Spike, a winter wolf that becomes a neutral good wolficorn ally of the party base stat block is below. Spike began his life as winter wolf support for a frost giant raid on a town my PCs were staying at. The PCs helped turn the frost giants back but one of my PCs – a robot monk – decided to knock out the winter wolf and keep him as a pet. He fed him and used his “immovable rod” nunchucks to discipline him. The wolf bided his time waiting for an opportunity to betray the PCs and run but he is intelligent and the PCs were feeding him so he stuck around.
After weeks of game time trying to persuade him to be “a good boy”, he could be at least trusted to remain with the luggage and protect it while the party went dungeon delving. Unfortunately, the party was being pursued by the Thralltakers, an illithid retrieval squad made up of mind flayers + entourage. The mind flayers burned the PCs camp and when Spike tried to stop them he was killed.
The PCs felt terrible and they decided to resurrect Spike for his loyalty (a dogs pack loyalty transcends even alignment). However, before they resurrected him they attached a real unicorn’s horn to his skull using magic and medicine.
When Spike came back he A) didn’t like hell – it was too hot for a double coated winter wolf and B) well these people had just resurrected him. Combined with the influence of the unicorn’s horn he shifted to being neutral good and became a chimera monster – a mix of winter wolf and unicorn.
The Animal Ally feat compliments and improves the base stat block below.
SPIKE, the WOLFICORN.
Large monstrosity, neutral good
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
|18 (+4)||13 (+1)||14 (+2)||7 (-2)||12 (+1)||8 (-1)|
Damage Immunities Cold
Senses Passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Magic Weapons. The unicorn’s weapon attacks are magical.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5–6). The wolficorn exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The wolficorn magically teleports itself and up to three willing creatures, he can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
The arctic-dwelling wolficorn is as large as a dire wolf but has snow-white fur and pale blue eyes and a single horn protrudes from its head.