Large Beast, Neutral Evil
Armor Class 23 Natural
Hit Points 340 (18d20 + 150)
Speed
STR
26 (+8)
DEX
25 (+7)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +12
Damage Immunities Cold
Senses Passive Perception 20
Languages Common, Wolf
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Ice Walk

The wolf can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

 Special Trait Name. Ice Aura

The wolf has a special aura,  when the wolf fight the the area between 10ft and 80ft is brutal cold, if an enemy stand to long outside(2 times), the enemy will freez and take 1d6 each turn.

Special Trait Name. Legendary Resistance (1/Day)

Spellcasting. If the wolf fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack. The wolf can use its Cold Breath. It then makes a bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The wolf adds 4 to its AC against one melee attack that would hit it. To do so, the wolf must see the attacker and be wielding a melee weapon.

Habitat: Arctic

Turasis

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