Karnnoloup

Medium monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 33 (6d8+6)
Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Common, Worg
Challenge 3 (700 XP)

SPECIAL Traits

  • Charge (Wolf Form Only). If the karnnoloup moves at least 20 feet straight towards a target and then hits it with a ram attack on the same turn, the target takes and extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
  • Keen Hearing and Smell. The karnnoloup has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The karnnoloup has advantage on an attack roll against a creature if at least one of the karnnoloup’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Shapechanger. During the three months of winter, the karnnoloup can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Spellcasting. The karnnoloup is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It requires to material components to cast its spells. The karnnoloup has the following sorcerer spells prepared:
    • Cantrips (at will): blade ward, chill touch, mage hand, prestidigitation, ray of frost
    • 1st level (4 slots): fog cloud, shield, sleep
    • 2nd level (3 slots): misty step, scorching ray
    • 3rd level (3 slots): counterspell, sleet storm

ACTIONS

  • Bite (Wolf Form Only). 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 12 Strength saving throw or be knocked prone.
  • Ram (Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

ABOUT

The karnnoloup is a cunning wolf-like creature with antlers and sorcerous powers, that can take human form in the winter. Packs of these creatures live in the woods of cold lands during the warm season, but they most often transform into humanoids and seek shelter in towns and villages during the winter.

A karnnoloup usually hoards pelts and valuables from its preys to exchange for food and money when coming to city; it tends to choose the same place every year, posing as a hunter or a herder and making stable seasonal friendships and bargains.

Section 15: Copyright Notice

5e Menagerie: Griffmeras © 2019, Rogue Genius Games; Authors: Jacob E. Blackmon and Margherita Tramontano.

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