Wolf

We're still working on the lore for this creature, but the stats are ready to go!

Wolf

Wolf Statblocks

Wolf

Wolf

Summoned with Foe Foundry

Medium Beast (Wolf)

AC 13 Initiative +0 (10)

HP 11 (2d8 + 2)

Speed 40 ft.

Mod Save
Str 14 +2 +2
Dex 15 +2 +2
Con 12 +1 +1
Mod Save
Int 3 -4 -4
Wis 12 +1 +1
Cha 6 -2 -2

Skills Stealth +4, Perception +5, Survival +3

Senses Darkvision 60 ft., Passive Perception 15

CR 1/8 (25 XP; PB +2)

Traits

Pack Tactics. The wolf has advantage on attack rolls against a target if at least one of the wolf's allies is within 5 feet and isn't incapacitated.

Actions

Snapping Jaws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Reactions

Bestial Rampage (1/day). When the wolf is reduced to half its health or lower, it moves up to 30 feet without provoking opportunity attacks and makes a melee attack against another target in its rage.

Summon your own Wolf

Dire Wolf

Dire Wolf

Summoned with Foe Foundry

Large Beast (Wolf)

AC 14 Initiative +0 (10)

HP 30 (4d10 + 8)

Speed 50 ft.

Mod Save
Str 15 +2 +2
Dex 15 +2 +2
Con 15 +2 +2
Mod Save
Int 3 -4 -4
Wis 12 +1 +1
Cha 6 -2 -2

Skills Stealth +4, Perception +5

Senses Darkvision 60 ft., Passive Perception 15

CR 1 (200 XP; PB +2)

Traits

Pack Tactics. The wolf has advantage on attack rolls against a target if at least one of the wolf's allies is within 5 feet and isn't incapacitated.

Actions

Multiattack. The wolf makes two Snapping Jaws attacks.

Snapping Jaws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. On a hit, if the target is medium or smaller, the target is either Grappled (escape DC 12) or Prone

Bonus Actions

Wild Instinct (1/day). The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Summon your own Dire Wolf

Winter Wolf

Winter Wolf

Summoned with Foe Foundry

Large Monstrosity (Wolf)

AC 14 Initiative +0 (10)

HP 67 (9d10 + 18)

Speed 50 ft.

Mod Save
Str 19 +4 +4
Dex 15 +2 +2
Con 15 +2 +2
Mod Save
Int 3 -4 -4
Wis 11 +0 +0
Cha 6 -2 -2

Skills Stealth +4, Perception +4

Immunities Cold

Senses Darkvision 60 ft., Passive Perception 14

CR 3 (700 XP; PB +2)

Traits

Pack Tactics. The wolf has advantage on attack rolls against a target if at least one of the wolf's allies is within 5 feet and isn't incapacitated.

Actions

Multiattack. The wolf makes two Snapping Jaws attacks.

Snapping Jaws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) cold damage. On a hit, if the target is medium or smaller, the target is either Grappled (escape DC 14) or Prone

Flash Freeze Breath (Recharge 5-6). The wolf breathes cold in a 15 ft cone. Each creature in the area must make a DC 14 Constitution save. On a failure, the creature takes 17 (5d6) cold damage or half as much on a success. Additionally, creatures that fail by 5 or more are Frozen (escape DC 14). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 14 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Bonus Actions

Wild Instinct (1/day). The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Reactions

Relentless Endurance. When the wolf is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.

Summon your own Winter Wolf

Fellwinter Packlord

Fellwinter Packlord

Summoned with Foe Foundry

Large Monstrosity (Wolf)

AC 16 Initiative +0 (10)

HP 144 (17d10 + 51)

Speed 50 ft.

Mod Save
Str 19 +4 +7
Dex 15 +2 +2
Con 17 +3 +6
Mod Save
Int 5 -3 -3
Wis 12 +1 +4
Cha 8 -1 -1

Skills Stealth +5, Perception +7

Immunities Cold

Senses Darkvision 60 ft., Passive Perception 17

CR 6 (2,300 XP; PB +3)

Traits

Pack Tactics. The wolf has advantage on attack rolls against a target if at least one of the wolf's allies is within 5 feet and isn't incapacitated.

Legendary Prowess (2/day). The wolf can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 5 force damage.

Actions

Multiattack. The wolf makes two Snapping Jaws attacks.

Snapping Jaws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) cold damage. On a hit, if the target is medium or smaller, the target is either Grappled (escape DC 15) or Prone

Flash Freeze Breath (Recharge 5-6). The wolf breathes cold in a 30 ft cone. Each creature in the area must make a DC 15 Constitution save. On a failure, the creature takes 18 (4d8) cold damage or half as much on a success. Additionally, creatures that fail by 5 or more are Frozen (escape DC 15). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 15 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Bonus Actions

Wild Instinct (1/day). The wolf identifies the creature with the lowest Strength score that it can see. It then uses Dash towards that creature.

Reactions

Retributive Strike. When a creature the wolf can see hits it with a melee attack, the wolf can make an attack against its attacker. If the wolf is below 75 hp then the attack is made with advantage.

Legendary Actions (2)

Attack. The wolf makes a Snapping Jaws attack.

Flash Freeze Breath. The wolf uses or attempts to recharge its Flash Freeze Breath ability. It can't take this action again until the start of its next turn.

Move. The wolf moves up to its speed.

Summon your own Fellwinter Packlord