AC
14
Initiative
+2 (12)
HP
22
(3d10 + 6)
Speed
50 ft.
Mod | Save | ||
---|---|---|---|
STR | 17 | +3 | +3 |
DEX | 15 | +2 | +2 |
CON | 15 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 3 | -4 | -4 |
WIS | 12 | +1 | +1 |
CHA | 7 | -2 | -2 |
Skills
Perception +5, Stealth +4
Senses
Darkvision 60 ft., Passive Perception 15
Languages
--
CR
1 (XP 200; PB +2)
Traits
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 doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Changes from 2014 to 2024 Dire Wolf:
Interesting how keen hearing and smell was seemingly ditched across the board and overall Perception was increased instead. Seems reasonable, and less guesswork for the DM to determine what perception technically involves smell and hearing or not.
It is now an automatic prone on hit (a +5 hit with potential advantage), jeez that is rough and the reduced HP does not make up for it.
It's really not, and you have it backwards.
They have one attack and pack tactics, knocking you down means you just get back up on your turn. It makes little difference.
It won't grant them advantage nor impose disadvantage on you.
Losing so much HP and damage is a much bigger deal, even if it's being used as a war-beast for creatures that don't have pack tactics, that HP matters.
Guess it can yoink your horse though.
It costs half your movement to get up from being prone. That does limit options
Gotta think strategically. Wolf one knocks you down. Wolf two grapples you. Now you can't stand up without wasting an action to break the grapple. Then they can drag you 25 ft per turn. At that point they just eat you.
It's a CR 1 creature, so it isn't going to ever be a menace by itself, but if you run it right, a pack of these can wreck a lower leveled party.