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Fiendish Wolf

“Beware the Fiendish Wolf! A Hellish Predator Beyond Your Wildest Nightmares!”

Fiendish Wolf
Midjourney:

The Fiendish Wolf is a nightmarish creature, a sinister blend of the ordinary wolf’s form and demonic malevolence. Its fur is pitch-black, exuding an eerie, otherworldly glow, and its eyes burn with an unnatural crimson fire.

These fiends are larger and more muscular than their natural counterparts, with sinewy bodies that hint at their supernatural strength. Their feral snarls and guttural growls send shivers down the spines of any who encounter them.

Twisted by dark magic, Fiendish Wolves are known for their insatiable hunger and unrelenting pursuit of prey, often found lurking on the fringes of the abyss.


  • Fiendish Wolf 5e
  • Fiendish Wolf 3.5

Fiendish Wolf

Fiendish Wolf
Midjourney

Medium fiend, chaotic evil


Armor Class 13 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)3 (-4)12 (+1)7 (-2)

Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, understands Common but can’t speak


Challenge 2 (450 XP)


Keen Hearing and Smell. Fiendish 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: +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.

Fiendish Howl (Recharge 5-6). The Fiendish Wolf lets out a terrifying howl. Each creature within 60 feet of the wolf that can hear the howl and is not a demon must make a DC 12 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Fiendish Howl of all Fiendish Wolves for the next 24 hours.


Description

Fiendish Wolves are malevolent creatures that inhabit the darkest corners of the Abyss. Twisted by demonic forces, they roam the Abyssal planes in packs, hunting for souls and causing terror wherever they go. With their keen senses and supernatural agility, they make formidable predators. When they unleash their dreaded Fiendish Howl, even the bravest of souls can be filled with dread.

By Johnston, Harry Hamilton, Sir, 1858-1927 - British mammals; an attempt to describe and illustrate the mammalian fauna of the British islands from the commencement of the Pleistocene period down to the present day, Public Domain, https://commons.wikimedia.org/w/index.php?curid=14732183
By Johnston, Harry Hamilton, Sir, 1858-1927 – British mammals; an attempt to describe and illustrate the mammalian fauna of the British islands from the commencement of the Pleistocene period down to the present day, Public Domain, https://commons.wikimedia.org/w/index.php?curid=14732183

From D&D Wiki

Fiendish Wolf

Size/Type Medium magical beast (Extraplanar)

Hit Dice 2d8+4 (13 hp)

Initiative +2 Speed 50ft. (10 squares)

Armor Class 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple +1/+2 Attack Bite +3 melee (1d6+1)

Full Attack Bite +3 melee (1d6+1)

Space/Reach 5 ft./5 ft. Special Attacks Trip

Special Qualities Low-Light Vision, Scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 7

Saves Fort +5, Ref +5, Will +1

Abilities Strength 13, Dexterity 15, Constitution 15, Intelligence 3, Wisdom 12, Charisma 6

Skills Hide+2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats TrackB, Weapon Focus (bite)

Environment Temperate forests in an evil-aligned plane

Wolves are pack hunters known for their persistence and cunning.

Organization Solitary, pair, or pack (7–16)

Treasure None

Alignment Always evil (any)

Challenge Rating 1

Advancement 3 HD (Medium); 4-6 HD (Large)

Level Adjustment –

Combat

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. A favorite tactic is to send a few individuals against the foe’s front while the rest of
the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by Scent.

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