Wolf
We're still working on the lore for this creature, but the stats are ready to go!
Wolf Statblocks
Wolf
Wolf
Summoned with Foe FoundryMedium Beast (Wolf)
AC 13 Initiative +2 (12)
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
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.
Scent of Weakness. The wolf can smell blood. It has advantage on attacks against any Bloodied creature and always knows the location of any Bloodied creature within 60 feet of it.
Actions
Snapping Jaws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Dire Wolf
Dire Wolf
Summoned with Foe FoundryLarge Beast (Wolf)
AC 14 Initiative +2 (12)
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 +6, 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
Feeding Frenzy. The wolf moves up to 30 feet without provoking opportunity attacks. If it ends the movement next to a target that has lost half its hit points or more, it may make an attack against that target.
Winter Wolf
Winter Wolf
Summoned with Foe FoundryLarge Monstrosity (Wolf)
AC 14 Initiative +2 (12)
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 | 12 | +1 | +1 |
Cha | 6 | -2 | -2 |
Skills Stealth +4, Perception +5
Immunities Cold
Senses Darkvision 60 ft., Passive Perception 15
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.
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 30 hp then the attack is made with advantage.
Fellwinter Packlord
Fellwinter Packlord
Summoned with Foe FoundryLarge Monstrosity (Wolf)
AC 16 Initiative +2 (12)
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. It may replace one attack with a use of its Pounce or Howl.
Snapping Jaws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) cold damage.
Pounce. The wolf jumps 20 feet toward a creature it can see, attempting to knock it prone. The target must make a DC 15 Strength save or be knocked Prone.
Howl (1/day). The wolf howls, bolstering the resolve of its allies. Each ally within 60 feet that hears the howl for the first time in a day gains 20 temporary hitpoints.
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.
Reactions
Icy Shield (2/day). When the wolf is targeted by an attack, it surrounds itself with protective ice. It gains +5 to its AC until the start of its next turn. If the attack hits, the icy shield expodes, dealing 4 Cold damage to each other creature within 10 feet.
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.