Umbral Monoculus Wolf

Hunters tell of a wolf that sees the truth of a traveler's heart and either spares them or drags them screaming into the underbrush. Old wives say the monocular eye belonged once to a forest spirit and now trades sight for hunger. Folklorists differ: some claim these wolves are a curse of careless druidic rites, others a line of spirit-kin protecting sacred places through terror.

MediumBeastCR CR 3 (medium threat for PL 2)Neutral

Umbral Monoculus Wolf

one-eyedambusherforestbeastnocturnal
HP52AC13SPD40 ft., Climb 20 ft. (can clamber over obstacles)CRCR 3 (adjusted for a party of level 2)PerceptionStealth
STR
16
DEX
14
CON
16
INT
3
WIS
14
save
CHA
6
Pack Tactics. The wolf has advantage on attack rolls against any creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shadow Blend. While in dim light or darkness, the wolf can take the Hide action as a bonus action. In dim light or darkness the wolf has advantage on Dexterity (Stealth) checks and the first attack it makes after hiding deals an additional 3 () necrotic-tinged damage as the eye's shadow grazes the target.
Gleam of the One Eye. Once per short rest the wolf can fix its gaze on one creature within 30 feet that can see it. The target must succeed on a Wisdom saving throw or be Unsettled for 1 minute. While Unsettled the target has disadvantage on Wisdom and Charisma checks and on saving throws against being frightened. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Multiattack. The monocular wolf makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () piercing damage. If the target is a creature grabbed or restrained by the wolf the target takes the bite's damage and is grappled (escape ).
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage.
Howl of the One Eye. The wolf emits a low, resonant howl. Each creature of the wolf's choice within 60 feet that can hear it must succeed on a Wisdom saving throw or be Frightened of the wolf for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success. After it uses Howl, the wolf cannot use it again until it finishes a short or long rest.
Interpose. When a creature the wolf can see within 5 feet is hit by an attack, the wolf can use its reaction to leap between the attacker and the ally, imposing disadvantage on the attack roll. The wolf must be adjacent to both creatures after using this reaction.
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