Large Aberration, Chaotic Evil
Armor Class 14
Hit Points 46 (6d10 + 10)
Speed 40 ft., Climb 20 ft.
STR
12 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +3
Skills Acrobatics +3, Perception +4
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Deep Speech (understands but cannot speak)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Fear Detection. The beowolf can sense negative emotions out of a range of 1 mile, with an pinpoint accuracy of 60ft. A hidden humanoid within that 60 feet must make a DC 12 wisdom saving throw to avoid detection.

Fear Aura. All hostile creatures within 30 feet of the beowolf must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to the apathy Fear Aura for the next 24 hours.

Grimm Nature. Due to its nature as an entity of destruction, creatures of Grimm do not need to eat, drink, or sleep, but can if they choose to. If a creature of Grimm dies, it and anything it was wearing or carrying turns to ash.

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

Pack Tactics. The beowolf 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

Multiattack. The beowolf makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 3) [Piercing] damage and 5 (1d8) [Necrotic] damage. 

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 4) [Slashing] damage and 5 (1d8) [Necrotic] damage. 

Description

"We wouldn't want you to be gobbled up by a Beowolf, now would we?" - Glynda Goodwitch.


 

Physiology

Beowolves are large, dark, werewolf-like Creatures of Grimm. Their bodies are completely black in color and they have a bone-like mask with red markings characteristic of most Grimm, as well as the bone-like spikes protruding from their arms, back, and knees. Their hands and feet are also tipped with long, sharp, white claws.

Their glowing eyes leave a visible trail of red light as they move and are mostly yellow in color. Black smoke also seems to constantly emanate from their bodies.

Monster Tags: aberration

Habitat: ForestUnderdark

6World7Forger6

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