Sometimes a wolf pup is taken from it's mother by Night herself, her domain is one to be feared, that all who dwell within her are mere prey and it is only her charity that spares them.
A terror wolf is raised to stalk its Mistress's domain, it's victims chosen simply to remind all of us that Night will fall for all of us.
Large monstrosity, chaotic evil ________________________________________________
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Hit Points 136 (16d10 + 48)
Speed 50 ft.
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Str Dex Con Int Wis Cha
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 9 (-1)
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 9 (-1)
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Skills Intimidation +2, Perception +4, Stealth +5
Damage Reistances Necrotic, Psychic
Senses darkvision 60 ft., passive Perception 14
Languages Common, Primordial
Challenge 5 (1,800 XP)
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Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Night's Black Agent. The wolf has advantage on Dexterity (Stealth) checks made to hide in shadows and darkness.
Night's Black Agent. The wolf has advantage on Dexterity (Stealth) checks made to hide in shadows and darkness.
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ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Terrifying Gaze. The wolf's baleful eyes rip through it's prey's very soul. A creature within 30 feet must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.
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Multiattack. The wolf makes one attack with its bite and one attack with it's terrifying gaze.
Multiattack. The wolf makes one attack with its bite and one attack with it's terrifying gaze.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Terrifying Gaze. The wolf's baleful eyes rip through it's prey's very soul. A creature within 30 feet must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.
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