Gang of Winter Wolf Juveniles

Medium monstrosity, neutral evil

Armor Class 13 (natural armor)

13 (natural armor) Hit Points 22 (4d8+4) each, 3 creatures

22 (4d8+4) each, 3 creatures Speed 50 ft.

STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3

Perception +5, Stealth +3 Damage Immunities cold

cold Senses darkvision 60 ft., passive perception 15

darkvision 60 ft., passive perception 15 Languages Common, Giant, Winter Wolf

Common, Giant, Winter Wolf Challenge 2 (450 XP)

Minion Group. The gang of winter wolf juveniles is a group of three winter wolves with identical statistics. Each juvenile has its own space on the battlefield and each has its own hit points, which it tracks separately. Each juvenile is also affected by conditions separately and constitutes a single target. The gang of winter wolf juveniles as a whole cannot be targeted. The gang of winter wolf juveniles rolls for initiative and takes one turn during each combat round. During the gang of winter wolf juvenile’s turn, any or all of the juveniles may move, provided the total movement taken by all of the juveniles does not exceed the gang’s speed.

Any juvenile may take the gang’s action and, if the gang is entitled to multiple actions or attacks, those actions or attacks may all be taken by one juvenile or may be divided between multiple juveniles. The gang of winter wolf juveniles may also take one reaction between each of its turns, and that reaction may be taken by any juvenile. If a combat includes multiple gangs, you do not need to distinguish between the members of each gang. Any member of any gang of winter wolf juveniles may act or move on any gang’s turn provided the total movement and number of actions do not exceed the gang’s speed or allotted number of actions.

Pack Tactics. A juvenile has advantage on an attack roll against a creature if at least one other juvenile or ally is within 5 feet of the creature and not incapacitated.

Snow Camouflage. The gang of winter wolf juveniles has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The gang of winter wolf juveniles make three attacks.

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target, Hit: 7 (1d10+1) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6). One juvenile exhales a blast of freezing wind in a 15 foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (3d8) cold damage on a failed save, or half as much damage on a successful one.