Wolf-In-Sheep's-Clothing | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wolf-In-Sheep's-Clothing

Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 114 ( 12d10+48 )
Speed 5ft

STR
16 +3
DEX
11 0
CON
19 +4
INT
3 -4
WIS
13 +1
CHA
6 -2

Saving Throws Con +7
Skills Perception +3, Stealth +3
Condition Immunities deafened, exhaustion, prone
Senses darkvision 120 ft., passive Perception 13
Languages -
Challenge 5 (1,800 XP)


Ambusher. In the first round of a combat, the wolf-in­ sheep's-clothing has advantage on attack rolls against any creature it has surprised.   False Appearance. While the wolf-in-sheep's-cloth­ ing remains motionless, it is indistinguishable from a normal tree stump with a harmless Tiny rabbitoid sit­ting atop it.   Keen Sight. The wolfs-in-sheep's-clothing has advan­ tage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The wolfs-in-sheep's-clothing makes three attacks: one with its bite and two with its grasping roots.
Bite. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 12 ( 2d8+3 ) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ( 1d10 ) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.  
Grasping Roots. Melee Weapon Attack: +6 to hit 1d20+6 , reach 15 ft., one target. Hit: 7 ( 1d8+3 ) bludgeoning damage plus 4 ( 1d8 ) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. If the target is Large or smaller, it must also make a DC 15 Strength saving throw. On a failed save, the tar­get is pulled into an unoccupied space within 5 feet of the wolf-in-sheep's-clothing, and the wolf-in-sheep's­ clothing can make a bite attack against it as a bonus action. Until the grapple ends, the wolf-in-sheep's­ clothing can't use this grasping root on another target. The wolf-in-sheep's-clothing has seven grasping roots. The grasping root can be attacked (AC 13 ; 30 hit points; immunity to psychic damage). Destroying the root deals no damage to the wolf-in-sheep's clothing, but it can no longer attack with that grasping root.

Reactions

Root Slam. As a reaction to a failed grapple Escape attempt, the wolfs-in-sheep's-clothing slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 ( 2d6+3 ) bludgeoning damage and be stunned until the end of the wolfs-in-sheep's-clothing's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.


 

A small rabbit-like creature with a pair of tiny horns squats atop a tree stump in the middle of a pastoral glade. Upon treading closer, suddenly the stump splits to reveal a tooth-filled maw and a pair of eyes atop flexible stalks.The ground ripples as root-like tentacles emerge from the soil to grab at nearby prey.

forest, alien


Created by

solomani.

Statblock Type

Monster / Creature

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