Large Swarm of Large beasts, Neutral Good
AC 15 Natural Armor    Initiative +3 (13)
HP 22 (6d10 + 12)
Speed 50 ft., Swim 25 ft., Climb 15 ft.
Mod Save
STR 17 +3 +3
DEX 16 +3 +10
CON 14 +2 +2
Mod Save
INT 6 −2 −2
WIS 13 +1 +6
CHA 10 +0 +0
Skills Perception +5, Stealth +4
Resistances Lightning, Thunder
Immunities Prone
Senses Darkvision 60 ft.; Passive Perception 15
Languages Common but can't speak, Sylvan but can't speak Understands Common and Sylvan but can't speak
CR 3 (XP 700; PB +2)
Traits
1. Pack Tactics (Celestial Variant) 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.
 2. Storm Fur When a creature hits the wolf with a melee attack, the attacker takes 2 (1d4) lightning damage.
 3. Keen Hearing and Smell The wolf has an advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
1. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) lightning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
2. Starburst Howl (Recharge 5–6) Special Ability. The wolf emits a howl infused with stellar energy. Each creature of the wolf's choice within 30 feet of it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) thunder damage and is deafened until the end of the wolf's next turn. On a successful save, a creature takes half as much damage and isn’t deafened.
Bonus Actions

1. Swift Step The wolf moves up to half its speed without provoking opportunity attacks. This movement can be used to move through hostile creatures' spaces (treating them as difficult terrain).

Reactions

1. Lightning Reflexes When the wolf is targeted by an attack, it can use its reaction to impose disadvantage on the attack roll if the attacker is within 5 feet.

Legendary Actions
The Star Tempest Dire 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. The wolf regains spent legendary actions at the start of its turn.
 1. Swift Strike (Costs 1 Action)
  • Description: The wolf makes one Bite attack against a creature within 5 feet of it. If the hit deals damage, the target must succeed on a DC 13 Dexterity saving throw or be pushed 10 feet away from the wolf.
  • Mechanics:
    • Action Type: Weapon Attack
    • Range: 5 ft.
    • Effect: Bite Damage + Push 10ft (DEX Save DC 13).
 2. Static Charge (Costs 2 Actions)
  • Description: The wolf’s fur crackles with intense energy. Each creature of the wolf’s choice within 10 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) lightning damage. On a successful save, it takes half as much damage.
  • Mechanics:
    • Action Type: Special Ability (AoE)
    • Range: 10 ft. Sphere (Centered on Wolf)
    • Save: Dexterity DC 13
    • Damage: 2d6 Lightning
 3. Howl of the Stars (Costs 3 Actions)
  • Description: The wolf lets out a haunting howl that echoes with celestial power. All allies within 30 feet of the wolf gain advantage on their next attack roll made before the end of their next turn. Additionally, the wolf itself regains 5 (1d10) hit points.
  • Mechanics:
    • Action Type: Buff / Healing
    • Range: 30 ft.
    • Effect: Allies gain Advantage on next attack; Wolf heals 1d10 HP.
Mythic Actions
Mythic Trait: Storm Surge
  • Description: When the Star Tempest Dire Wolf is reduced to 0 hit points, it doesn’t die if it has any mythic traits remaining. Instead, it explodes with stellar energy, dealing 14 (4d6) thunder damage to all creatures within 10 feet (DC 13 Dexterity save for half). It then regains 30 hit points and enters Storm Surge Mode for 1 minute. In this mode, its Bite attacks deal an extra 1d8 lightning damage, and it has resistance to all damage except psychic. Once it uses this trait, it can’t use it again until it finishes a long rest.
 Mythic Action: Celestial Rend (Costs 2 Mythic Actions)
  • Description: The wolf teleports up to 30 feet to an unoccupied space it can see. It then makes two Bite attacks against any targets within reach. These attacks have advantage if the wolf moved at least 10 feet before attacking.
  • Mechanics:
    • Action Type: Teleport + Multiattack
    • Range: Teleport 30ft
    • Effect: 2 Bite Attacks with Advantage (if moved >10ft).

Description

Visual Appearance: The Star Tempest Dire Wolf is a massive canine entity, standing nearly 4 feet at the shoulder. Its fur is not merely hair, but thousands of fine, fiber-optic-like strands that shimmer with a deep indigo hue, speckled with points of light resembling a starry night sky. When it moves, trails of faint blue lightning arc between its paws and the ground. Its eyes glow with a soft, white celestial light, lacking pupils, giving it an eerie, otherworldly gaze. Around its neck and shoulders, a natural collar of condensed storm clouds swirls slowly, occasionally sparking with miniature thunderheads.
 Behavior & Ecology: Unlike typical dire wolves, the Star Tempest variant is not driven by hunger alone but by a mystical connection to atmospheric ley lines. They are often found in high-altitude peaks or magical forests where the veil between planes is thin. They are highly intelligent pack hunters, coordinating with silent, telepathic-like efficiency. They are generally neutral good, acting as guardians of sacred storms, but will fiercely defend their territory from those who disrupt the natural balance.
 Combat Style: In battle, the Star Tempest Dire Wolf is a blur of motion. It uses its Swift Step to dart in and out of melee range, avoiding retaliation with Lightning Reflexes. It prefers to isolate weaker prey using its Pack Tactics, knocking them prone with electrified bites. When surrounded, it unleashes its Starburst Howl to deafen and disorient foes, followed by a Static Charge to punish those who stay too close. It is a tactical fighter, using its legendary actions to control the battlefield, pushing enemies away or buffing its pack mates.
 Sounds: Its bark sounds like a cracking thunderclap, and its growl resembles the low rumble of distant storm clouds. When it howls, the sound harmonizes with the wind, creating a chilling, melodic resonance that can be heard for miles.

Monster Tags: beast companionTemperate Forest/Conifer Forest

Habitat: Forest

Treasure:  Armaments

Blizzard_WPA03

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