dave2008
Legend
Spirit of Winter by hibbary
Sovereign Wolf
Huge Fey, unaligned
Armor Class 18 (Natural Armor)
Hit Points 243 (18d12 + 126; bloodied 121)
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) Proficiency Bonus +6
Feral Senses. The sovereign wolf has advantage on saving throws against being charmed and Wisdom (Perception) checks.
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.
ACTIONS
Multiattack. The sovereign wolf makes two melee attacks, but only one attack can be a claw attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit. 25 (4d8 + 7) piercing damage and, if the wolf wishes, the creature must make a DC 20 Strength saving throw or be grappled. Additionally, if the target is Medium or smaller, it is also restrained while it is grappled by the sovereign wolf.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit. 17 (4d4 + 7) 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.
Lupin Fury (Recharge 4-6). The sovereign wolf makes one bite attack on each target within its reach.
Howl of Command. The sovereign wolf makes a commanding howl. Each wolf ally of the wolf's within 1,000 feet of it and that can hear it, can use its reaction to take one of the following actions:
- Take the Disengage action.
- Move up to half its speed and make a bite attack.
- Take the Dash action.
- Make a bite attack with advantage against a creature it has grappled.
- Gain 10 temporary hit points.
Innate Spellcasting. The sovereign wolf 's spellcasting ability is Charisma (spell save DC 19). The sovereign wolf can innately cast the following spells, requiring no components:
At will: dispel magic, speak with animals
3/day each: counterspell, pass without a trace
1/day each: haste
Summon Pack. The sovereign wolf magically summons 2d4 timber wolves that appear in unoccupied spaces within 60 feet of the sovereign wolf. The timber wolves acts as allies (on their own initiative count) to the sovereign wolf, follow its commands, and remain until the sovereign wolf dies or the the sovereign wolf uses a bonus action to dismiss them.
BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign wolf can teleport up to 90 feet to an unoccupied space it can see.
Savage Attacker. The sovereign wolf can make a bite attack against a prone or incapacitated target.
Sovereign's Speed (3/Rest). The sovereign wolf takes the Dash action.
REACTIONS
Chomp. If a target ends its turn grappled by the sovereign wolf, the wolf can make a bite attack against that target.
Vicious Shake. If a Medium or smaller creature ends its turn grappled by the sovereign wolf, the wolf can make a bite attack against that creature. On a hit the creature is also stunned until the end of the wolf's next turn.
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