Pack Tactics. The wolf dragon has advantage on an attack roll against a creature if at least one of the wolf dragon's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. The wolf dragon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The wolf dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) thunder damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Thunder Breath (Recharge 5–6). The dragon huffs and puffs in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw, taking 56 (16d6) thunder damage and on a failed save, or half as much damage on a successful one. Structures and objects not being carried also take damage, and may be blown down.
Frightening Howl (3/day). The wolf dragon howls. Any beast or humanoid within 300 feet of the wolf dragon and able to hear its howl must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any wolf dragon’s Frightening Howl for the next 24 hours.
Description
After a dire wolf has survived for 106 years, it can be born again as a Wolf Dragon. These ancient wolves retain the thirst for the hunt from their former lives, prowling the mountains and northern forests in search of ever more deadly prey. As the Wolf Dragon matures it becomes more draconic, growing scaly wings and a bristly yet serpentine tail, and mastering a fearsome breath weapon with which it may huff, and puff, and blow down even the strongest of houses.
Lair and Lair Actions
The Wolf Dragon’s Hunting Grounds
Wolf dragons make their den in high mountains or hills, dwelling in caverns under snow-capped peaks, in the dark hearts of dense forests, or in the ruins of cities or castles whose denizens they have hunted to extinction. Their entire hunting territory, tens of miles around their den, counts as their lair.
Lair Actions
On initiative count 20 (losing initiative ties), the wolf dragon takes a lair action to cause one of the following effects; the wolf dragon can’t use the same effect two rounds in a row:
- Magical darkness shrouds sun, moon, and flame in a 15-foot radius sphere centered on a point the dragon can see within 60 feet of it until the dragon dismisses it as an action, uses this lair action again, or dies. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. The darkness remains until the wolf dragon dismisses it as an action, uses this lair action again, or dies.
- A shuddering gust of wind roils the air in a 60-foot radius sphere around the wolf dragon. Each creature other than the wolf dragon on in that area must succeed on a DC 15 Strength saving throw or be knocked prone. Flying creatures will be knocked from the sky, and may take falling damage.
- The voices of spectral wolves are raised in a fearsome howl, audible in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. It lasts until initiative count 20 on the next round. Each creature that starts its turn within the radius must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its turn. If a creature fails its save by 5 or more, it must use its movement to escape the howls in a direction of the wolf dragon's choosing.
Regional Effects
The region containing a legendary wolf dragon’s lair is warped by the dragon’s essence, which creates one or more of the following effects:
- For three weeks out of every month (excluding the week of the full moon), nights are pitch black and dead silent. During the night, all stealth checks are made with advantage, and survival checks are made with disadvantage.
- Dire wolf packs roam the periphery of the region (at least five miles from the wolf dragon's den), and game is plenty.
- Once a creature (or a group traveling together) attempts to leave the wolf dragon's territory, they must succeed on a DC 15 Survival check or become lost within the region, unable to find a path out. They may repeat this check each dawn.
If the wolf dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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7/11/2026 6:57:08 PM
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Coming Soon
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