Creature Stride. Once on its turn, the alpha wolf can use 10 feet of its movement to step magically into one living creature within its reach and emerge from a second living creature within 60 feet of the first creature, appearing in an unoccupied space within 5 feet of the second creature. Both creatures must be Medium or bigger.
Born from pain. One dire wolf appears near alpha wolf whenever the alpha wolf takes critical damage or single source damage exceeds 40 HP.
Regeneration. the alpha wolf regains 1d6 HP at the start of its turn.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the wolf can't bite another target.
Chewing. As a bonus action the wolf can make two bite attacks against a target it is grappling.
Teleport. When ranged attack is made against the alpha wolf and it can see the attacker, wolf can use its reaction to magically teleport to an unoccupied space next to the attacker. If there is no unoccupied space 5 feet away from the attacker then teleportation fails and reaction is wasted.
The 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. The alpha wolf regains spent legendary actions at the start of its turn.
Regeneration. The alpha wolf regains 1d8 HP.
Flesh to stone. The alpha wolf can cast Flesh to Stone (Con DC 15) without needing to maintain concentration. (Requires 3 actions)
Powerful Roar. The alpha wolf attempts to scare all hostile creatures within 60 feet. Any creature which can hear wolf's roar must succeed on intelligence save (DC 15) or be frightened for 1 minute. At the end of its turn a frightened creature can repeat saving throw.
Teleport. The alpha wolf magically teleports up to 60 feet to an unoccupied space it can see.
Lair and Lair Actions
An Alpha Wolf's lair is typically a cave full of ordinary wolves.
Lair Actions
On initiative count 20 (losing initiative ties), the alpha wolf takes a lair action to cause one of the following effects; the wolf can’t use the same effect 5 rounds in a row:
- Summons 4 wolves. They act as a group of creatures and obey alpha wolf's will. They appear in unoccupied spaces inside the lair
- Casts Hold Person (Wis DC 15) at any number of humanoids inside the lair.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/21/2019 1:37:16 PM
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79
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1
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1.0.0
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Coming Soon
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Posted Sep 23, 2019Gonna move powerful roar to lair actions
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Posted Sep 27, 2019Hey man just ran it as a twin poly on two teammates and they just destroyed a CR 18 boss at lvl 10. Trimmed down some options but they still had a blast. Some where even jealous that they didn’t become what I dubbed Warwolf. Gave a simple backstory like there are two king of the forests. Powerful beasts who fight for dominion but never seem to beat each other, but there many battles have hardened them to the ferocious beast they are now. Thanks again man, great build.
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Posted Sep 27, 2019Hey man
Glad you enjoyed =)