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Disphaser Wolf CR: 5

Large monstrosity, neutral evil
Armor Class: 15
Hit Points: 136 (16d10+48)
Speed: 50 ft. , climb: 30 ft.

STR

18 +4

DEX

15 +2

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

6 -2

Skills: Perception +3, Stealth +8
Damage Immunities: Cold
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Giant
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Ethereal Jaunt: As a bonus action, the wolf can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb: The wolf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker: The wolf ignores movement restrictions caused by webbing.
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 ft. of the creature and the ally isn't incapacitated.
Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Avoidance: If the wolf is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement: The wolf projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the wolf is incapacitated or has a speed of 0.

Actions

Multiattack. The wolf makes two attacks: one with its bite and one with its tentacles.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 11 (2d6+4) bludgeoning damage plus 3 (1d6) piercing damage.
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 15 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.


Created by

InSpecterSpook.

Statblock Type

Monster

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