| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 13 | +1 | +1 |
| CHA | 6 | −2 | −2 |
- Keen Hearing and Smell. The Alpha Dire wolf has Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Alpha Dire wolf has Advantage on an attack roll against a creature if at least one of the Alpha Dire wolf allies is within 5 feet of the creature and the ally isn’t incapacitated.
Relentless (Recharges after a Short or Long Rest). If the Alpha Dire wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Standing Leap. The Alpha Dire wolf long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. - Forest Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Multiattack. The Alpha Dire wolf makes two attacks, with its Bite or 1 Bite & 1 Howl
Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage, If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone and the target has the Grappled condition (escape DC 14) If it is Medium or smaller creature.
Until this grapple ends, the Alpha Dire wolf can’t use its Bite attack on another target, and when it moves, it can drag the grappled creature with it, without the Alpha Dire wolf speed being halved.
Howl: A alpha dire wolf can howl a terrifying bellow. Hearing creatures within 200 ft that are at least 1 size smaller, flee in panic for 1d6 rounds unless they succeed a DC 13 Wis save. A creature that makes this saving throw is frightened instead. 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 Howl for the next 24 hours.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Alpha Dire wolf like the taste of Humanoid flesh and will hunt them whenever it gets the chance. They attack smaller Humanoids if they can get them as they can easily snatch its prey and flee with it. But they are patient hunters.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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