Dire Wolf, Armoured | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dire Wolf, Armoured CR: 2 (450xp)

Large beast, unaligned
Armor Class: 17 (splint mail)
Evasion Class 12
Armor Reduction -7
Hit Points: 52 7d10+14
Moral. 8 2d6
Speed: 50 ft

STR

18 +4

DEX

15 +2

CON

15 +2

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception 1d20+3 Stealth 1d20+4
Senses: darkvision 60ft., passive Perception 13
Challenge Rating: 2 (450xp)

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.   Vicious Attacks. The wolf deals 1d6 additional damage to creatures with less than half of their maximum hit points.

Actions

Bite. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 2d6+4 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

While dire wolves are always formidable foes and are intimidating creatures by nature, they become even more terrifying when intelligent races train them to be used as combat mounts. War horses are fierce and powerful due to their size and stamina, but a dire wolf can attack alongside its rider, using the distractions its rider provides to deliver fierce strikes of its own. These wolves are decorated in thick metal splint armor that provides ample protection, but costs a great deal more than armor for a humanoid. It costs nearly as much as a set of plate mail to make armor for a wolf, so it is often saved for the elite guard. Enemies know that when an armored wolf is charging into combat, they need to fear its rider even more than the mount, despite the wolf's ferocity.

Created by

Gwen0100.

Statblock Type

Monster

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