Large Beast, Neutral Evil
Armor Class 13 natural armor
Hit Points 75 (10d10 + 10)
Speed 50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +6, DEX +3
Damage Immunities Acid
Condition Immunities Poisoned
Senses Passive Perception 15
Languages common, wolf
Challenge 4 (1,100 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.

Actions

Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d10 + 5) piercing damage. 

Acid Breath (Recharge 5–6). The wolf exhales a blast of Acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) Acid damage on a failed save, or half as much damage on a successful one.

 

Description

The Acid wolf is as large as a dire wolf but has Black fur and Green eyes. Acid wolves communicate with one another using growls and barks, but they speak Common well enough to follow simple commands. Acid wolf blood is often used for potions, so they are hunted for money.

Habitat: Forest

RiskLearning

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