Berrethian Wolf

Medium beast, unaligned

Armor Class 15 (Natural Armor)
Hit Points 100 (10d10 + 20)
Speed 35ft.

STR
18 (+4)

DEX
13 (+1)

CON
14 (+2)

INT
10 (+0)

WIS
15 (+2)

CHA
14 (+2)

Skills Perception +3, Stealth +5
Damage Vulnerabilities Fire
Damage Immunities
Cold
Senses Passive Perception 16
Languages
Challenge 3 (750 XP)

Frozen Mane. The Berrethian Wolf has a thick ring of icicles around its neck. Should these icicles touch an enemy of the Berrethian Wolf, that target will suffer Frostbite. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Snow Camouflage. The Berrethian Wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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. weapon attack roll it makes before the end of its next turn.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath. The Berrethian Wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Freezing Prey. The Berrethian Wolf exhales a blast of freezing air into the ground below, which travels through the earth and bursts from the ground, freezing the target in place. Reach 25ft., one target. The target must make a DC 16 Dexterity saving throw, taking 8 (2d4) cold damage on a failed save and becomes Restrained until the end of their next turn. On a successful saving throw, the target takes no damage, but movement speed is halved until the end of their next turn.

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