Swarm of Wolf Spirits
Large Swarm Neutral Evil
- Armor Class: 16 (natural armor)
- Hit Points: 104 (16d10 + 16)
- Speed: walk 50 ft. fly 50 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2023, page 358
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
18 (+4) |
12 (+1) |
4 (-3) |
10 (+0) |
12 (+1) |
- Saving Throws: Dex +7, Wis +3
- Skills: Perception +3, Stealth +7
- Damage Vulnerabilities: False
- Damage Immunities: cold, poison
- Damage Resistances: acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing
- Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses: darkvision 120 ft., passive Perception 13
- Languages: understands Common but can’t speak
Special Abilities
- Incorporeal Movement: The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Swarm: The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp.
- Undead Nature: The swarm of wolf spirits doesn't require air, food, drink, or sleep.
Actions
- Multiattack: The swarm of wolf spirits makes two Spectral Bites attacks.
- Spectral Bites: Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer.
- Chilling Howl (Recharge 5-6): The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
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