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The Pale Wolf CR: 24

Gargantuan fey spirit, lawful neutral
Armor Class: 21
Hit Points: 400hp 18d20+200
Speed: 70 ft , climb: 40 ft

STR

28 +9

DEX

18 +4

CON

28 +9

INT

18 +4

WIS

24 +7

CHA

26 +8

Saving Throws: Str +16, Dex +11, Con +16, Int +11, Wis +14, Cha +15
Skills:

Insight +14, Intimidation +15, Perception +21, Stealth +11, Survival +14

Damage Resistances: cold, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poisoned
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses:

truesight 120 ft., tremorsense 120 ft., passive Perception 31

Languages: all, telepathy 1 mile
Challenge Rating: 24 ( 64,000 XP)
Proficiency Bonus: +7

Devour

On a successful bite attack, the enemy is restrained by the Pale Wolf's jaws. The target must make a DC 24 Constitution saving throw.

On a failed save, the target takes 75 12d10+9 necrotic damage. On a successful save, it takes half as much damage.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Pale Wolf regains the same number of hit points. The reduction lasts until removed by greater restoration or similar magic.

If this damage reduces a creature to 0 hit points, the creature immediately suffers two failed death saving throws.

Actions

Multiattack:

The Pale Wolf makes three attacks: one with its Bite 4d12+9 piercing damage plus 4d8 necrotic damage, and two attacks with its Claw 3d10+9 slashing damage plus 3d8 necrotic damage, or Vine Lash 3d12+9 slashing damage plus 3d8 necrotic damage, in any combination. With a successful vine lash attack, the target must succeed on a DC 22 Strength or Dexterity saving throw or be pulled up to 30 feet toward the Pale Wolf and restrained by thorned vines. A restrained creature can use its action to make a DC 22 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. The Pale Wolf can restrain up to three creatures at once with these vines.

Bonus Actions

Step Through Thorns

The Pale Wolf teleports up to 60 feet to an unoccupied space it can see adjacent to a tree, root, natural plant, patch of darkness, or area of fog.

Creatures within 10 feet of the space it leaves must succeed on a DC 22 Dexterity saving throw or take 18 [4d8] piercing damage from erupting thorns.

Name the Debtor

The Pale Wolf speaks the true name of one creature it can see within 120 feet. The target must succeed on a DC 22 Charisma saving throw or become marked for 1 minute.

While marked:

  • The Pale Wolf has advantage on attack rolls against the target.
  • The target cannot become hidden from the Pale Wolf.
  • The target cannot teleport or travel to another plane.
  • The first time each turn the Pale Wolf damages the target, the target takes an additional 13 3d8 psychic damage.

The target repeats the saving throw at the end of each of its turns, ending the mark on a success. Only one creature can be marked at a time.

Reactions

Oathbreaker’s Glare

When a creature the Pale Wolf can see within 60 feet attempts to move away from it, teleport, or restore hit points to another creature, the Pale Wolf fixes that creature with its burning gaze.

The creature must succeed on a DC 22 Wisdom saving throw or take 22 [4d10] psychic damage. Its speed becomes 0 until the end of the turn, and any teleportation it was attempting fails without expending the spell slot or use of the ability.

Legendary Actions

The Pale Wolf can take four legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Pale Wolf regains spent legendary actions at the start of its turn.

Prowl

The Pale Wolf moves up to half its speed without provoking opportunity attacks.

Claw

The Pale Wolf makes one Claw attack.

Vine Lash (2 Actions)

The Pale Wolf makes one Vine Lash attack.

Crush (3 actions)

The Pale Wolf moves up to its speed without provoking opportunity attacks. It can move through the spaces of Large or smaller creatures during this movement.

The first time it enters a creature’s space, that creature must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 35 [4d12 + 9] bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is moved to the nearest unoccupied space.

Mortal Fear (2 Actions)

One creature the Pale Wolf can see within 90 feet must make a DC 22 Wisdom saving throw.

On a failed save, the creature takes 27 (6d8) psychic damage and is frightened until the end of its next turn. A creature already frightened by the Pale Wolf is stunned instead.

On a successful save, the creature takes half as much damage.

Lair Actions

When fighting within its cavern or another established domain in the Lotusden, the Pale Wolf can use lair actions. On initiative count 20, losing initiative ties, it takes one of the following actions. It cannot use the same action two rounds in a row.

Grasping Roots

Roots erupt beneath up to three creatures the Pale Wolf can see. Each target must succeed on a DC 22 Dexterity saving throw or take 22 (4d10) piercing damage and become restrained.

A creature can use its action to make a DC 22 Strength or Dexterity check, freeing itself or an adjacent creature on a success.

Corpse-Colored Fog

Cold green fog fills a 60-foot-radius sphere centered on a point the Pale Wolf can see. The area is heavily obscured to creatures other than the Pale Wolf until initiative count 20 of the next round.

The Pale Wolf can immediately teleport to an unoccupied space anywhere within the fog.

The Pale Wolf takes the form of a giant wolf 30 feet at the shoulder. It's body is degraded with patches of fur and skin missing, showing exposed bone. It is wrapped in and infested with thick vines.

Suggested Environments

The Lotsuden Greenwood.


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