AC
12
Initiative
+2 (12)
HP
18
(3d8 + 4)
Speed
40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 13 | +1 | +1 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | -4 | -4 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | -3 | -3 |
Skills
Perception +5, Stealth +4
Vulnerabilities
Radiant
Immunities
Exhaustion, Frightened, Petrified, Poisoned
Senses
Darkvision 60 ft., Passive Perception 15
Languages
--
CR
1 (XP 200; PB +2)
Traits
Pack Tactics. The 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 doesn’t have the Incapacitated condition.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6(1d10 + 1) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. In addition, on a successful hit, make a con saving throw with a difficulty class of 10. If a player fails, become poisoned for two turns.







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