Huge Monstrosity, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 60 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5, Stealth +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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 the ally isn’t incapacitated.

Primal Fear. The Wolf gives off a sense of dread in all living enemies. At the start of an encounter, every opponent must must succeed on a DC 13 Wisdom saving throw or be frightened. If a frightened target ends its turn more than 30 feet away from the Wolf, the target can repeat the saving throw, ending the effect on itself on a success. If a creature passes the saving throw, it is immune to Primal Fear for 24 hours.

Legendary Resistance (3/Day). If the Wolf fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The wolf makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 6) piercing damage.

Legendary Actions

The Wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wolf regains spent legendary actions at the start of its turn.

Swat Away. Once per round, the Wolf makes an attack with its claws. If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the Wolf. If the saving throw fails by 5 or more, the target falls prone.

Detect. The Wolf makes a Wisdom (Perception) check.

Slam Attack (Costs 2 Actions). The Wolf rears up and slams a single target with both paws. The creature must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.

Lair and Lair Actions

The Big Bad Wolf comes to hunt on the material plane by night, and returns by dawn to it's cave in the Shadowfell.

On initiative count 20 (losing initiative ties), the Wolf takes a lair action to cause one of the following effects; the Wolf can’t use the same effect two rounds in a row:

Dread Foreboding. The Wolf's lair is steeped in shadows, bones of its victims visible in the gloom. All creatures must must succeed on a DC 13 Wisdom saving throw or be frightened of the Wolf. If a frightened target ends its turn more than 30 feet away from the Wolf, the target can repeat the saving throw, ending the effect on itself on a success.

Cries of the Victims. The lair retains the psychic echos of the Wolf's victims' cries. All creatures must must succeed on a DC 13 Wisdom saving throw or suffer from the effects of the spell confusion for 1min. If a creature suffering from  confusion target ends its turn more than 30 feet away from the Wolf, the target can repeat the saving throw, ending the effect on itself on a success.

Shadowfell Corruption. The Shadowfell saps the strength and will of even the stoutest of hearts. All creatures must must succeed on a DC 13 Charisma saving throw or have its max HP reduced by 3.

Previous Versions

Name Date Modified Views Adds Version Actions
3/29/2020 3:18:01 PM
6
0
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Coming Soon
3/29/2020 3:24:20 PM
8
0
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Coming Soon

Habitat: Forest

Andariel_Fleetfoot

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