Winter Wolf
Winter Wolf, CR 3
STR
18
+4
DEX
13
+1
CON
15
+2
INT
4
-3
WIS
13
+1
CHA
8
-1
Special Abilites
Arctic Adaptation. The wolf ignores the effects of cold weather. 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. Snow Camouflage. The wolf has Advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Bite. Melee Attack: 1d20+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. 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 saving throw, taking 18 ( 4d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The wolf can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The wolf regains spent epic actions at the start of its turn. Bite Attack. The wolf makes a bite attack. Maul (Costs 2 Actions). The wolf makes three bite attacks against one Prone target. Cold Cloud (Costs 3 Actions). The wolf exhales freezing wind in a circle surrounding itself. All creatures within 10 feet of the wolf must make a DC 12 Dexterity saving throw saving throw, taking 13 ( 3d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
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