Large Monstrosity, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 198 (18d10 + 90)
Speed 50 ft., Fly 150 ft. Capable of carrying up to three medium sized creatures
STR
22 (+6)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +11, CON +11
Skills Perception +8, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Exhaustion
Senses Blindsight 30', Darkvision 120', Passive Perception 22
Languages Blink Dog, Celestial, Common, Telepathy Capable of communicating with anyone, but will do so only in extreme cases., Winter Wolf, Worg
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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

Pack Tactics. Amaruq 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 isn't incapacitated

Snow Camouflage. Amaruq has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Innate Spell Ability. 3 times/day can cast the enlarge portion of enlarge/reduce on himself, concentration for up to 1 hour, giving himself advantage on strength checks and strength saving throws. Capable of carrying up to 8 medium creatures.
Bite (x2) reach extends to 10 feet, against one target (or two targets within 10' of each other) and his modifier becomes +16 to hit. Damage increases to 23 (2d12 + 10) piercing and a target creature must succeed on a DC 19 Strength saving throw or be knocked prone. Any medium or smaller creature reduced to 0 health in a bite attack is considered swallowed whole. Death saves will be automatic failures for every round a creature is swallowed. For the next 30 minutes, if enlarge is reversed for any reason (i.e. dispelled, reduced, broken concentration, etc...), any swallowed creatures will be forcefully expelled during the reduction phase.
Cold breath extends to a 30-foot cone and each creature in that area must make a DC 19 Dexterity saving throw taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. 

Actions

Help. As a Free Action: Once per turn

Bite. Melee Weapon Attack: Twice per action, +12 to hit, reach 5 ft., against one target (or two targets within 5' of each other). Hit: 17 (2d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). Amaruq 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 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.

Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying (including riders), up to 120 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Description

Amaruq is about the size of a draft horse, slightly larger than a dire wolf, with silver-white fur and pale-blue eyes. He is a constant companion to Wulfgarin des'Mond. Amaruq communicates with Wulfgarin via telepathy, but is capable of speaking Common, Celestial and all canine languages. He will rarely speak with anyone other than Wulfgarin. Amaruq is capable of flight and takes Wulfgarin on as a rider willingly, he will also carry others, on Wulfgarin's command (maximum three medium riders). Though chaotic by nature, he is fiercely loyal to Wulfgarin and will follow his master's lead in all things.

Monster Tags: Misc Creature

Wulfgarin

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