Wolves

Primal and often savage cousins of the Dog, wolves often run in packs, and will demonstrate a fearsome loyalty to their packmates.

Jump to: Wolf | Greater Wolf | Dire Wolf | Winter Wolf | Worg | Hound of Ill Omen


Wolf

Environment

Forest, Hill, Grassland, Mountain

Token

Wolf

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Greater Wolf

In the roughest and most remote terrain dwell massive gray wolves, evolved descendants of fearsome prehistoric canines. Pelts of greater wolves are exceptionally tough and prized for hide armor. Hunting a solitary greater wolf is considered the ultimate test of manhood in many rustic warrior cultures.

Greater Wolf

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24 )
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 3 (-4) 12 (+1) 8 (-1)

  • Proficiency Bonus +0
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4
  • Senses passive Perception 13
  • Languages --
  • Challenge

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing/smell.

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

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature of Medium size or below, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Dire Wolf

The dire wolf is a larger, more savage variant of the wolf. They retain their pack mentality and loyalty, but are often sought as guards, or mounts to Tiny or Small creatures.

Environment

Forest, Hill

Token

Dire Wolf

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Winter Wolf

The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

Environment

Arctic, Mountain

Token

Winter Wolf

Large monstrosity, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities cold
  • Condition Immunities
  • Skills Perception +5,Stealth +3
  • Senses passive Perception 15
  • Languages Common,Giant,Winter Wolf
  • Challenge 3

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.


Worg

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

Environment

Forest, Hill, Mountain

Token

Worg

Large monstrosity, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +4
  • Senses darkvision 60 ft.,passive Perception 14
  • Languages Goblin,Worg
  • Challenge 1/2

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Hound of Ill Omen

The hound of ill omen is a creature of the Shadowfell, and its mournful wail is both a warning and a curse to those it hunts.

Environment

Conjured/Summoned, Ruins, Forest, Swamp

Token

Hound of Ill Omen

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1

Incorporeal Movement. The hound 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.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Prey Sense. At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.