Dire Wolf


 

Dire Wolf, CR 1

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10 )
Spell Points
Speed 50ft

STR

17
+3

DEX

15
+2

CON

16
+2

INT

2
-4

WIS

13
+1

CHA

6
-2

Proficiency Bonus 2
Skills Perception ( 1d20+3 ), Stealth ( 1d20+4 )
Senses Passive Perception 11
Languages --

Special Abilites

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 Attack: 1d20+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.

Legendary Actions

The wolf can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The wolf regains spent epic actions at the start of its turn.   Bite Attack. The wolf makes a bite attack.   Maul (Costs 2 Actions). The wolf makes three bite attacks against one Prone target.



 
 

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