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The Dark Wolf

Created magically by Fenrir, these monstrous hunters enact Fenrir's will on other planes while it remains fettered.  

Like Father Like Son

Dark Wolves have a natural ability to escape lesser bonds. Enemies of these wolves have found it more profitable to use much more formidable restraints, lest they lose an arm.  

Dark Wolf CR: 3 (700 XP)

Medium fiend, neutral evil
Armor Class: 14 (natural armor)
Hit Points: 50 (6D10 + 18)
Speed: 40 ft

STR

17 +3

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

13 +1

CHA

9 -1

Skills: Athletics +5, Intimidation +1, Stealth +4
Senses: Darkvision 120 ft., passive Perception 11
Languages: Understands the languages its summoner speaks
Challenge Rating: 3 (700 XP)

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.   Magic Weapons. The wolf’s weapon attacks are magical.

Actions

Multiattack. The wolf makes two bite attacks   Bite: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4) force damage.   Dark Roar (Recharge 6). The wolf emits a loud blasting roar. Each creature in a 10 foot radius must make a DC 14 Constitution saving throw, taking 15 (3d10) force damage on a failed save, or half as much damage on a successful one.


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