Medium Aberration, Chaotic Evil
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:

    1. Bone Spines: Any creature that hits the wolf with a melee attack takes 1d6 piercing damage.
    2. Warped Jaws: Bite deals an extra 1d6 acid damage.
    3. Twisted Limbs: Wolf’s movement increases to 50 ft. and it can climb vertical surfaces as if under Spider Climb.
    4. 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. 

Habitat: AnyForest

Jrkasaurus

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