Matoka Nightwolf (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Mortal Kombat franchise, and/or include content directly affiliated with and/or owned by Warner Bros.. D&D Wiki neither claims nor implies any rights to Mortal Kombat copyrights, trademarks, or logos, nor any owned by Warner Bros.. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Matoka Nightwolf[edit]

Medium humanoid (human), any good alignment


Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft. (40 ft. in wolf form)


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dex +6
Proficiency Bonus +4
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Resilience. If damage reduces the nightwolf to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the nightwolf drops to 1 hit point instead.

Shapechanger. The nightwolf can use its action to polymorph into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The nightwolf's innate spellcasting ability is Charisma (spell save DC 12). The pyromancer can innately cast the following spells, requiring no material components:

2/day each: furious charge, lightning bolt, corrosive flame, healing fire, reflect

ACTIONS

Multiattack. The nightwolf makes two ranged attacks or two melee attacks.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Bite (Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Frightening Howl (Recharge 6, Wolf Form Only). The nightwolf emits a frightening howl. Each creature within 30 feet of it that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nightwolf's Frightening Howl for the next 24 hours.

BONUS ACTIONS

Animality (Wolf Form Only). When the nightwolf reduces a creature to 0 hit points with a melee attack on its turn, the noghtwolf moves up to half its speed and makes a bite attack.


Nightwolf.jpg

Though few in number, the surviving Matoka warriors are legends among their people, serving as protectors of the tribe and Matoka culture.

We Are Matoka. Once one of many powerful tribes of North America, the Matoka are the last remaining tribe with access to the power of the Great Spirit, who bestows upon them with many great strengths and magical abilities.

Nightwolf. The Matoka Nightwolf serves as the champion of the Great Spirit, channeling its elemental power to protect the Matoka tribe and its traditions. In times of need, the Nighwolf can even take on the aspect of a ferocious wolf.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures