Gargantuan Beast, Chaotic Good
Armor Class 22 Natural Armor
Hit Points 481 (26d20 + 208)
Speed 120 ft., Climb 40 ft., Swim 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
26 (+8)
INT
20 (+5)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws STR +19, DEX +19, CON +17, INT +14, WIS +19, CHA +14
Skills Insight +19, Perception +28, Stealth +19, Survival +28
Condition Immunities Frightened, Grappled, Paralyzed, Petrified, Restrained
Senses Darkvision 300 ft., Truesight 120 ft., Passive Perception 38
Languages Common, Druidic, Elvish, Giant Elk, Sylvan, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Evasion. When the wolf is subjected to an effect, that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Hunter's Watch. The wolf gains a bonus to its initiative rolls equal to its wisdom modifier. In addition, the wolf nor its allies — while within 120 feet of the wolf — can be surprised while it is conscious, and they do not need to sleep (gaining the effects of a long rest at midnight).

Innate Spellcasting. The wolf's innate spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: alarm, expeditious retreat (no concentration), faerie fire, find the path (no concentration), freedom of movement, haste (no concentration), hunter’s mark (as a 5th-level spell, no concentration), longstrider, nondetection, primal savagery, wrath of nature (no concentration)

3/day each: animal shapes (no concentration), Ashardalon’s stride, conjure animals (as a 5th-level spell, no concentration), elemental bane (as an 8th-level spell, no concentration), hold monster (no concentration), pass without trace, scatter, summon beast (as a 5th-level spell), warding wind

1/day: bones of the earth

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

Land's Stride. The wolf is unaffected by difficult terrain, and it can pass through non-magical and magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, the wolf has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Legendary Resistance (4/Day). If the wolf fails a saving throw, it can choose to succeed instead.

Primal Strikes. The damage from the wolf's natural weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. In addition, while within 120 feet of the wolf, the natural weapons of good creatures, and non-evil beasts, deal an additional 1d8 force damage, and are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Superior 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. In addition, each creature of the wolf's choice, within 120 feet of the wolf, has advantage on attack rolls against evil creatures. Each creature, of the wolf's choice, within 120 feet of the wolf, deals an extra 7 (2d6) damage, when it hits an evil creature, if it has advantage on the attack roll. 

Slayer's Maneuver. The wolf can take the dash, disengage, and dodge actions as a bonus action. In addition, the wolf can move thirty feet without provoking opportunity attacks before each of its attacks.

Slayer's Prey. When the wolf subjects a fiend or undead to damage, the wolf deals an extra 22 (4d10) radiant damage.

Slayer's Retaliation. When an evil creature provokes an opportunity attack from the wolf, the wolf doesn't need to use its reaction to make an opportunity attack. In addition, a creature provokes an opportunity attack from the wolf, if it makes an attack roll against a creature, other than the wolf, while within the wolf's reach. The wolf reduces a creature's speed to 0 if it hits it with an opportunity attack.

Speak with Beasts. The wolf can communicate with beasts as if they shared a language.

Telepathic Bond. If the wolf communicates with a creature telepathically, the creature can respond to the wolf, and other creatures in the conversation, likewise.

Tireless. The wolf gains 20 temporary hit points at the start of each of its turns.

Titan's Stability. The wolf can only become prone if it wishes to be.

Will of the Ancient One. If a creature spends at least 1 minute (10 turns) within 60 feet of the wolf, and gains the benefit from the wolf's Hunter's Watch, Primal Strikes or Superior Pack Tactics, it gains the mark of the wolf. The mark of the wolf lasts on a creature for a number of days equal to the number of hours (rounded up) the creature spent within 30 feet of the wolf. If a creature with the mark of the wolf targets a good creature with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must choose a new target or take a different action. A creature with the mark of the wolf gains the following bond: "Undead are the scourge of the world, it is my duty to remove them from this world."

In addition, a creature with the mark of the wolf has advantage on Wisdom (Animal Handling) checks, Wisdom (Survival) checks, and Charisma (Persuasion) checks — made to persuade a good creature. A creature with the mark of the wolf has advantage on attack rolls against evil creatures. Creatures also have disadvantage on opportunity attack against creatures, with the mark of the wolf.

Actions

Multiattack. The wolf makes two bite attacks.

Bite. Melee Weapon Attack: +29 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) acid damage. If the target is a creature, the wolf can choose one of the following additional effects:

  • The target is grappled (escape DC 27). Until this grapple ends the target is restrained, and the wolf cannot make another bit attack against another target.
  • The target must make a DC 27 Strength saving throw or be knocked prone
  • The target must make a DC 27 Strength saving throw or be knocked prone and be pushed 30 feet away
  • The target is flung 60 feet in a direction of the wolf's choice. If the target collides with a solid object it takes 18 (4d8) bludgeoning damage and is knocked prone. If it would strike a creature, the creature must make a DC 27 Dexterity saving throw. On a failed save, the creature and the target, both take 13 (3d8) bludgeoning damage and are knocked prone. On a successful save, the creature takes no damage and the target continues flying. If a flung creature doesn't collide with anything it lands prone.
Legendary Actions

The wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wolf regains spent legendary actions at the start of its turn.

At-Will Spell. The wolf casts one of its at-will spells.

Bite Attack. The wolf moves up to 30 feet without provoking opportunity attacks, then makes a bite attack.

Move. The wolf moves up to its speed without provoking opportunity attacks.

Spell (Costs 2 Actions). The wolf casts one of its spells.

Rush of the Zephyr (Costs 3 Actions). The wolf moves up to its speed toward a target, without provoking opportunity attacks, then makes a bite attack. If the wolf moved within 10 feet of a creature, the creature must make a DC 27 Strength saving throw or be pushed 30 feet away and knocked prone.

Description

Colossal wolves can reach lengths of up to seventy feet and heights of fifty feet. One leap, from these giant wolves, is enough to send it across a small human settlement. They rarely keep still and if they are staying in one location, for more than a couple of seconds, they tend to pace. Most of the time, these canids traverse long distances in the hunt for undead (as well as fiends — to a lesser extent), and they tear through hordes of undead with ease.

Unlike colossal bears, colossal wolves will frequently work with other creatures. Other creatures will follow a colossal wolf, due to the fact that creatures in the vicinity of the wolf do not need to eat or drink (the same holds true for the wolf itself and as such the creatures have no reason to be threatened by the wolf). With this following of creatures, the wolf will occasionally enlist some of the stronger creatures (like giant elks, dinosaurs, shambling mounds, and even bulettes and wyverns), that may be following it, in its fight against undead. While the wolf's primary goal is the annihilation of undead, if it has enlisted a creature in its fight it will almost always prioritize that creature's safety over its mission — though it is less likely to prioritize a creature that would normally terrorize other creatures (e.g. bulettes, shambling mounds, etc.). While the wolf does grant nearby creatures a boost in their travel pace, this may still not be enough for the creature to keep up with the wolf's fast pace. In such situations, a colossal wolf may allow a particularly valued compatriot — often times this is a humanoid or humanlike creature (e.g. dryad, girallon, etc.) — to ride on its back (if its not too big). They are also willing to protect human travelers if the wolf takes a liking to them — which typically occurs if they are kind to the wolf as well as other creatures — or they are heading the same way and the humanoids don't respond negatively to the wolf. In this way, they are similar to the colossal ape, as colossal wolves do take an interest in humanoids, though typically they will watch from afar.

Lair and Lair Actions

A Colossal Wolf's Lair

A colossal wolf doesn't stay in one place, as such its lair moves with it. The area within 500 feet of the wolf is considered to be its lair, no matter where it is.

Lair Actions

On initiative count 20 (losing initiative ties), the wolf takes a lair action to cause one of the following effects:

  • The wolf casts the faerie fire spell six times, targeting different areas with the spell. The wolf doesn't need to concentrate on the spell.
  • Each creature of the wolf's choice, that the wolf is aware of, as well as each creature with the mark of the wolf, ignores any difficult terrain within 500 feet of the wolf and doesn't provoke opportunity attacks while within 500 feet of the wolf, until initiative count 20 of the next round.
  • Each evil creature and each creature that is hostile to the wolf, that is within 500 feet of the wolf, takes an extra 10 (3d6) force damage the next time it takes damage, before initiative count 20 of the next round.
  • Each creature of the wolf's choice, that the wolf is aware of and that is within 500 feet of the wolf, as well as each creature with the mark of the wolf that is within 500 feet of the wolf, moves up to their movement speed without provoking opportunity attacks and makes a weapon attack against one evil creature it can see.
  • Each undead that the wolf can see within 500 feet of it must make a DC 27 Wisdom saving throw or be paralyzed until the end of its next turn. The wolf can't use this effect two turns in a row.
  • Any area of ground within 500 feet of the wolf that is covered by grass or undergrowth becomes difficult terrain for evil creatures, and other creatures the wolf isn't friendly towards, until initiative count 20 of the next round.
  • Each creature of the wolf's choice, within 10 feet of a tree, must make a DC 27 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much on a successful one.
  • Each creature of the porcupine's choice, on the ground in its lair, must make a DC 22 Strength saving throw, or be restrained until initiative count 20 of the next round.
  • Loose rocks launch at each creature of the wolf's choice, within 500 feet of the wolf. Each creature must make a DC 27 Dexterity saving throw or take 13 (3d8) bludgeoning damage.
  • The wolf can fill any number of 5-foot squares on the ground within 500 feet of it with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. The wolf and creatures with the mark of the wolf are immune to this effect. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. The fog lasts until initiative count 20 of the next round.

Regional Effects

The area within 1 mile of the wolf is affected by the presence of the colossal wolf and its powerful magic, producing the following effects:

  • Non-evil creatures do not require food nor water while within 1 mile of the wolf. Unaligned creatures will recognize that they are under this effect almost immediately, whereas most humanoids will have to figure it out on their own. Due to this animals will gather within 1 mile of the wolf, and will try to stay within 1 mile of the wolf.
  • Each good creature, non-evil beast, and creature with the mark of the wolf, gains 20 temporary hit points when it finishes a short or long rest within 1 mile of the wolf.
  • Each good creature, non-evil beast, and creature with the mark of the wolf, within 1 mile of the wolf has advantage on attack rolls against fiends and undead.
  • The speed of each good creature, non-evil beast, and creature with the mark of the wolf, increases by 10, while within 1 mile of the wolf and their travel pace is tripled while within 1 mile of the wolf.

If the wolf dies, the effects dissipate over a period of 8d6 hours.

Habitat: ForestGrasslandHill

Yellow_Gorilla

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