Huge Beast, Chaotic Evil
Armor Class 20 natural
Hit Points 350 (24d20 + 100)
Speed 30 ft., Burrow 30 ft.
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Damage Resistances Force, Necrotic, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120, Passive Perception 5
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name.

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 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.

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Multi attack corrupted dire wolf can make three attacks

 Bite.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 46(6d6 + 10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Shadow Tentacle. Melee Weapon Attack: +10to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage plus 3 (1d6) piercing damage.

Claw Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) slashing damage.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.

Poison Breath (Recharge 5-6): The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 82 (l0d8) poison damage on a failed save, or half as much damage on a successful one

 

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary actions 3/round

Bite

Jump 20 feet (one action)

Disengage

Poison breath (takes two legendary actions)

Description

Huge black dire wolf that has its hind legs metal and it’s eyes glowing. It doesn’t seem to want to stay still even when it is.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Mountain

tarenceshadow

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