5e winter wolf

by LegendarySenna

Search GM Binder Visit User Profile

Winter Wolf Large monstrosity, neutral evil

Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR 18 (+4)
DEX 13 (+1)
CON 15 (+2)
INT 9 (-1)
WIS 13 (+1)
CHA 10 (+0)

Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Giant, Common
Challenge 3 (700 XP)

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.

Actions

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage plus 7 (2d6) cold 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 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
  • Trip. If the wolf hits with its bite attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

  • Frost Bite. When the wolf hits with its bite attack, the target takes an extra 7 (2d6) cold damage.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.