Large Beast, Any Alignment
Armor Class 25 Natural Armor
Hit Points 390 (20d20 + 160)
Speed 50 ft.
STR
23 (+6)
DEX
28 (+9)
CON
26 (+8)
INT
13 (+1)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws DEX +14, CON +13
Damage Vulnerabilities Cold
Damage Resistances Necrotic
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Paralyzed
Senses Passive Perception 21
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Smoke Stalk. The wolf can teleport upt 90 feet to a location it can see. Additionally, the wolf can see in darkness, both normal and magically out to 120 feet.

Heat Aura. The wolf has a special aura, when the wolf fights the area within 10 ft is burning hot, if an enemy stands to within it for 2 turns, the enemy will catch on fire and take 14 (4d6) fire damage each turn.

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

Actions

Multiattack. The wolf can use its Fire Breath. It then makes three attacks; one with its bite and two with its claws. It's bite and claw attacks count as magical for over coming resistances.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) slashing damage.

Fire Breath(Recharge 5-6). The wolf exhales a blast of roaring inferno in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Ember Explosion. When hit the wolf explodes in a cloud of fire and cinders, all creatures within 15 feet need to make a DC 18 Dexterity Saving throw or take 36 (8d8) fire damage, half as much on a successful save. Upon execution of the Ember Explosion the wolf teleports up to 120 feet away.

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: DesertMountain

Ereb

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