Ghoul Wolf

Large undead, chaotic evil

Armor Class

13 (natural armor)

Hit Points

52 (8d8 + 8)

Speed

50 ft.

STR

16 (+3)

DEX

13 (+1)

CON

13 (+1)

INT

7 (-2)

WIS

11 (+0)

CHA

8 (-1)

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

passive Perception 14

Skills

Perception +4

Languages

--

Challenge

2 (450 XP)

Keen Hearing and Smell. The ghoul wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The ghoul wolf has advantage on attack rolls against a creature if at least one of the ghoul wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The ghoul wolf makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

large
undead
cr2
tome-of-horrors