Encounter 20 - lvl 5 to 10
2x Guardian Wolf
Huge monstrosity , unaligned
Armor Class 14 (Natural Armor)
Hit Points (7d12 + 21)
Speed 60 ft.
STR 22 (+6)
DEX 14 (+2)
CON 16 (+3)
INT 5 (-3)
WIS 12 (+1)
CHA 8 (-1)
Skills Perception +5, Stealth +4
Senses Passive Perception 15
Languages Common, Elvish, Wolf
Challenge 4 (1,100 XP)
Proficiency Bonus +2
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 attack rolls 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 two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 6) piercing damage.
3x Winter Wolf
Large monstrosity , neutral evil
Armor Class 13 (Natural Armor)
Hit Points (10d10 + 20)
Speed 50 ft.
STR 18 (+4)
DEX 13 (+1)
CON 14 (+2)
INT 7 (-2)
WIS 12 (+1)
CHA 8 (-1)
Skills Perception +5, Stealth +3
Damage Immunities Cold
Senses Passive Perception 15
Languages Common, Giant, Wolf
Challenge 3 (700 XP)
Proficiency Bonus +2
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 feet 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.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
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 12 Dexterity saving throw, taking (4d8) cold damage on a failed save, or half as much damage on a successful one.
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