Difference between revisions of "Golden Wolf (creature)"

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* [[Wolf (creature)|Wolf]], the less powerful more abundant variety of this beast
 
* [[Wolf (creature)|Wolf]], the less powerful more abundant variety of this beast
 
* [[Wolfos (creature)|Wolfos]], a monstrous biped with wolf-like traits
 
* [[Wolfos (creature)|Wolfos]], a monstrous biped with wolf-like traits
 +
 +
[[Category:Golden]]
 
</noinclude>
 
</noinclude>

Latest revision as of 10:31, 8 January 2022

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3cuTCbz.png

←  #349: Wizzrobe
Bestiary
 Wolf 
#351: Wolfos  →
Golden Wolf
Medium monstrosity (wolf), unaligned
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Armor Class 18 (natural armor)
Heart Points 184 (16d8 + 112)
Speed 50 ft.
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STR
25 (+7)
DEX
28 (+9)
CON
25 (+7)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
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Saving Throws Con +11, Wis +6
Skills Perception +6, Stealth +13
Damage Resistances lightning, radiant
Condition Immunities charmed, frightened, paralyzed
Senses passive Perception 16
Languages
Challenge 12 (8,400 XP) Proficiency Bonus +4    
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Enduring Resistance (3/day). If the wolf fails a saving throw, it can reduce its remaining heart points by 30 to succeed instead.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Improved Initiative. The wolf has advantage on any ability check it makes to determine turn order in combat.

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 isn't incapacitated.


Actions

Multiattack. The wolf makes three attacks. Any creature hit by at least one attack must succeed on a DC 19 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) piercing damage. This weapon overcomes damage resistance or immunity as if it was magical.

Psychic Fangs. Ranged Spell Attack: +11 to hit, range 80/320, one creature. Hit: 16 (3d10) psychic damage. Critical Hit: The target also becomes frightened of the wolf until the start of the wolf's next turn.


Bonus Actions

Howl (Recharges after a Rest). All non-friendly creatures within 60 feet of the wolf who can heart it must succeed on a DC 14 Charisma save or become frightened of all hostile wolves for up to 1 minute. A frightened target can repeat the save at the end of its turns, ending the effect on itself on a success. Once a creature makes a successful save, it is unaffected by wolf howls for 1 minute.


Legendary Actions

The golden wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golden wolf regains spent legendary actions at the start of its turn.

Detect. The wolf makes a Wisdom (Perception) check.

Resist. The the wolf makes a saving throw or ability check against any and all effects which afford a roll to end them, such as a grapple or the paralyze spell.

Withdraw. The wolf moves up to half its speed or rises from being prone. During this movement it cannot be targeted with attacks made as reactions.

Attack (Costs 2 Actions). The wolf moves up to half its speed and attacks with its bite.

A cunning glint from crimson eyes suggest it's far more than some mere beast. This almighty wolf glistens with golden-and-white fur, hinting at its place among the legendary golden monsters. Like many golden monsters, it moves with unnatural speed and resists almost all forms of attack.
     Environment: Arctic, Desert, Forest

Related pages

  • Golden monsters, monsters imbued with golden power said to hail from the gods themselves
  • Wolf, the less powerful more abundant variety of this beast
  • Wolfos, a monstrous biped with wolf-like traits