Giant Wolf Spider 5e
Attributes of Giant Wolf Spider 5e in Dungeons and Dragons
- Skills Perception +3, Stealth +7
- Senses Blindsight 10 Ft, Darkvision 60 Ft., Passive Perception 13
- Challenge 1/4 (50 XP)
- Spider Climb.
- The Spider can climb difficult surfaces, such as upside down on ceilings, without making a skill check.
- Web Awareness. While in contact with a web, the Spider knows the specific place of any other creature in touch with the same trap.
- Web Walker. The Spider ignores movement restrictions brought on by webbing.
Bite. Melee Weapon Attack: +3 to strike, reach 5 ft., one monster. Strike: (1d6 + 1) piercing damage plus (2d6)poison harm. The goal must make a DC 11 Constitution saving throw, taking the poison damage on a failed to save or half as much damage on a successful one. Suppose the toxin damage reduces the goal to 0 hit points. In that case, the target is steady but poisoned for 1 hour, even after regaining strike points, and can be put to paralysis while poisoned in this manner.
What is Giant Wolf Spider 5e?
Smaller than a Giant Spider, a giant wolf Spider searches prey across open ground or hides in a Burrow or crevice, or a hidden pit beneath debris. Traits Spider Climb: The Spider can climb hard surfaces, such as upside down on ceilings, without making a skill check.
- Web Sense: While in contact with the internet, the Spider knows the specific location of any other creature in touch with the same web.
- Web Walker: The Spider dismisses Movement limitations caused by webbing.
ActionsBite: Weapon Attack: +3 to strike, reach 5 ft., one creature. Strike: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, carrying 7 (2d6) toxin damage on a failed save or half as much damage on a successful one. If the toxin damage lowers the goal to 0 Hit Points, the goal is stable; however, Poisoned for 1 hour after regaining Hit Points, and is Paralyzed while Poisoned this manner.
Homebrew ideas with Giant Wolf Spider 5e
At the 3rd level, may cast grease or Alarm once a short break. (These charms get flavoring to make spider webs. Make alert only detectible to the Spider, etc.) These charms have a range of five feet gets a different casting every three levels. You may make webbed areas (again, with the grease sort of the effect, therefore maybe rendered prone instead of restrained at a speed of 5 square feet per minute. (I don’t see this skill as being too helpful in a fight. Especially given my ranger’s absolute lack of patience, but it works well to justify webbing my dickhead warlock into his roster as he moans. He keeps chucking rocks at my Spider.)
Greasy Web: 1 activity, S, 5ft, 1 minute; Cast a patch of webs that cover two adjoining 5 square ft areas. These 10 square feet count as rugged terrain. When you cast a spell, any creature in the region must successfully make a Dexterity Saving throw (using the Ranger’s Spell Save DC) or fall prone. Any creature entering ending their turn in the playground region must make the same Dexterity saving throw.
Webline Alarm: 1 minute, S, Touch, 8hrs;
Putting a thin coating of webbing across the surface of a 20 cubic foot place, while a spider maintains contact with these webs, it becomes aware of any monsters touching the surfaces in the region. The traps can rest on a face. As such, flying and incorporeal creatures may not activate an alarm. The Alarm merely is mental and may only be heard by the spider company. The Spider 5e must be within 20ft of the Alarmed location. Any animal entering the area triggers the alert.
|Giant Wolf Spider|
|Medium beast, unaligned|
|Armor Class 13|
|Hit Points 11 (2d8+2)|
|Speed 40 ft., climb 40 ft.|
Giant wolf 5e vs. Dire wolves
Giant wolves would be too dire wolves what dire wolves would be to ordinary forest wolves. Measuring nearly 30 feet in length, these colossal lupines would be the genuine kings and queens of this forest.
|Giant Wolf 5e|
|Huge beast, unaligned|
|Armor Class 17 (natural armor)|
|Hit Points 84 (8d12 + 32)|
|Speed 60 ft.|
|Abilities Str 22 (+6), Dex 15 (+2), Con 19 (+4), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)|
|Saving Throws Str +9, Dex +5, Con +7|
|Skills Perception +5, Stealth +5|
|Senses passive Perception 15|
|Challenge 5 (1,800 XP)|
As a “divine figure,” they are looked up to by their smaller kin. Giant wolf packs include heaps of smaller wolves, dire wolves, and the odd warg or glacier wolf 5e. Some werewolf clans run with giant wolves. Lands safeguarded by a giant wolf are often regarded as”off-limits” by outsiders. The wolf has the edge on Wisdom (Perception) tests that rely on smell or hearing.
Pack Tactics: The 5e wolf has the edge on an attack roll against a creature if at least one of the wolf’s allies is within five feet of the monster. The partner isn’t incapacitated.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the goal is a monster, it must succeed on a DC 17 Power saving throw or way of knocking prone.
Howl (1/Day). Every wolf allies within 100 ft of the wolf that may hear it have the edge on attack rolls until the onset of the wolf’s following turn. Besides, each hostile creature within 100 feet of the wolf that can hear it must succeed on a DC 11 Wisdom saving throw or be fearful of the wolf until the onset of the wolf’s next turn.
Glacier Wolf 5e
- Damage Immunities cold
- Senses passive Perception 20
- Languages Common, Giant, Winter Wolf, and any other
- Brave. The wolf has the edge on saving throws from being frightened.
- Brute. A melee weapon deals one extra die of its damage once the wolf strikes with it (included in the assault ).
- Keen Senses. The wolf has an advantage on Wisdom (Perception) checks.
Package Techniques. The wolf has the edge on an attack roll against a monster if at least one of the wolf’s allies is within five feet of the beast. The partner is not incapacitated.
Snow Camouflage. The wolf has the edge on Dexterity (Stealth) tests made to hide in the snowy terrain.
Glacier Wolf 5e: Large monstrosity, neutral evil
|Armor Class 14 (natural armour)|
|Hit Points 119 (14d10 + 42)|
|Speed 50 ft.|
Multiattack. The wolf may utilize its Cold Breath. It then makes a bite attack.
Bite. Melee Weapon Attack: +9 to strike, hit 5 ft., one target. If the goal is a creature, it must succeed on a DC 17 Power saving throw or way of knocking prone.
The wolf exhales a blast of freezing wind in a 15-foot cone. In that region, each monster must make a DC 15 Dexterity rescue throw, carrying 18 (4d8) cold damage on a failed to save or half as much damage on a successful one.
Direction (Recharges after a Short or Long Rush ). For one moment, the wolf can complete a particular command or warning if a nonhostile monster that it may see within 30 feet of it makes an attack roll or a rescue. The monster can add a d4 to its roster provided it could hear and understand the wolf. A beast may gain from only one Leadership expire at a time. This effect ends when the wolf is incapacitated.
Parry. The wolf adds four into its AC against a single melee attack that would hit it. To accomplish this, the wolf must see the attacker and also be wielding a melee weapon.
A 5e glacier wolf with the Master template applied to it. Glacier wolves are ferocious and powerful winter wolves sought after by the mightiest of frost giant jarls as guards and hunting companions. Glacier wolves often lead packs of winter wolves, and they’ve wisdom far above that of the typical monster. Less often, a glacier wolf might work as a pioneer of sorts to get a tribe of humanoids. Even though it always contributes to your tyrant, devouring any that disobey it.