Medium Beast, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 150 (15d12 + 45)
Speed 50 ft.
STR
21 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +9, WIS +8
Damage Vulnerabilities Force
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Passive Perception 14
Languages Understands druidic but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

 

Reactions

TeleportWhen 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.

Legendary Actions

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
9/21/2019 1:37:16 PM
79
1
1.0.0
Coming Soon

Habitat: Underdark

soso1234

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