35 lines
2.2 KiB
Markdown
35 lines
2.2 KiB
Markdown
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# Swarm of Wolf Spirits
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*Large* *Swarm* *Neutral Evil*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 104 (16d10 + 16)
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- **Speed:** walk 50 ft. fly 50 ft.
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- **Challenge Rating:** 6 (2,300 XP)
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- **Source:** Tome of Beasts 2023, page 358
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 18 (+4) | 12 (+1) | 4 (-3) | 10 (+0) | 12 (+1) |
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- **Saving Throws**: Dex +7, Wis +3
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- **Skills:** Perception +3, Stealth +7
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** cold, poison
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- **Damage Resistances:** acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing
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- **Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
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- **Senses:** darkvision 120 ft., passive Perception 13
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- **Languages:** understands Common but can’t speak
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### Special Abilities
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- **Incorporeal Movement:** The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
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- **Swarm:** The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp.
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- **Undead Nature:** The swarm of wolf spirits doesn't require air, food, drink, or sleep.
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### Actions
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- **Multiattack:** The swarm of wolf spirits makes two Spectral Bites attacks.
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- **Spectral Bites:** Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer.
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- **Chilling Howl (Recharge 5-6):** The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
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