Sources
CR
Type
Size
Alignment
Movement

Witchstalker

Large Monstrosity, Unaligned

Armor Class 13
Hit Points 82 (11d10 + 22)
Speed 60 ft.
STR
18
+4
DEX
16
+3
CON
15
+2
INT
8
-1
WIS
12
+1
CHA
6
-2
Saving Throws STR +7, WIS +4
Skills Perception +7, Stealth +6
Senses truesight 60 ft., passive Perception 17
Languages understands Common but can't speak
Challenge 6 (2,300 XP)

Traits

Magic Resistance. The witchstalker has advantage on saving throws against spells and other magical effects.

Smell Magic. The witchstalker can sense the presence and location of magic within 120 feet of itself. It also has advantage on attack rolls against creatures that have cast a spell since the end of the witchstalker's last turn.

Actions

Multiattack. The witchstalker makes two Bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:14 (3d6 + 4) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.

Mind-Wracking Howl (Recharge 5–6). The witchstalker unleashes a terrible howl, and each creature within 30 feet of it that isn't a Monstrosity must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 24 (7d6) psychic damage and has disadvantage on Constitution saving throws to maintain concentration on spells until the end of its next turn. On a successful save, a creature takes half as much damage only.

Reactions

Spell Stalk. Immediately after a creature within 120 feet of the witchstalker casts a spell, the witchstalker magically teleports to an unoccupied space within 5 feet of the creature and can make one Bite attack against the creature.

Lore

Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and forests of Dunbarrow make for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers.