Huge Beast, Neutral
Armor Class 26 Natural Armor
Hit Points 550 (40d20 + 130)
Speed 100 ft., Climb 65 ft., Swim 50 ft.
STR
30 (+10)
DEX
26 (+8)
CON
18 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +15, CON +11, WIS +10, CHA +13
Skills Acrobatics +18, Athletics +22, Intimidation +25, Perception +20, Survival +16
Damage Resistances Fire
Damage Immunities Cold, Lightning, Bludgeoning damage from falling
Condition Immunities Charmed, Frightened, Poisoned, Restrained
Senses Truesight Up to 60 feet, Passive Perception 26
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Telepathy. A telepathic link made from the Ancient Alpha Wolf to a single person that it has recognized as it's master. (unlimited range and can not be interfered with or interrupted by magic.)

Keen Hearing and Smell.  Ancient Alpha Wolf  has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics.  Ancient Alpha Wolf has advantage on an attack roll against a creature if at least one of the Winter Wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Second Wind (3/short or long rest)  Ancient Alpha Wolf can use a bonus action on his turn to regain 8d20 + 10 hit points

Legendary Resistance (3/Day). If the Ancient Alpha Wolf or an ally of it's choosing fails a saving throw, he can choose to succeed instead.

Danger Sense.  Ancient Alpha Wolf has advantage on dexterity saving throws against effects he can see, such as traps and spells.

Snow Camouflage.  Ancient Alpha Wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Frightful Presence. Any creature within 200 ft. of the Ancient Alpha Wolf that the Ancient Alpha Wolf considers to be an enemy that can see the Ancient Alpha Wolf must succeed a DC 26 Wisdom saving throw or become frightened for 15 minutes. A creature can repeat the saving throw at the end of its turns, ending the effect on a successful roll. If the creature succeeds the saving throw, it is immune to the wolf's Frightful Presence for 24 hours.

Ancient Alpha Wolf's Might (Mythic trait; Recharges after a Short or Long rest). When the Ancient Alpha Wolf uses this trait, the Ancient Alpha Wolf falls unconscious for 3 rounds. After 3 rounds, he awakens. His eyes glow a crimson red, phantasmal flames of Hell begin to rage across his body, any creature that is not recognized as an ally that is within 10 feet takes 1d8 fire damage. The Ancient Alpha Wolf lets out a massive howl. He gains 250 temporary hit points, and gains access to his Mythic Actions.

Unbound Runes. Every time he deals/receives damage it activates 1 rune, up to a max of 5. Each of Winter Wolf's abilities gain an additional benefit when used at maximum runes and the runes are consumed. Enemies that die within 5 ft of Ancient Alpha Wolf will fully activate all of his runes.

 

Spellcasting. Ancient Alpha Wolf is a 17th level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +5 to hit with spell attacks). Ancient Alpha Wolf has following Sorcerer and Wizard spells prepared:

Cantrips (at will): Ice Claws, Wind Claws, Ray of Frost, Black Flame

1st level (4 slots):

2nd level (3 slots):

3rd level (3 slots):

4th level (3 slots): Ice Storm

5th level (2 slots): Cone of Cold

6th level (1 slot): Freezing Sphere

7th level (1 slot): Whirlwind

8th level (1 slot):

9th level (1 slot): Ice Meteor Swarm

Actions

Multiattack. The Ancient Alpha Wolf makes 3 attacks, one bite and two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 38 (5d10 + 10) piercing damage.

Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage.  If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5 or 6). Ancient Alpha Wolf exhales a blast of freezing wind in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 56 (14d8) cold damage on a failed save, or half as much damage on a successful one.

Tail Attack. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a creature same size or smaller, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Icy Shards (Costs 2 Actions). The Ancient Alpha Wolf launches shards of ice from his fur. Each creature that is not an ally within 20 feet of the wolf must succeed on a DC 20 Dexterity saving throw or take 24 (5d6 + 6) cold damage and 24 (5d6 + 6) piercing damage.

Bonus Actions

Teleportation: The Ancient Alpha Wolf can use Teleportation as a bonus action and take up to 4 willing allies that are within 10 feet of it.  The teleportation has a range of up to 400 feet.  If it teleports to where an enemy is, any enemy within 10 feet need to make a DC 20 Constitution saving throw, on a failed save the creature is blinded and stunned and has disadvantage for 1 turn on all attack and saving throws.

Cunning Action:  The Ancient Alpha Wolf quick thinking and agility allow it to move and act quickly so he can take the Dash, Disengage, or Hide action.

Reactions

Dodge. Once per turn, Ancient Alpha Wolf can dodge a physical attack that would deal damage to him by making a DEX saving throw, On a success Ancient Alpha Wolf takes no damage from the attack, on a fail half damage.

Reactive Claws. After using Legendary Resistance or in response to being hit by an attack roll, the Ancient Alpha Wolf makes two claw attack.

Legendary Actions

Ancient Alpha Wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ancient Alpha Wolf regains spent legendary actions at the start of his turn.

Unchained: Ancient Alpha Wolf leaps forward up to 40 ft, dealing 10d12+15 damage to all creatures that are not allies in a 5 ft radius when he lands. At full runes, the creatures needs to make a DC 22 strength save, on a failed save the creature is stunned until the end of their next turn.

Seething Howl: Ancient Alpha Wolf rears back and howls, inspiring himself and any ally within 20 feet with a 2d10 extra damage on their next attack that hits. At full runes, the buff is increased by an additional 3d10.

Brutalize: Ancient Alpha Wolf pounces to ground location up to 15 ft away. If there is an enemy, he strikes them 4 times, dealing 2d12+10 damage with each strike while being immune to reactions. At full runes, each strikes deals an additional 2d6+10 damage.

Mythic Actions

If Ancient Alpha Wolf's mythic trait is active, he can use the options below as legendary actions.

Howl of the Alpha. Ancient Alpha Wolf huge size and overbearing power summons forth other winter wolves into his fealty when he calls for them by howling, he is constantly surrounded by 4 winter wolves that will not leave his side till death.

Howl for the Valkyries. When all of Ancient Alpha Wolf party is incapacitated or unconscious, he will sit down, and let out a tremendous howl to the moons, calling forth an army of Valkyries to bring the party back consciousness and 1/2 of their total hit points.

Ragnarok. Upon Ragnarok, Ancient Alpha Wolf's eyes begin to glow blue like ice, becoming resistant to all damage while gaining an additional 20 ft movement speed. Ancient Alpha Wolf bites enemies, dealing 6d20+25 damage and carrying them away up to 30 ft. Biting a target of larger size deals the damage but ends Ragnarok. At full runes, Ancient Alpha Wolf is immune to all damage for the duration

Breath of Jotunheim. Ancient Alpha Wolf lets out a blast of cold, affecting all creatures within a 90 ft. cone. Each creature in the area of effect must make a DC 22 Dexterity saving throw. On a fail, the target takes 80 (20d8) cold damage and their movement speed is halved. On a success, target takes half damage and movement remains unaffected

Description

The Ancient Alpha Wolf is a solitary creature that is search for strong prey.  He has been known on the very rare chance to form up with a party of adventurers that he feels is worthy of his strength and will help them get stronger.  The party that he choices to join, he will pick one member to be his master and form a contract with that person and let that person name him.  When in battle the Ancient Alpha Wolf has 5 actions per turn.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2024 12:22:53 AM
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Rimuru_Tempest_007

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