Huge Monstrosity, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +12, Stealth +5
Damage Resistances Necrotic, Radiant
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 22
Languages Common understands but cannot speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). Negates any secondary effects of direct damage spells and reduces the damage by half.

Actions

Multiattack. The wolf can use its Frightful Howl. It then makes three attacks: one with its bite and two with its claws. It can substitute a tail attack for one of these but the creatures must be behind the wolf.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Spiked Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Frightful Howl. Each creature of the wolf's choice that is within 120 feet of the wolf and can hear it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the howl for the next 24 hours.

Hail of Spikes (Recharge 5–6). The wolf launches a hail of spikes in a 90-­foot line that is 5 feet wide. The first three creatures in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) piercing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The wolf can take 1 legendary action, 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.

Detect. The wolf is treated as having True Sight until the end of its next turn.

Leap. The wolf can leap up to 60ft without provoking attacks.

Bristle. The wolf shakes and bristles its spines in all direction. Each creature within 10 feet of the wolf must succeed on a DC 19 Dexterity saving throw or take 14 (2d6 + 7) piercing damage and be bleeding for one minute. A Con save DC 14 stops the bleeding on the affected creature's turn otherwise they take an additional 1d6+7 damage. Any healing magic stops the bleeding.

Description

The Valgosian Wolves are an ancient and primordial sect of creatures. They are often found as the objects of werewolves devotion and worship. Hulking wolves covered on the shoulders with white jagged spines and spikes upon their tails. Where spikes have broken off or shed they always regrow elsewhere leaving older wolves looking more jagged and covered with pitted bone marks. Even their faces begin to lose the fur and flesh as they age leaving a bare skull like appearance as it is pocked with tiny spines and the bases that remain. 

Habitat: MountainSwamp

JimBlackheart

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