Out With the Old
Medium undead, unaligned
Armor Class 13
Hit Points 16 (3d8 + 3)
Speed 0 ft., fly 50 ft.
STR 12 ( + 1); DEX 17 ( + 3); CON 13 ( + 1); INT 3 (—4); WIS 12 ( + 1); CHA 13 ( + 1)
Saving Throws Charisma + 3
Skills Perception + 3, Stealth + 5
Damage Resistance acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons.
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained.
Senses: darkvision 60 ft., passive Perception 11
Challenge 1 (200 xp)
Astral Predator. Any damage dealt to the spirit of a creature using Astral Projection or a similar spell or ability is immediately dealt to its body as well. This damage does not end the projection or wake the creature if it is sleeping.
Astral Stowaway. When any creature within 100 feet of the spirit wolf enters or leaves the Astral Plane, the spirit wolf can follow.
Ethereal Senses. The spirit wolf can perceive 60 feet into the Ethereal Plane when on the Material Plane and vice versa.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf had advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of that creature and the ally is not incapacitated.
Incorporeal Movement. The spirit wolf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Vulnerability. A spirit wolf cannot appear in sunlight. It is not visible from other planes in sunlight, though its howls can be faintly heard, and it cannot enter an area where the sun is shining. If sunlight strikes it in the material plane, it is immediately banished to the Ethereal Plane. If sunlight occupies both near ethereal and material areas, then the spirit wolf is instead banished to the Astral Plane.
Phantom Jaws Melee Weapon Attack + 5 to hit, reach 5 ft., one target. HIt: 8(2d4 + 3) force damage plus 3(1d6) psychic damage. This attack counts as a magic weapon. The target must make a DC 13 Dexterity saving throw or fall prone.
Etherealness The spirit wolf enters the Ethereal Plane from the material plane of Vice Versa. It is visible on the Material Plane while it is in the Border Ethereal and visible on the Border Ethereal while in the Material plane, but can normally only be affected by things on its own plane.
Frightful Howl (Recharge 5-6): Each non-undead creature within 60 feet of the spirit wolf that can hear it must make a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end this effect on itself. Any creature who succeeds on the saving throw is immune to the effect for the next 24 hours.
Dream Hunter The spirit wolf touches a sleeping creature that is not protected by a Magic Circle or Protection from Evil and Good spell or similar protection. The creature must make a DC 13 Charisma saving throw. On a success, the creature resists the effect and cannot be affected by this wolf’s dream hunter ability again for 24 hours. On a failure, the target’s spirit is drawn out of its body as if by the Astral Projection Spell. The target cannot return to its body for 7(3d4) rounds, and its body cannot wake on its own during that time. Once this duration ends, the creature can use an action to return to its body. The effect ends if the creature returns to its body, if anyone wakes the creature, if the creature dies, or if 10 minutes pass with none of these things happening.
Starving Spirits. Legend has it that spirit wolves are the ghosts of wolves who have died of starvation, or else hounds or other canids who starved to death. Some have drawn attention to the wolves’ similarities to blink dogs, but these monsters are clearly wolves, and demonstrably undead.
Vengeful Spirits. Spirit wolves are angry, vengeful ghosts. They frequently haunt areas near the site of their deaths on the material plane, haunting the dreams of those who would sleep there. If a traveler departs the area without having done the spirit wolves any harm, then the odds are three to one that the wolves will not pursue. But if even one member of the pack is harmed or killed, then they will track and hunt the creature for miles.
The Potion of Travel. An alchemist or mage who finds the bones of a spirit wolf’s former body can make of them a special potion. Anyone who drinks this potion immediately falls asleep and is cast into the Astral Plane as if it had been subject to one of the wolves’ Dream Hunter power. The potion also attracts the wolf from whom the potion was made, and its pack. Such potions are sometimes used by those who have angered the wolves to throw them off the trail and make good an escape at some other poor sap’s expense.