Large Beast, Neutral
Armor Class 15 (natural armour)
Hit Points 86 (13d10 + 15)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
7 (-2)
WIS
15 (+2)
CHA
7 (-2)
Skills Investigation +2, Perception +6, Stealth +4
Damage Vulnerabilities Cold
Damage Immunities Fire
Senses Passive Perception 16
Languages Understands common but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

 Predatory Bearing. The wolf has advantage on attack rolls against any creature that has no allies within 5 feet of it.

Packbond. At initiative count 0, the wolf can change its initiative to that of a friendly creature it can see within 60 feet

Undying Embers. If the wolf would take any fire damage or begins its turn within 5 feet of an open flame, it instead takes no damage and regains 2 hit point. Additionally when a creature hits the wolf with a melee attack it takes 2 (1d4) fire damage.

Ashwalk. The wolf can walk across any surface of ash as if it weighed nothing.

Actions

 Snarling Snap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. This attack deals an additional 3 (1d6) fire damage to a target that is burning.

Instead of dealing damage, the wolf can grapple the target (escape DC 13). A target grappled in this way also begins burning (1d10).

Worry. The wolf tugs and tears at a creature grappled both by it and by one of the wolf's allies, forcing the target to make a DC 13 Constitution saving throw.

On a failure, the target takes 21 (6d6) piercing damage, or half as much on a success.

Dire Howl (1/Day). The wolf howls forth a shuddering cry; each creature of its choice within 30 feet that can hear it must succeed on a DC 12 Wisdom Saving throw or be Frightened until the end of its next turn.

A creature that fails this saving throw by 5 or more must use its reaction to move its speed directly away from the wolf, if available.

Reactions

Unbalancing Tug. When a creature grappled by the wolf makes an attack or casts a spell, the wolf can force it to succeed on a DC 13 Strength saving throw or fall prone.

Description

NOT MY CREATION. AN EDIT OF OH_HI_MARK/CONFLUX CREATURES WOLF

A Burning creature is on fire, and takes the specified amount of fire damage at the beginning of each of its turns, i.e. "Burning (1d10).

Separate Sources of Burning. If a creature that is already Burning would gain the Burning condition from another source, the condition with the higher Burning value overrides that with the lesser value.

Ending the Burning Condition. The creature or a creature that can reach it may smother the flames as an action, ending the Burning condition for that creature. A Burning creature that is doused in water, that takes any cold damage, or that is in an airless environment, such as a bag of holding, has the condition immediately end for it.

Palloria