dave2008
Legend
Sovereign Wolf (WIP)
Huge Fey, unaligned
Armor Class 20 (Natural Armor)
Hit Points 243 (18d12 + 126)
Speed 90 ft., swim 40 ft.
Saving Throws Str +12, Dex +9, Wis +9, Cha +11
Skills Athletics +12, Intimidation +9, Perception +9
Damage Resistance cold, poison, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities frightened, exhaustion
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Sylvan, Terran telepathy 120 ft.
Challenge 16 (15,000 XP)
Feral Instincts. The sovereign wolf has advantage on saving throws against being charmed and Wisdom (Perception) checks to perceive illusions.
Fey Jump (Recharge 4 – 6). As a bonus action, the sovereign wolf can teleport up to 90 feet to an unoccupied space it can see.
Keen Hearing and Smell. The timber wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The sovereign wolf 's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The sovereign elk can innately cast the following spells, requiring no components:
At will:
3/day each:
1/day each:
Magic Resistance. The sovereign wolf has advantage on saving throws against spells and other magical effects.
Magic Weapons. The sovereign wolf's weapon attacks are magical.
Pack Tactics. The sovereign 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.
Savage Attacker. The sovereign wolf can use a bonus action to make a bite attack against a prone target.
ACTIONS
Multiattack. The sovereign wolf makes two melee attacks, but only one attack can be a claw attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit. 25 (4d8 + 7) piercing damage and the creature must make a DC 20 Strength saving throw or be grappled or knocked prone, the wolf's choice. Additionally, if the target is Medium or smaller, it is also restrained while it is grappled by the sovereign wolf.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit. 16 (4d4 + 6) slashing damage. Additionally, if the target is a Medium creature or smaller it must make a DC 20 Strength saving throw or be knocked prone and Restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 20 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Lupin Fury (Recharge 4-6). The sovereign wolf makes one bite attack on each target within its reach.
REACTIONS
Vicious Shake. If a Large or smaller creature ends its turn grappled by the sovereign wolf,...
Armor Class 20 (Natural Armor)
Hit Points 243 (18d12 + 126)
Speed 90 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 18 (+4) | 24 (+7) | 18 (+4) | 18 (+4) | 22 (+6) |
Saving Throws Str +12, Dex +9, Wis +9, Cha +11
Skills Athletics +12, Intimidation +9, Perception +9
Damage Resistance cold, poison, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities frightened, exhaustion
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Sylvan, Terran telepathy 120 ft.
Challenge 16 (15,000 XP)
Feral Instincts. The sovereign wolf has advantage on saving throws against being charmed and Wisdom (Perception) checks to perceive illusions.
Fey Jump (Recharge 4 – 6). As a bonus action, the sovereign wolf can teleport up to 90 feet to an unoccupied space it can see.
Keen Hearing and Smell. The timber wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The sovereign wolf 's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The sovereign elk can innately cast the following spells, requiring no components:
At will:
3/day each:
1/day each:
Magic Resistance. The sovereign wolf has advantage on saving throws against spells and other magical effects.
Magic Weapons. The sovereign wolf's weapon attacks are magical.
Pack Tactics. The sovereign 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.
Savage Attacker. The sovereign wolf can use a bonus action to make a bite attack against a prone target.
ACTIONS
Multiattack. The sovereign wolf makes two melee attacks, but only one attack can be a claw attack.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit. 25 (4d8 + 7) piercing damage and the creature must make a DC 20 Strength saving throw or be grappled or knocked prone, the wolf's choice. Additionally, if the target is Medium or smaller, it is also restrained while it is grappled by the sovereign wolf.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit. 16 (4d4 + 6) slashing damage. Additionally, if the target is a Medium creature or smaller it must make a DC 20 Strength saving throw or be knocked prone and Restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 20 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Lupin Fury (Recharge 4-6). The sovereign wolf makes one bite attack on each target within its reach.
REACTIONS
Vicious Shake. If a Large or smaller creature ends its turn grappled by the sovereign wolf,...
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