Files
5ead/monsters/md/tome_of_beasts_2023/swarmofwolfspirits-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.2 KiB
Raw Blame History

Swarm of Wolf Spirits

Large Swarm Neutral Evil

  • Armor Class: 16 (natural armor)
  • Hit Points: 104 (16d10 + 16)
  • Speed: walk 50 ft. fly 50 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: Tome of Beasts 2023, page 358
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 4 (-3) 10 (+0) 12 (+1)
  • Saving Throws: Dex +7, Wis +3
  • Skills: Perception +3, Stealth +7
  • Damage Vulnerabilities: False
  • Damage Immunities: cold, poison
  • Damage Resistances: acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing
  • Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses: darkvision 120 ft., passive Perception 13
  • Languages: understands Common but cant speak

Special Abilities

  • 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.
  • Swarm: The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp.
  • Undead Nature: The swarm of wolf spirits doesn't require air, food, drink, or sleep.

Actions

  • Multiattack: The swarm of wolf spirits makes two Spectral Bites attacks.
  • 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.
  • 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.