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Megawolf

Gargantuan beast, neutral

Armor Class 17 (natural armor)
Hit Points 290 (20d20+80)
Speed 70 ft.

STR DEX CON INT WIS CHA
26 (+8) 17 (+3) 19 (+4) 11 (+0) 18 (+4) 14 (+2)

Skills Perception +11, Stealth +10, Survival +17
Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses passive Perception 26
Languages Common
Challenge 23 (50,000 XP)

SPECIAL TRAITS

  • Keen Hearing and Smell. The megawolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Legendary Resistance (3/Day). If the megawolf fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The megawolf has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The megawolf’s weapon attacks are magical.
  • Siege Monster. The megawolf deals double damage to objects and structures.

ACTIONS

  • Multiattack. The megawolf can use his Frightful Presence. It then attacks twice. It can use its Swallow instead of its bite.
  • Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 47 (6d12+8) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained.
  • Frightful Presence. Each creature of the megawolf’s choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the megawolf is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the megawolf’s Frightful Presence for the next 24 hours.
  • Swallow. The megawolf makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the megawolf, and it takes 42 (12d6) bludgeoning damage at the start of each of the megawolf’s turns. If the megawolf takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the megawolf. If the megawolf dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

LEGENDARY ACTIONS

The megawolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The megawolf regains spent legendary actions at the start of its turn.

  • Move. The megawolf moves up to half its speed.
  • Chomp (Costs 2 Actions). The megawolf makes one bite attack or Swallow.
  • Destructive Roll (Costs 2 Actions). The megawolf flings itself at the ground and rolls, crushing everything in an area 30 feet by 30 feet. Each creature in the area must make a DC 23 Dexterity saving throw. A target takes 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

ABOUT

The pack of the world wolf are nearly as large and terrifying as he is. Despite their size megawolves are stealthy hunters and very intelligent, using tactics that capitalize on their immensity. They are also relentless trackers and follow prey across continents, stalking victims for months in wait for the perfect moment to strike.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.