Dire Wolf
“Dive into the jaws of history: Witness the Dire Wolf, the prehistoric predator that time forgot!”
Appearance: Dire wolves are large, muscular canids with thick fur ranging from gray to black. Their powerful jaws are lined with sharp teeth, and their keen eyes gleam with intelligence and ferocity.
Behavior: These apex predators are highly social creatures, traveling and hunting in packs led by an alpha pair. They are known for their cunning tactics, often ambushing prey or working together to bring down larger animals.
Habitat: Dire wolves prefer temperate forests and grasslands where prey is abundant. They are adaptable hunters, able to thrive in a variety of environments from dense forests to open plains.
Modus Operandi: Dire wolves are skilled hunters, employing strategies such as coordinated attacks, pursuit over long distances, and stealthy ambushes to catch their prey. They are opportunistic feeders, scavenging when necessary but preferring fresh kills.
Motivation: The primary motivation of dire wolves is survival and the well-being of their pack. They are driven by instinct to hunt, establish territory, and protect their packmates from rival predators and other threats.
Dire Wolf 5e
Dire Wolf 3.5
Dire Wolf
Large beast, unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 37 (5d10 + 10)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Languages: —
Challenge: 1 (200 XP)
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: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Source(s) 3.5E Monster Manual I, Game of Thrones, 3E Monster Manual I, Monstrous Compendium Volume 1, Basic Boxed Set, Rules Cyclopedia, Classic D&D Game, Monstrous Manual, Warcraft Manual of Monsters
Dire wolf | |
Large animal | |
Hit Dice | 6d8+18 (45 hp) |
Initiative | +2 |
Speed | 50 ft. (10 squares) |
Armor Class | 14 (-1 size, +2 Dexterity, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple | +4/+15 |
Attack | Bite +11 melee (1d8+10) |
Full Attack | Bite +11 melee (1d8+10) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Trip |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +8, Ref +7, Will +6 |
Abilities | Strength 25, Dexterity 15, Constitution 17, Intelligence 2, Wisdom 12, Charisma 10 |
Skills | Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* |
Feats | Alertness, Run, TrackB, Weapon Focus (bite) |
Environment | Temperate forests |
Organization | Solitary or pack (5-8) |
Challenge Rating | 3 |
Treasure | None |
Alignment | Always neutral |
Advancement | 7-18 HD (Large) |
Level Adjustment | – |
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by Scent.