Insightful. The weeping wolf has advantage on Wisdom (Perception) checks that rely on sigh and it can't be surprised.
Soul Drain. When the weeping wolf starts its turn, each creature that has 0 hit point and is still alive withing 15 feet of the weeping wolf must succeed on a DC 16 Wisdom saving throw or die, its soul being devoured. The weeping wolf regains a number of hit points equal to 5 times the level of nay creature killed this way. On a successful saving throw, a creature is immune to Soul Drain of all weeping wolfs for the next 24 hours.
Freeing The Souls. If the weeping wolf dies, all souls which have been imprisoned for less than 7 days are released and may attempt to automatically return to their bodies (if they still have one) by succeeding on a DC16 Wisdom saving throw. The DC increases by one for each day the soul spend inside the weeping wolf.
Multiattack. The weeping wolf uses Living Nightmare if it can. It then makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack:+7 to hit, reach 5ft. one target. Hit:13 (2d8 + 4) piercing damage plus 4 (1d8) necrotic damage.
Claw Melee Weapon Attack: +5 to hit, reach 5ft. one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) necrotic damage.
Living Nightmare (Recharge 5–6) The weeping wolf's eye focus their gazes on any number of creatures within 30 feet of the weeping wolf, making their soul shiver. Each target must succeed on a DC 16 Wisdom saving throw, or be paralyzed in fear for 1 minute. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to this weeping wolf's Living Nightmare for the next 24 hours.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
No one knows when or where weeping wolves appeared for the first time. They feed on souls, growing bigger and stronger each time they drain a corpse from its spirit. It is said their gaze can pervade your mind, leaving you defenseless while they tear your body and soul apart.
Unholy Wanderer. Weeping wolves roam the lands in search for souls to devour, leaving only despair and destruction in their path.
Soul Eater. A weeping wolf doesn't require air, food, drink or sleep. They only feed on souls, although they don't require to consume any to keep living.
Spiritual Prison. All souls devoured by the weeping wolf are imprisoned within it. They cannot leave the wolf except by very powerful magical means such as the wish spell. Therefore, a creature whose soul has been devoured cannot be resurrected using, revivify, resurrection or raise dead. A soul imprisoned in the weeping wolf for 7 days is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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