Wanderwreck

Large
Monstrosity,
Chaotic Evil

Wanderwrecks are ferocious predators native to the frozen peaks of the Athalms in Lestron. Their unnerving black eyes and smooth, snow-like bodies help them blend into their icy surroundings until they ambush their prey. Known for their unmatched speed on the steepest slopes, they descend mountains like avalanches, using their spindly legs to grip treacherous terrain with horrifying precision.

Few who face a Wanderwreck in the cold survive to tell the tale.

Armor Class:

16
(Natural Armor)

Hit Points:

136
(16d10 + 48)

Speed:

50 ft.
, climb 50 ft.

STR

18
(+4)

DEX

16
(+3)

CON

16
(+3)

INT

6
(-2)

WIS

12
(+1)

CHA

8
(-1)

Skills:

Perception +5, Stealth +6

Saving Throws:

Strength +7, Dexterity +6, Constitution +6

Damage Resistances:

Cold

Damage Vulnerabilities:

Fire

Condition Immunities:

Frightened

Senses:

Darkvision 60 ft., Passive Perception 15

Languages:

CR:

7
(2,900 XP)

Environment:

Arctic, Mountain

Tags:

N/A

Traits

Spider Climb. The Wanderwreck can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Cold Aura. A Wanderwreck emits an aura of intense cold in a 10-foot radius. Creatures that start their turn within this aura must succeed on a DC 14 Constitution saving throw or take 5 (1d10) cold damage.

Mountain Descent. The Wanderwreck can traverse steep, icy, or snowy surfaces as if they were flat terrain. When moving downhill, its speed increases to 80 feet, and it does not provoke opportunity attacks.

Aggressive. As a bonus action, the Wanderwreck can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The Wanderwreck makes two attacks: one with its Bite and one with its Claw.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 4) slashing damage.

Snow Slide (Recharge 5-6). The Wanderwreck uses its momentum to crash into its prey. The Wanderwreck moves up to 50 feet in a straight line. Creatures in the path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the Wanderwreck moves at least 30 feet downhill before using this ability, the damage increases to 30 (6d10).

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