{"name":"Swarm of Wolf Spirits","challenge_rating":"6","xp":"2300","types":"Undead","pb":"+3","size":"Large","sizer":"NONE","languages":"understand Common","alignment":"Neutral Evil","description":"A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself.\r\n[in]When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader's rage at a cruel death - or the summoning call of a necromancer - brings the entire pack back to the mortal world as a slavering pack of greenish, translucent appraitions that glides swiftly over snow and ice, or even river and lakes.[\/in]\r\n[b]Dozen-Eyed Hunters[\/b]. At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever.\r\n[br][b]Absorb Their Kill[\/b]. Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it.\r\n[br][b]Howl Before Combat[\/b]. Hirelings, mounts, and familiars often panic at the sound of a spirit pack's chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.","suggested_environments":"","armor_class":"16","hit_points":"97","strength":"14","dexterity":"16","constitution":"12","intelligence":"4","wisdom":"10","charisma":"12","base_movement_units":"","base_movement_in_ft":"50","fly_movement_in_ft":"50","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","can_hover":"1","senses":"[tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 120ft., Passive Perception 13","skills":"Perception +3, Stealth +6","saving_throws":"STR +5, DEX +6","damage_vulnerabilities":"","damage_resistances":"Necrotic; Nonmagical Bludgeoning, Piercing, and Slashing","damage_immunities":"Cold","condition_immunities":"Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Chilling Howl[\/b]. As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] until the start of the swarm's next turn.\r\n\r\n[b]Speed Over Snow[\/b]. A swarm of wolf spirits is not affected by [tooltip:You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.]difficult terrain[\/tooltip] caused by snowy or icy conditions.","actions":"[b]Multiattack[\/b]. A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks.\r\n\r\n[b]Bite[\/b]. [i]Melee Weapon Attack[\/i]: +5 to hit, reach 5ft., one target. [i]Hit[\/i]: 2d4+3 piercing damage plus 1d6 cold damage. The target is also knocked [tooltip:While you have the Prone condition, you experience the following effects: Restricted Movement (Your only movement options are to crawl or to spend an amount of movement equal to half your Speed rounded down to right yourself and thereby end the condition. If your Speed is 0, you can\u2019t right yourself), Attacks Affected (You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.)]prone[\/tooltip] if the attack scored a critical hit.\r\n\r\n[b]Icy Doom[\/b]\u00a0(Recharge 5-6). All creatures within 5 feet of the wolf spirit take 4d10 cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of [tooltip:While you have the Exhaustion condition, you experience the following effects: Exhaustion Levels (This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.), D20 Tests Affected (When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.), Speed Reduced (Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.), Removing Exhaustion Levels (Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.)]exhaustion[\/tooltip] and become [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] until the start of the swarm's next turn.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6665875","source":"Tome of Beasts 1 (p.377)","tags":"","templateId":"2991","blockId":"1553498","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}