Armor Class 19 Natural Armor
Hit Points 20 (3d12)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +7, WIS +3
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Telepathy - can understand telepathically with specific allies that speak Common, provided they are within 60 feet.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d6 +4) piercing damage. The target must succeed on a DC 14 Strength saving throw or take 1d4 damage of a type determined randomly by the table below:

d6 Damage Type
1 acid
2 cold
3 fire
4 lightning
5 poison
6 roll twice and re-roll any 6 - add 1d4 of the second type

Chromatic Breath (Recharge 5-6). The wolf exhales a blast in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw or take 18 (3d8) damage of a type determined randomly by the table below on a failed save, or half as much damage on a successful one.

d6 Damage Type
1 acid
2 cold
3 fire
4 lightning
5 poison
6 roll twice and re-roll any 6 - add 1d8 damage of the second type

 

Tail Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 

Wrap Around. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage, and you make a contested strength check to grapple the target. If the target is the same size or smaller, you make this check with advantage. Until this grapple ends, the creature is restrained, and the Dire Ferret can't constrict another target.

Monster Tags: pet

EAmeans

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