Large Monstrosity, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5, Stealth +8
Damage Vulnerabilities Thunder
Damage Resistances Fire
Damage Immunities Cold
Condition Immunities Blinded, Frightened, Petrified, Poisoned, Stunned
Senses Tremorsense 50ft (when on snowy terrain), Passive Perception 15
Languages Common, Winter Wolf
Challenge 6 (2,300 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 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. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Ice trap. Any creature reduced to 0hp within 30ft of a blizzard wolf must succeed two DC 12 constitution saving throws.

Upon one failure, the creature immediately begins to freeze over. If succeeding the second, the creature takes a -2 penalty to all rolls until their next long rest.

If the creature fails both saving throws, it immediately stabilizes as its body is transformed into solid ice and is considered petrified. This effect can only be reversed by either a greater restoration spell, or by stopping the blizzard which created the wolves in the first place.

This effect ends on a successful saving throw.

Actions

Multiattack. The wolf makes two attacks: one with its bite and one with its claws, and, if it is able, uses its cold breath.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 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: 15 (2d8 + 6) piercing damage.

Cold Breath (Recharge 5–6). The wolf 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 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Team work. If a creature makes an attack against an ally within 5ft of the wolf that it can see, the wolf can use its reaction to impose disadvantage on the attack roll.

 

Description

Born in the center of a perpetual blizzard, the constant cold has resulted in these wolves taking on a more ice-like appearance, fortifying their defenses and improving their combat capabilities. 

These creatures take great joy in hunting down their prey, often freezing them alive limb by limb to consume later. In some cases, the wolves may even leave the soul of a creature they enjoyed hunting semi-intact, allowing them a half-life, so that the wolf may continue to toy with them even past death.

Confined to the area in which the blizzard rages, packs of these wolves rarely grow above fifteen members, though in cases where a storm has consumed a considerable landmass, have been documented to reach as high as thirty, suggesting the only limit to a pack's size is the region they deem their territory.

Monster Tags: Misc Creature

Habitat: Arctic

Forthebooksuwu

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