Kryx RPGThemes
Winter Wolf

Winter Wolf

Large beast
Challenge
3

STR
4
DEX
1
CON
2
INT
−2
WIS
1
CHA
−1

75
10d10+20
15
Soak
1
Fort
+3
Ref
+3
Will
+0
Defense note natural armor
Damage immunities cold

Speed 10 m.
Skills Athletics +5 (16), Brawn +5 (16), Insight +1 (12), Perception +2 (13), Primal +2 (13), Stealth +2 (13)
Languages Common, Jotun, Winter Wolf

Keen Hearing and Smell. The winter wolf has advantage on Perception checks that rely on hearing or smell.

Maneuvers. The winter wolf uses maneuvers (maneuver save Difficulty 14). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: lunge, spring attack, tear flesh, trip

Pack Tactics. The winter wolf has advantage on an attack roll against a creature if at least one of the winter wolf’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Snow Camouflage. The winter wolf has advantage on Stealth checks made to avoid notice in snowy terrain.

Spellcasting. The winter wolf uses Primal (Wis) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: chilling strike, winter’s bite

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 11 (2d6 + 4) piercing damage.

Cold Breath (Costs 2 actions; Recharge 5–6). The winter wolf exhales an icy blast in a 3-meter cone or line. Each creature in that area must make a Difficulty 12 Fortitude saving throw. On a failure, a creature takes 22 (4d10) cold damage and is slowed 1. On a success, a creature takes half as much damage and isn’t slowed.

Arcticsrd

Maneuvers

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Spells

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability cold damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or either it has disadvantage on weapon attack rolls or it is slowed 1 for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As a reaction, which you use when you are hit by an attack, spectral frost rimes the creature who hit you. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d6 cold damage and is slowed 1 until the end of its next turn and has disadvantage on the next weapon attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn and has disadvantage on the next weapon attack roll it makes before the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.