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    The White Wolf

    Medium fey (shapechanger), Chaotic Neutral

    Armor Class 16 (natural armor)

    Hit Points 135 (18d8 + 54)

    Speed 40 ft., climb 40 ft. (60 ft. in Wolf Form)

    STR 16 (+3) · DEX 18 (+4) · CON 16 (+3) · INT 14 (+2) · WIS 14 (+2) · CHA 18 (+4)

    Skills Deception +7, Perception +5, Stealth +7

    Gear Obsidian Dagger

    Senses Darkvision 120 ft., passive Perception 15

    Languages Common, Sylvan

    Challenge 7 (2,900 XP)

    Traits

    Glass Walker. The shapechanger can move across sheer, smooth surfaces (such as glass or ice) and upside down without needing to make an ability check.

    Actions

    Multiattack. The shapechanger makes three attacks using its Obsidian Dagger, Bite, or Glass Shard Volley. It can replace one of these attacks with Spellcasting or Glass Mountain's Gaze (if available).

    Obsidian Dagger (Man Form Only). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage.

    Bite (Wolf Form Only). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is Prone.

    Glass Shard Volley. Ranged Attack: +7 to hit, range 60 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

    Glass Mountain's Gaze (Recharge 5-6). Magic Attack: +7 to hit, range 30 ft., one target. Hit: 22 (4d10) psychic damage, and the target is Paralyzed until the end of its next turn.

    Spellcasting. At Will: Minor Illusion (PHB, p. 298), Prestidigitation (PHB, p. 307)

    3/Day each: Charm Person (PHB, p. 249), Invisibility (PHB, p. 289)

    1/Day each: Dimension Door (PHB, p. 262)

    Bonus Actions

    Change Shape. The shapechanger transforms into a Medium white wolf or back into its true form (the little man in black). Its statistics are the same in each form, except for its speed and available melee attacks.

    Lore

    Glass Mountain's Gaze (if available).

    Once upon a time a king went hunting in a deep, dark forest and lost his way. For many days and nights he wandered through the thickets, weak with hunger, thirst, and fatigue, yet he still couldn’t find the road home. At last he met a tiny man dressed head-to-toe in black, and the king asked him the way out.

    “I’ll gladly lead you back,” the little man replied, “but you must promise to give me whatever greets you first when you return to your castle.”

    From Grimm Legends Bestiary 5E, p. 98 · Fern Flower Press