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Habitat: Arctic; Treasure: None

Winter wolves are horse-size, supernatural predators that prowl frigid wildernesses in deadly packs. With their great size and chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra.

Winter wolves are more intelligent than natural wolves and can speak. Most are predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have something to gain. Winter wolves often hunt alongside frost giants that indulge them with frequent hunts and reliable meals.

Snowdrifts, driving hail, and wind fierce enough to strip the hairless skin off your bones—you lot have been through it all. But good news, there’s a town full of warm hearths right over this rise.
You’ll never reach it, but at least your last thoughts will be warm.
—Koran, winter wolf

Traits

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 doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.


Winter Wolf

Large Monstrosity, Neutral Evil
  • Armor Class 13
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.
  • Initiative +1 (11)
STR
18 (4)
DEX
13 (1)
CON
14 (2)
INT
7 (-2)
WIS
12 (1)
CHA
8 (-1)
  • Saving Throws Str +4, Dex +1, Con +2, Int -2, Wis +1, Cha -1
  • Skills Perception +5, Stealth +5
  • Damage Immunities Cold
  • Senses passive Perception 15
  • Languages Common, Giant
  • Challenge 3 (700 XP)
  • Habitat Arctic
  • Treasure None
  • 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 doesn't have the Incapacitated condition.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
  • Cold Breath (Recharge 5–6). *Constitution Saving Throw:* DC 12, each creature in a 15-foot Cone. *Failure:* 18 (or [[4d8]] (4d8)) Cold damage. *Success:* Half damage.
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