Winter Wolf 2014
CR 3 monstrosity
Large monstrosity, chaotic evil
The winter wolf's Perception is 20 when perceiving by hearing or smell.
The winter wolf is resistant to exhaustion and to the frightened condition.
The winter wolf has advantage on attack rolls against a creature if at least one of the winter wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
The winter wolf's Stealth is 18 while in snowy terrain.
Actions
The winter wolf makes two Bite attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 4 (1d8) cold damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone.
The winter wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
The winter wolf touches its nose to a creature it can see within 5 feet of it. The target must succeed on a DC 13 CON save or one of the following parts of its body (the winter wolf's choice) is encased in ice for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, it has advantage on the next save it makes to end the effect.
- Body. The target has disadvantage on CON saves and is vulnerable to the first instance of cold damage it takes each turn.
- Head. The target can't breathe or speak.
- Lower Limb. The target's speed is reduced to 0, and it has disadvantage on DEX checks and DEX saves.
- Upper Limb. The target has disadvantage on weapon attack rolls made with that limb.
Other versions
Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details