Large Monstrosity, Chaotic Neutral
AC 16 natural armor    Initiative +2 (12)
HP 138 (12d12 + 60)
Speed 40 ft.
Mod Save
STR 20 +5 +8
DEX 14 +2 +2
CON 20 +5 +8
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Skills Athletics +8, Intimidation +2, Perception +4
Resistances Bludgeoning, Piercing, Slashing
Gear vial of berserkers ichor, molten mane, bloodrage claws
Senses Darkvision 120ft; Passive Perception 14
Languages None
CR 8 (XP 3,900; PB +3)
Traits

Blood Frenzy. When a creature hits the Gorwolf with a melee attack or is bitten by it, they must succeed on a DC 16 Wisdom saving throw. On failure, the creature is overcome with primal fury for 1 minute: it must use its action each turn to melee attack the nearest creature (ally or enemy). A creature can repeat the save at the end of each of its turns.

Unyielding Rage. At 50% HP (69 HP): The Gorwolf's Bite and Claw attacks deal an additional 1d6 damage. At 25% HP (34 HP): The Gorwolf's Bite and Claw attacks deal an additional 2d6 damage (instead of 1d6), and it gains one additional Claw attack in its Multiattack.

Deathless Frenzy (1/Combat). If reduced to 0 HP, the Gorwolf falls unconscious but remains standing. While unconscious, any creature moving within 10 feet triggers a retaliatory Claw attack with advantage. At the start of each of its turns, the Gorwolf regains 5 HP. Once it regains 30 HP, it wakes.

Unyielding Mind. The Gorwolf has advantage on saving throws against being charmed or frightened. If it fails such a save, it can repeat the save at the end of each of its turns, ending the effect on a success.

Actions

Multiattack. The Gorwolf makes three attacks: one Bite and two Claws. It may replace one attack with Crushing Throw (if available).

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) [piercing] damage. If the Gorwolf is at 50% HP or lower, add 1d6 damage. At 25% HP, add 2d6 instead.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 12 (2d6 + 5) [slashing] damage. If the Gorwolfis at 50% HP or lower, add 1d6 damage. At 25% HP, add 2d6 instead.

Crushing Throw (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 10 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 16). As part of the grapple, the Gorwolf hurls the creature up to 30 feet. The target and all creatures within 5 feet of the landing point must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, it takes half damage and isn't prone.

Bonus Actions

Blood Spit. The Gorwolf sprays boiling blood in a 15-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On failure, they take 10 (3d6) necrotic damage and are subjected to Blood Frenzy.

Reactions

Feral Retaliation. When hit by a melee attack, the Gorwolf makes a Claw attack against the attacker.

riddler352

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