Huge Beast, Unaligned
Armor Class 18 (natural armor)
Hit Points 300 (5d10 + 10)
Speed 50 ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
6 (-2)
WIS
16 (+3)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 15
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
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

Poisoned Body: Whenever a melee attack against the creature is made, the attacker takes 7 (2d6) poison damage.

Actions

Multi-attack: The Dire Wolf makes two claw attacks and one bite attack per turn.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) piercing damage plus 2d6 poison damage. 

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 10 (2d6+6) 

Legendary Actions

Terror Howl: The Dire Wolf, as an action, lets out a bellowing howl. Anyone within 100 ft who hears it must make a DC 14 Wisdom save or become frightened of the beast. Recharge on 9/10 on 1d10. Anyone who succeeds the saving throw by 5 or more is immune to the Terror Howl for 24 hours, as is anyone who succeeds the save after being frightened by it.

Ravenous Bite: Melee Weapon Attack: +10 to hit. 3d10+6 piercing damage and 2d8 poison damage. The target must succeed a DC 15 Strength saving throw or be knocked prone and grappled by the wolf.

Pack Leader: Zolthir releases a powerful howl that draws nearby wolves to his location to aid him. Roll 2d6, the total is how many wolves come to him.

Lair and Lair Actions

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the wolf can see within 100 feet of it. That area becomes difficult terrain, and each creature must succeed on a DC 14 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 13 Strength check and succeeds. The roots and vines wilt away when the wolf uses this lair action again or when it dies.
  • Part of the ceiling collapses above on creature the wolf can see within 100 feet of it. The creature must succeed on a DC 13 Dexterity saving throw or take 3d6 bludgeoning damage.and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 12 Strength check, ending the buried state on a success.

Monster Tags: Misc Creature

Habitat: ForestHill

ChangelingsToryAlex