32 lines
1.4 KiB
Markdown
32 lines
1.4 KiB
Markdown
# Winter Wolf
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*Large* *Monstrosity* *neutral evil*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 75 (10d10+20)
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- **Speed:** walk 50 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** 5.1 SRD (2015 MM), page 392
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) |
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- **Skills:** perception +5, stealth +3
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- **Damage Immunities:** cold
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- **Senses:** passive Perception 15
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- **Languages:** Common, Giant, Winter Wolf
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### Special Abilities
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- **Keen Hearing and Smell:** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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- **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 ft. of the creature and the ally isn't incapacitated.
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- **Snow Camouflage:** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
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### Actions
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- **Bite:** Melee Weapon Attack: +6 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 14 Strength saving throw or be knocked prone.
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- **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 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
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