Biweekly Monster-Frost Wolf

When the winter is especially cold, cold enough for the lakes and rivers to freeze over, the frost wolves are rumored to cross over into civilized lands. It is not known if they always is exist beyond the borders, or if they exist only in winter, or if they only come to being on the cold winters that allow their passage, but when these ice composed wolves arrive, they freeze the waters solid beneath them as they pass. They almost always travel in packs led by an alpha who uses his cold breath to advantage his pack. (1d4 wolves +1 alpha for a small pack.)

Frost Wolf
Medium elemental, chaotic neutral
Armor Class: 14 (natural armor)
Hit Points: 14 (4d6)
Speed: 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)

Skills: Perception +3, Stealth +4
Damage Vulnerabilities: fire, bludgeoning
Damage Immunities: cold
Senses: passive Perception 13
Languages: –
Challenge: 1/2 (100 XP)
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: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage and 4 (1d6 + 1) cold damage. If the target is a creature, it must succeed on a 10 Strength saving throw or be knocked prone.

Frost Wolf Alpha
Medium elemental, chaotic neutral
Armor Class: 15 (natural armor)
Hit Points: 27 (6d6+6)
Speed: 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 6 (-2)

Skills: Perception +4, Stealth +5
Damage Vulnerabilities: fire, bludgeoning
Damage Immunities: cold
Senses: passive Perception 14
Languages: –
Challenge: 1 (200 XP)
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 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and 6 (1d8 + 2) cold damage. If the target is a creature, it must succeed on a 10 Strength saving throw or be knocked prone.
Frost Breath (Recharge 4-6). The wolf exhales ice in a 20 foot line  that is 5 feet wide. Each creature in that line must make a DC 12 saving throw, taking 18 (4d8) cold damage and gaining disadvantage on attacks and dexterity saving throws until the end of their next turn on a failed save.

On Saturday, the Haven adventurers saved Carrie from about a score of these cold creatures. They hope to prepare better and go seek their origin this coming session.

This entry was posted in Monsters and tagged , , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s