Keen Hearing and Smell. The war turmoil has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Deep Digger. While in dirt, snow, or ice, the war turmoil can burrow beneath the surface. It can burrow quite deep, and only leaves a partially collapsed hole where it burrowed down, making it difficult to track. Wisdom (Perception) checks without tremorsense or blindsight to detect a burrowed turmoil's location have Disadvantage.
Heat Weakness. While in temperatures above 40° F (4.5° C), the war turmoil has disadvantage on attack rolls, ability checks, and saving throws.
Icy Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 5 (2d4) cold damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5–6). The turmoil exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Description
The War Turmoil of the Northern Wastes is a fearsome canine. It has been selectively bred by the communities there to be as large as a dire wolf, but it has snow-white fur and pale blue eyes. Northerners use these massive canines as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes.
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