Armor Class
14
Hit Points
75
(10d10 + 20)
Speed
40 ft.
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
3
(-4)
WIS
12
(+1)
CHA
6
(-2)
Saving Throws
DEX +4, WIS +3
Skills
Perception +5, Stealth +4
Senses
Passive Perception 15
Languages
Deep Speech Can understand Deep Speech but cannot speak it.
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Aberrant Mutation. At the start of combat, roll 1d4 for each wolf to determine its mutation:
- Bone Spines: Any creature that hits the wolf with a melee attack takes 1d6 piercing damage.
- Warped Jaws: Bite deals an extra 1d6 acid damage.
- Twisted Limbs: Wolf’s movement increases to 50 ft. and it can climb vertical surfaces as if under Spider Climb.
- Unnatural Eyes: Advantage on Perception checks and grants packmates advantage on attack rolls within 10 ft.
- Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and isn’t incapacitated
- Fearful Presence (Recharge 5–6). As a bonus action, the wolf emits a warped howl. Each creature of a different species within 20 ft. that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Actions
Multiattack. The wolf makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+4) piercing damage plus mutation effect.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d4+4) slashing damage.
Description
Wicked wolves twisted and mutated by some unknown force. Each one is corrupted in different ways, but they all share an insatiable hunger.







Comments