Medium Swarm of Medium beasts, Unaligned
Armor Class 13 Natural Armor
Hit Points 30 (4d8 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +5, WIS +4
Damage Resistances Fire, Necrotic
Condition Immunities Poisoned
Senses Darkvision 60, Passive Perception 12
Languages Understands Abyssal but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Magic Tracker. The Ash Wolf can sense the presence of magic within 120 feet of it. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Pack Tactics. The Ash 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.

Ashen Form (Recharges after a Short or Long Rest). As a bonus action, the Ash Wolf can partially dissolve into ash, gaining resistance to all damage (except force and psychic) until the start of its next turn.

Smoldering Hide. A creature that touches the Ash Wolf or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage.

Actions

Multiattack. The Ash Wolf makes two attacks: one with its Bite and one with its Burning Grasp.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Burning Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 3) fire damage. If the target is a creature concentrating on a spell, it has disadvantage on its saving throw to maintain concentration.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Grey, thin, and sickly-looking with smoldering fur. These wolves have adapted to the harsh environment, feeding off the remnants of magical energy rather than natural prey. They can track the party through magic, alerting nearby packs.

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.

CapMorgan1113

Comments

Posts Quoted:
Reply
Clear All Quotes