Cala'diel (5e Campaign Setting)/Stats/Phaidryn

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Phaidryn the dire wolf. His fur is discolored to hide his true winter wolf nature.

When a party wishes to hunt Phaidryn make sure he is described as a dire wolf by anyone they question. This also includes any information Nash may have on him. In reality he is a winter wolf that has brown fur. Phaidryn is a highly intelligent wolf, and like other winter wolves understands common. The unique thing about Phaidryn however is that he can speak common just as well any humanoid could. It is very likely that while in battle he will taunt and threaten the party. Intimidation is his strong point and hearing his deep growling voice for the first time catches his foes off guard. No one who hears him speaks lives to tell about it.

Large Monstrosity (Wolves), Neutral Evil
Armor Class: 14 (natural armor)
Hit Points: 72 (9d10+20)
Speed: 50 ft.
18 (+4) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 8 (-1)
Saving Throws: DEX
Skills: Perception +5, Stealth +3
Damage Immunity: cold
Senses: passive Perception 15
Languages: Common, Winter Wolf
Challenge: 3 (700 xp)Proficiency Bonus (PB): +2
Keen Hearing and Smell. He has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. He has advantage on an attack roll against a creature if at least one of his allies are within 5 feet of the creature and the ally isn't incapacitated.


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6). He exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much on a successful one.

Legendary Actions

Each round Phaidryn can take his legendary action once. It may be used at the start of any turn and then at the start of his turn he regains his spent action.

Intimidating Presence. Phaidryn uses his growling voice to strike fear in one creature he can see within 10 feet of him. The target must succeed on a DC 13 Wisdom saving throw against his presence or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends, the target is immune and has overcome his intimidating presence.

AlignmentNeutral Evil +
Challenge Rating3 +
Experience Points700 +
FeaturesKeen Hearing and Smell +, Pack Tactics +, Bite +, Cold Breath (Recharge 5-6) +, Intimidating Presence + and {{{feature1}}} +
Hit Dice9d10+20 +
Hit Points72 +
Legendary Monstertrue +
SizeLarge +
SortTextCala'diel/Stats 5e +
SubtypeWolf +
TypeMonstrosity +