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Fiendish Dire wolf

Fiendish Dire wolf
My Images (midjourney.com)

Appearance: The Fiendish Dire Wolf emerges from the shadows, its fur a sinister obsidian, radiating an eerie crimson glow. Fiery runes trace along its spine, emphasizing the demonic corruption within. Malevolent crimson eyes pierce the darkness, and its fangs are tainted with the essence of the abyss.

Behavior: This infernal beast exudes an aura of menace, hunting with demonic cunning. Unlike its mundane kin, the Fiendish Dire Wolf craves chaos and relishes in spreading fear. It prowls in the twilight realms, always on the hunt for souls to devour and enslave.

Habitat: Preferring desolate landscapes and shadowy realms, the Fiendish Dire Wolf prowls through the domains touched by demonic influence. It thrives in the heart of abyssal forests, haunted moors, and other unholy terrains.

Modus Operandi: Stealthy and cunning, the Fiendish Dire Wolf skulks in the shadows, ambushing unsuspecting prey. It employs demonic tactics, using its hellish aura to terrify foes before closing in with relentless ferocity. Swift and elusive, it vanishes into the abyssal depths after a successful hunt.

Motivation: Driven by infernal instincts, the Fiendish Dire Wolf seeks to serve demonic masters, savoring the fear it instills. As a malevolent force, it exists to spread chaos and feed on the despair of those it terrorizes, eternally bound to the dark forces that birthed it.


  • Fiendish Dire Wolf 5e
  • Fiendish Dire Wolf 3.5
Fiendish Dire Wolf 2
My Images (midjourney.com)

Large fiend, chaotic evil

Armor Class 14 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STRDEXCONINTWISCHA
18 (+4)15 (+2)14 (+2)4 (-3)12 (+1)8 (-1)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal

Challenge 4 (1,100 XP)

Demonic Presence. Creatures within 30 feet of the Fiendish Dire Wolf must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 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 isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Hellish Howl (Recharge 5-6). The Fiendish Dire Wolf releases a terrifying howl. Each creature within 30 feet of the wolf that can hear it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Traits

Fiendish Nature. The Fiendish Dire Wolf is immune to fire damage and cannot be charmed or frightened.

Abyssal Stealth. The wolf can attempt to hide even when only lightly obscured by dim light or darkness.

Harrowing Presence. Fiends within 60 feet of the Fiendish Dire Wolf gain advantage on saving throws.

Reactions

Shadow Pounce. When the Fiendish Dire Wolf’s target starts its turn within 20 feet of the wolf, the wolf can use its reaction to move up to half its speed and make a bite attack against that target.

Legendary Actions

The Fiendish Dire Wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wolf regains spent legendary actions at the start of its turn.

  • Bite. The wolf makes a bite attack.
  • Hellish Howl (Costs 2 Actions). The wolf uses its Hellish Howl.
  • Shadow Pounce (Costs 3 Actions). The wolf uses its Shadow Pounce.

A fiendish dire wolf is mottled gray or black, about 9 feet long and weighing some 800 pounds.

Amarok is the name of a giant wolf in Inuit mythology. It will hunt down and devour anyone foolish enough to hunt alone at night.

Amaroks are efficient pack hunters that will kill anything they can catch.

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

From D&D Wiki

By Frederic Remington - about.com, Public Domain, https://commons.wikimedia.org/w/index.php?curid=8381854, Fiendish Dire wolf
By Frederic Remington – about.com, Public Domain, https://commons.wikimedia.org/w/index.php?curid=8381854

Fiendish Dire wolf
Size/TypeLarge magical beast (Extraplanar)
Hit Dice6d8+18 (45 hp)
Initiative+2
Speed50 ft. (10 squares)
Armor Class14 (–1 size, +2 Dexterity, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple+4/+15
AttackBite +11 melee (1d8+10)
Full AttackBite +11 melee (1d8+10)
Space/Reach10 ft./5 ft.
Special AttacksTrip
Special QualitiesLow-Light Vision, Scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
SavesFort +8, Ref +7, Will +6
AbilitiesStrength 25, Dexterity 15, Constitution 17, Intelligence 3, Wisdom 12, Charisma 10
SkillsHide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
FeatsAlertness, Run, TrackB, Weapon Focus (bite)
EnvironmentTemperate forests in an evil-aligned plane
OrganizationSolitary or pack (5–8)
Challenge Rating4
TreasureNone
AlignmentAlways evil (any)
Advancement7–18 HD (Large)
Level Adjustment

COMBAT

Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Trip (Ex): direwolf 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: dire wolf has a +2 racial bonus on HideListenMove Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by Scent.

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