Large Beast, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 49 (5d10 + 15)
Speed 40 ft.
STR
17 (+3)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws WIS +1
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 8
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
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.

Undead Fortitude. If damage reduces the zombie 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 drops to 1 hit point instead.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Monster Tags: Misc Creature

Habitat: ForestHill

Pippin_2093

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