Part 4 · Monsters & Creatures
Murk Wolves

Murk Wolves can be found across many locations in Valoran and are nearly identical to common wolves, with no major traits that set them apart among lupine creatures besides their gray coat, which ranges from a mostly brown tone to a fully gray one, giving them a somewhat murky look.
Murk Wolf Hydras, mutant variants of the Murk Wolf, are truly unique beings, born with two heads and a purple coat, along with considerable regenerative capacity.
Murk Wolf and Murk Wolf Hydra Statblocks
Murk Wolf

Murk Wolf
Beast, Small
- Senses
- Keen Hearing and Smell. Passive Perception 12
- Speed
- 50 feet of walking
- Skills
- Stealth +3, Perception +2
- Languages
- Sylvan
Defenses
Saving Throws: Strength +1.
Characteristics
Keen Hearing and Smell. The Murk Wolf has advantage on Perception checks related to hearing and smell.
Pack Tactics. The Murk Wolf has advantage on an attack roll against a target if at least one of the Murk Wolf's allies is within 5 feet of the target creature and isn't Incapacitated.
Attacks
Claws. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 3 (1d6) Slashing damage.
Bite. Melee Natural Weapon Attack, +1 to hit, 5 ft. reach, one target. On a hit, deals 3 (1d8-1) Piercing damage.
Runes
Runic Pulse: Onyx Pulse (regeneration 1 at the start of each turn, recovers 1d4 at the end of the round if it doesn't take damage).
Murk Wolf Hydra

Murk Wolf Hydra
Beast, Mutation (Fantastic Beast), Large
- Senses
- Keen Hearing and Smell. Passive Perception 15
- Speed
- 50 feet of walking
- Skills
- Stealth +1, Perception +5
- Languages
- Sylvan
Defenses
Saving Throws: Strength +4.
Characteristics
Keen Hearing and Smell. The Murk Wolf Hydra has advantage on Perception checks related to hearing and smell.
Hydra. The Murk Wolf Hydra has 2 heads, and each head beyond the first takes its own turn in combat, as if it were another creature. The Murk Wolf Hydra's maximum hit points are divided equally between its heads, each having 45 (8d10+1) hit points, though all damage taken (except psychic damage) is likewise divided equally between the heads. Each of the Murk Wolf Hydra's heads can make one Bite attack. Additionally, each head has its own reaction, usable only to make an opportunity attack.
Pack Tactics. The Murk Wolf Hydra has advantage on an attack roll against a target if at least one of the Murk Wolf Hydra's allies is within 5 feet of the target creature and isn't Incapacitated.
Attacks
Multiattack. The Murk Wolf Hydra can use an attack action to make 2 Claws attacks or 1 Bite attack on its turn.
Claws. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 7 (2d6) Slashing damage.
Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 6 (1d8+2) Piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or become Prone.
Epic Actions
The Murk Wolf Hydra has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Murk Wolf Hydra's turn, the number of charges returns to 2.
The Murk Wolf Hydra can take an action and restore its reaction (if spent).
The Murk Wolf Hydra can spend all or the rest of its movement.
The Murk Wolf Hydra can repeat a saving throw against an effect affecting it.
Cost. When the Murk Wolf Hydra repeats its saving throw this way, it loses 3 hit points.
The Murk Wolf Hydra can make a melee attack against the target's AC. On a success, it can choose one of the following:
Knock the target down, leaving it Prone.
Push the target 10 feet away from the Murk Wolf Hydra.
Epic Resistance
Resilience Points: 37 When the Murk Wolf Hydra would fail a saving throw against any effect, it can spend 2 Resilience points to succeed instead. Additionally, the Murk Wolf Hydra can use the effect below:
Determination: When a target makes a saving throw to resist an effect, the Murk Wolf Hydra can spend 1 Resilience point to grant it advantage on the roll.
Runes
Runic Pulse: Onyx Pulse (regeneration 1 at the start of each turn, recovers 1d4 at the end of the round if it doesn't take damage)
Runes: Pack Leader, 1 use.
