Page 342 - Monster Manual [11th Print]
P. 342

T
            AC I O  N S                                       W o RG
                                +
            Bite. Melee Weapon Attack:  6   to hit, reach 5 ft., one target.   Large monstrosity, neutral evil
               1
            Hit:  1   (2d6 + 4) piercing damage. If the target is a creature,
                                                                       1
            it m  u st succeed on a DC 14 Strength saving throw or be   Armor Class  3   (natural armor)
                                                                         d
            knocked prone.                                    Hit Points 26 (4 l 0   + 4)
                                                              Speed 50 ft.
            Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing
                                               m
            wind in a 1 5 -foot cone. Each creature in that area  u st make a   STR   DEX   CON   INT   WIS   CHA
                                       1
            DC 1 2   Dexterity saving throw, taking  8   (4d8) cold damage on   1 6   (+3)   13  (+l)   13 (+l)   7 (-2)   1 1   (+O)   8 (- )
                                                                                                        1
            a failed save, or half as much damage on a successful one.
                                                              Skills Perception +4
            The arctic-dwelling winter wolf is as large as a dire   Senses darkvision 60 ft., passive Perception 14
            wolf but has snow-white fur and pale blue eyes. Frost   Languages Goblin, Worg
            giants use these evil creatures as guards and hunting   Challenge 1/2 (100 XP)
            companions, putting the wolves' deadly breath weapon
            to use against their foes. Winter wolves communicate
                                                                                                  o
            with one another using growls and barks, but they   Keen Hearing and Smell. The worg has advantage  n   Wisdom
            speak Common and Giant well enough to follow simple   (Perception) checks that rely on hearing or smell.
            conversations.                                    AC I O  N S
                                                                 T
                                                                                  +
                                                              Bite. Melee Weapon Attack:  5   to hit, reach 5 ft., one target.
            W O LF                                            Hit: 10  (2d6 + 3) piercing damage. If the target is a creature,
            Medium beast, unaligned                           it must succeed on a DC 13 Strength saving throw or be
                                                              knocked prone.
            Armor Class 1 3   (natural armor)
            Hit Points 11  (2d8 + 2)                          A worg is an evil predator that delights in hunting and
            Speed 40 ft.                                      devouring creatures weaker than itself. Cunning and
                                                              malevolent, worgs roam across the remote wilderness
              STR     DEX    CON     I N T   WIS   CHA        or are raised by goblins and hobgoblins. Those
              1 2   (+l)   1 5   (+2)   12 (+l)   3  (-4)   12 (+l)   6 (-2)   creatures use worgs as mounts, but a worg will turn on
                                                              its rider if it feels mistreated or malnourished. Worgs
            Skills Perception +3, Stealth +4                  speak in their own language and Goblin, and a few learn
            Senses passive Perception  3                      to speak Common as well.
                                1
            Languages -
            Challenge 1/4  (50 XP)

            Keen Hearing and Smell. The wolf has advantage on Wisdom
            (Perception) checks that rely on hearing or smell.
            Pack T a ctics. The wolf has advantage on attack rolls against a
            creature if at least one of the wolf's allies is within 5 feet of the
                               i
            creature and the ally isn't  n capacitated.
               T
            AC I O  N S
                                +
            Bite. Melee Weapon Attack:  4   to hit, reach 5 ft., one target.
            Hit: 7  (2d4 + 2) piercing damage. If the target is a creature,
            it must succeed on a DC 11  Strength saving throw or be
            knocked prone.














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