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 +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. It may replace one attack with a use of its Howl.
Snapping Jaws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
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 5 temporary hitpoints.
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 15 hp then the attack is made with advantage.
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.
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
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.
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 Howl.
Snapping Jaws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) cold damage.
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.
Blizzard (Recharge 5-6). The wolf summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 12, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 15 Constitution saving throw. On a failed save, it takes 14 (4d6) cold damage and is 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.
Flash Freeze Breath (1/day). 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.
Legendary Actions (2)
Attack. The wolf makes a Snapping Jaws attack.
Move. The wolf moves up to its speed.
Recharge. The wolf uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.