Armor Class
13
(natural armor)
Hit Points
11
(2d8 + 2)
Speed
40 ft.
STR
12
(+1)
DEX
15
(+2)
CON
12
(+1)
INT
3
(-4)
WIS
12
(+1)
CHA
6
(-2)
Skills
Perception +3, Stealth +4
Senses
Passive Perception 13
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
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.
Cool!
Random question, would a wolf have night sight?
According to the stats, No. It has normal sight of say, a Human. But, it does get advantage on perception checks involving hearing or smell, so this would help in low-light or darkness as well.
Good pupper!
How much does a wolf pelt weigh, cost, and go for in 5E?
What kind of treasure class would a wolf have?
New to dnd here. What does that 7 mean on the Hit damage? This -> hit: 7 (2d4+2). Because I look at the other damage stats on our starter characters it doesn’t have that formatting it’s just like (1d6 + 3) or something for the damage. Need help trying to figure out the rules
The 7 represents the average damage the wolf does on a successful attack. If the DM prefers not to roll for damage done by enemies, they can use that value instead. The same principle applies to hit points: the DM can use the average from the statblock or instead roll for more randomness.
Characters, on the other hand, roll for their damage.
Some GMs choose to use automatic damage instead of rolling. That 7 is an average based on the damage dice. Personally, I think this takes some fun out it but it can be useful in some situations.
Previous editions were both more useful, in that they gave you a lot of rules and tables for what everything cost, and slower and more cumbersome... in that they gave you a lot of rules and tables about what everything cost! Personally...while I'm a nerd the loves a good series of charts and tables, I appreciate the whole 'aaaaaah whatever' aspect of trade goods in D&D. Makes it so my players don't look at the charts and say, "hey... you know we could make a lot more money opening up a bakery in the Capital than we could killing goblins. Let's do that!"
5e does away with all that detail. As a DM, just wing it. If looking for a explanation in the official RAW, here are some things to keep in mind:
Make of that what you wish.
Good luck, young wolf hunter.
random question, a player has a wolf as a cmpanion, and it states that it has a passive perception of 15 for hearing and smell. but the DM uses the hearing and smell as if it was a normal player and has it roll, we fell like its not fair since, qoute on qoute, its a dog. or do we just have to deal wiith it becasue the dm said so?
are there different stats for the alpha of a wolf pack
can you have a pet wolf as a ranger?
you have several options, you could go Dire Wolf, Worg, or just max out a normal Wolf health and give it an ability (ie. a frightening howl DC 11 WIS save to hostile creatures within 30ft)
Unfortunately dm is God.
They can play how they choose. You can try to convince them but they have final say about anything
If the DM doesn't want to roll for damage every time a monster hits, they can use the number in front of the parenthesis (which in this case is a 7) instead of rolling dice, to speed up the encounter and make the math less complicated.
my friend has this as a pet
Can a human beast master ride his/her wolf companion with a saddle?
Yes varin, yes
Hi, the expected value of a d6 die is 3.5 - this is an average of 1 and 6, the lowest and highest value: (1+6)/2. Same way for all rolls noted in the MM, a d4 would yield 2.5. So above, if you take 2 times d4, that is 5 (2.5 + 2.5), add 2 (2.5+2.5+2) you get the 7. You can check this for Hit Points as well: 2d8+2 (4.5+4.5+2) yields 11, just like above.
In any of these cases (damage and Hit Points), you have the option to use the average noted there, or roll instead. I would advise you to be consistent :)