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
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.
Train a Velociraptor to ride each Sled Dog into combat. The Velociraptors benefit from the Wolf / Sled Dog's higher speed, the Wolf / Sled Dog benefits from its rider's multi-attack, & they both benefit from Pack Tactics just by having each other around.
Once you have a pack of these beast combos, teach just one of the creatures how to unlatch a door...
No, it's 2d4+2.
(7) is the average roll from 2d4 + 2.
To answer you question the bold number is an average roll of the number in parentheses. In this case 7 is the average number rolled with 2d4 + 2.
The below will only help new players!
Explanation of Hit Point and Damage Values
How they come up with Hit Points and also damage is they check the average of the minimum and maximum value of the die. If you check Hit Points above, it says 11 (2d8 + 2). This uses d8. The minimum value of this is 1, the maximum is 8. The average of this is 4.5 (1 + 8 is 9, divided by 2 is 4.5). So 4.5+4.5+2=11. You can use this or roll - this is the average Hp a wolf would would have.
Damage is the same logic where it states Hit: 7 (2d4 + 2). On a d4 the minimum value you can roll is 1, the maximum is 4, so the average roll value on a d4 die is 2.5 (1 + 4 is 5, and 5 divided by 2 is 2.5 ). 2x2.5+2 is indeed 7. The average damage these creatures deal with a successful hit is 7. This is the way all Hit Points and damages are calculated throughout the book for all monsters, and by the way, it is the same logic used when calculating the fix Hit Point value of characters classes at level advancement with one difference: Rounding up or Rounding down.
Rounding up/down
In case of Monster Manual creatures, damage and Hit Point is rounded down. This only happens if the the Hit Point dice are odd number (1, 3, 7, 31, etc) or the damage dice are odd (1d8, 3d10, etc). In these cases, you might end up with 3d10 + 3, which if you follow the above logic would be 5.5+5.5+5.5+3, which is 19.5. This would be rounded to 19 (down). But in the Players Handbook, for character hit points, these values are rounded up. E.g. for a fighter, at first level you get maximum hp (10 + Constitution Bonus + any miscellaneous bonuses like toughness feat for example), and on other beyond first the fixed part of this would be 6, which the average of the hit die value rounded up (1 + 10 is 11. The average of that is 5.5, rounded up, it is 6). If you check, this is the same ide behind all the other classes, getting 5 for d8 hit die, 7 for d12, etc.
The DM is always right
The 7 is the average damage. Instead of rolling the dice the you can just deal 7 damage when you hit.
In the last game, eight wolves took down three out of five level two PCs and one failed her death saves. The PCs rolled very poorly, and some wolves did on average seven to nine damage per attack and did far better than I hoped/wished anyways. Because the PCs will grow in level and presumably won't run into wolves for a while I have updated the wolf in our 5e. campaign. I regarded them as underpowered, and now they are exactly as I expect them to be. Being tough and aggressive wolves shouldn't be a creature that you take lightly. I did this after inquiring if the last battle was too hard, they said no. I can't wait to unleash these the next time they run into them!
Wolf Medium beast, unaligned Armor Class:13(Natural Armor) Hit Points:14(2d6+2) Speed:50ft.
STR:13(+1)DEX:16(+3)CON:13(+1)INT:7(-2)WIS:11(+1)CHA:6(-2)
Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Alert. Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain an advantage on attack rolls against you as a result of being hidden from you.
Growl. A creature that fails a savings throw against Intelligence(Intimidation) is Frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
• A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.
• The creature can’t willingly move closer to the source of its fear.
Keen Hearing and Smell. The wolf has an advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mobile. You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Pack Tactics. The wolf has an 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.
I'm pretty sure pet wolfs don't exist. My friend once used an animal friendship spell on one, but It needs to be done every day, so only spell casters could one one, plus there is a chance it will fail, so like probably no one would be trying to sell one
Cool
what the dog doin
Makes a really good Ranger companion… but a little outdated.
I like wolves
Why on earth do wolves, and other animals, not have darkvision?!
https://asknature.org/strategy/eye-structure-enhances-night-vision/
Because they still cant see in absolute darkness. They can just see well in dim lighting (even REALLY dim lighting)
so i threw one at the players. ...the bard just picked it up fed it some jerky and they were instant friends. and the artificer thought it would be nice to name it bard killer as it had attacked the bard first. WELP
It's useful if your players are fighting a bunch of enemies so you told have to roll as much.
What would one suggest on doing when it comes to a player trying to intimidate a wolf?
edit: im so sorry i spelt *intimidate wrong
i wouldnt think they would have pages about real animals.
No. But the "Alpha" is something that only wolves in captivity do. In the wild, a pack is just the parents and the cubs from that year and the previous year (the yearlings). The yearlings help raise their siblings to train for when they have to raise their own kids. After the younger cubs have become yearlings of their own, the previous yearlings move out to find their own territories. Thus, a pack is just the parents and their kids. No need for an "Alpha", as the parents have natural authority over their children due to their experience. The disputed social ranks usually associated with a wolfpack don't exist in the wild.
i encountered 16 of these beast on a 2 person campaign and we got destroyed for some reason as he was wizard he got literary 1 shot
it was a very fun encounter anyway