Winter Wolf
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple
conversations.
Winter Wolf
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple
conversations.
Armor Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 10d10+20 | ||
Speed | 50 ft. | ||
Strength | 18 (+4) | ||
Dexterity | 13 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 7 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 8 (-1) | ||
Skills | Perception d20+5 | Stealth d20+3 | |
Damage Immunities | Cold | ||
Senses | Passive Perception 15 | ||
Languages | Common | Giant | Winter Wolf |
Challenge | 3 (700 XP) | ||
Special 1 | Keen Hearing and Smell | The wolf has an advantage on Wisdom | (Perception) checks that rely |
on hearing or smell | |||
Special 2 | Pack Tactics | The wolf has an 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 | ||
Special 3 | Snow Camouflage | The wolf has an advantage on Dexterity | (Stealth) checks made to hide |
in the snowy terrain | |||
Action 1 | Bite | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+4 piercing damage. | If the target is a creature, it must succeed on a | |
DC 14 Strength saving throw or be knocked prone | |||
Action 2 | 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, | taking 4d8 cold damage | on a failed save, or half as much | damage on a successful one |
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