Ghost Wolf
Ghost wolves are the spirits of dead wolves that have risen to exact the will of Mother Nature.
Medium Undead
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Proficiency Bonus +2
Pack Tactics The ghost wolf has advantage on attack rolls against a creature if at least one of the ghost wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ethereal Sight The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement The ghost wolf 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.
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be Frightened.
Etherealness The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Description
Appearance
They are just like the wolves they were in life, but transparent. They still sport the wounds that killed them.Statistics
Ghost WolfMedium Undead
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Proficiency Bonus +2
Pack Tactics The ghost wolf has advantage on attack rolls against a creature if at least one of the ghost wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ethereal Sight The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement The ghost wolf 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.
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) necrotic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be Frightened.
Etherealness The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
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