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 | 11 | +0 | +0 |
Cha | 6 | -2 | -2 |
Skills Stealth +4, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
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
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.
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.
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.
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.
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
Arcane Hunt. Whenever a creature within 120 feet casts a spell, the wolf howls with hunger and moves up to its speed towards the caster. It gains advantage on attacks against the caster until the end of its next turn.
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
Hoarfrost. When a creature within 10 feet of the wolf takes cold damage, it must make a DC 15 Constitution saving throw. On a failure, it is Frozen (escape DC 13) until the end of its next turn. 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 13 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.
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.
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.