Greater Murk Wolf (5e Creature)

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Greater Murk Wolf[edit]

Large monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +5, Stealth +4
Damage Resistances cold
Senses passive Perception 15
Languages
Challenge 1/2 (100 XP)


Pack Tactics. The wolf has advantage on attack rolls 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.

Two Heads. The wolf has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The wolf makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Sometimes, a murk wolf is warped by wild magics often present in the areas which they inhabit. These creatures often grow a mutation that makes them more powerful, the most common being two heads. A greater murk wolf almost always becomes the leader of the pack.

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