Huge Beast, Any Alignment
Armor Class 18 Natural armor
Hit Points 210 (20d12 + 80)
Speed 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
19 (+4)
INT
13 (+1)
WIS
17 (+3)
CHA
8 (-1)
Saving Throws DEX +5, CON +8
Skills Athletics +10, Perception +7
Damage Resistances Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Druidic, Sylvan, Telepathy
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the Big and Will be Bad Wolf fails a saving throw, it may choose to succeed instead.

Shadowy Lurker. While in dim light or darker, the Big and Will be Bad Wolf is heavily obscured except for its chosen target. Every initiative count 20 (winning all ties), the Big and Will be Bad Wolf randomly chooses a main target (prioritizing creatures within 30 feet). 

Into the Dark. At the beginning of the first round after rolling initiative and the beginning of every two rounds after, the Big and Will be Bad Wolf becomes shrouded in dim light in a 15 foot radius. Additionally, it takes reduced damage from attacks equal to its proficiency modifier (4), factored in before resistances or vulnerabilities. This trait is disabled if the Big and Will be Bad Wolf is glowing a bright light under any circumstance. The Red Hooded Mercenary ignores this trait when attacking the Big and Will be Bad Wolf. 

Cobalt Scar. The Big and Will be Bad Wolf can take one reaction per turn. If it managed to kill the Red Hooded Mercenary, it then restores up to 50 hit points and for the next hour deals extra damage to its attacks equal to its proficiency modifier (4).

 

Actions

Multiattack. If it is in dim light or darker, the Big and Will be Bad Wolf makes two attacks with its Claws and one with its Bite. If its stomach is empty, it can also Swallow a Bite target. Otherwise, it makes two Claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d6 + 6 slashing damage. 

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d10 + 6 piercing damage. 

Swallow. If the Big and Will be Bad Wolf hit a creature with Bite and there are no creatures in its stomach, it can automatically swallow that creature into its stomach. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside of the Big and Will be Bad Wolf, and takes 3d6 psychic damage at the start of the Big and Will be Bad Wolf's turn. While a creature is swallowed, no other creature can be swallowed. Additionally, the Big and Will be Bad wolf gains 50 temporary HP at the start of its turn. If the temporary HP is depleted before its next turn, it immediately expels the contents of its stomach, leaving creatures prone in front of it while it gains disadvantage on all attacks until the start of its next turn.

 

Bonus Actions

Howl. The Big and Will be Bad Wolf lets out a piercing howl. Creatures within 60 feet of it must make a DC 16 Constitution saving throw or take 1d4 thunder damage and 1d4 psychic damage on a failure.

Reactions

Clashing Claws. As a reaction upon being targeted by an attack, the Big and Will be Bad Wolf may roll a Claw attack. If the Claw attack rolls a higher total than the incoming attack, the incoming attack is cancelled.

Legendary Actions

The Big and Will be Bad Wolf can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Big and Will be Bad Wolf regains spent legendary actions at the start of its turn.

Lunge. The Big and Will be Bad Wolf moves up to half of its movement speed and makes one Claw attack.

Stalk. The Big and Will be Bad Wolf moves up to half of its movement speed without provoking attacks of opportunity. If the Big and Will be Bad Wolf is in dim light or darker, it moves up to its entire movement speed instead.

Lair and Lair Actions

At initiative count 20, losing all ties, the following effects may occur. Only one effect may happen each round, and each effect cannot occur for two rounds in a row.

  • 2d4 Dire Wolves are summoned within 60 feet of the Big and Will Be Bad Wolf. They are unaffected by the Wolf's area of effect abilities and attacks.
  • The Wolf chooses a point within 90 feet of itself. Plant life grows at a frenzied rate, turning the area within 30 feet around the point into difficult terrain.
  • Madness and grief seep out from the Wolf. Creatures within 40 feet of it must make a DC 16 Wisdom saving throw or be affected by the Confusion spell for one round.
ToaOfTheVoid

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