) or roll a 13 or higher in persuasion if you are a druid to calm this beast down.

Previous Versions

Name Date Modified Views Adds Version Actions
1/5/2021 9:54:37 PM
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Monster Tags: Misc Creature

Habitat: ForestHill

ash_dowkard

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