b'Swarm, Wolf Spirits \n'b'  Large   swarm of Medium Undead ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  104 (16d10 + 16)  Speed  50 ft., fly 50 ft. (hover)\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  12 (+1)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Wis  +3  Skills   Perception  +3,  Stealth  +7  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing  Damage Immunities  cold, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned   Senses   darkvision  120 ft., passive  Perception  13  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The swarm of wolf spirits can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'  Undead Nature . The swarm of wolf spirits doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The swarm of wolf spirits makes two Spectral Bites attacks. \n'b'  Spectral Bites .  Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its  hp  or fewer. \n'b'  Chilling Howl (Recharge 5\xe2\x80\x936) . The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15  Constitution  saving throw. On a failure, a creature takes 35 (10d6) cold damage and is  frightened  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  frightened . A creature that fails the saving throw by 5 or more also suffers one level of  exhaustion . A  frightened  creature can make a DC 15  Wisdom  saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself. \n'b' When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader\xe2\x80\x99s rage at a cruel death-or the summoning call of a necromancer-brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes. \n'b'  Dozen-Eyed Hunters . At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever. \n'b'  Absorb Their Kill . Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it. \n'b'  Howl Before Combat . Hirelings, mounts, and familiars often panic at the sound of a spirit pack\xe2\x80\x99s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.'