Wolves
Wolves
These majestic and deadly hunters roam many of the world’s Master Pack Hunters. Those who catch the attention of a
forests and tundras, using their brutally effective pack- wolf pack will often be oblivious to their peril as the pack
hunting tactics to fell much larger and more dangerous silently stalks its prey, slowly closing in until they are noticed.
animals. Wolves strike fear in the hearts of humanoids who Once the pack is spotted, it will close in and attempt to drive
venture too far into the wilds, and their notoriety has earned its prey into fleeing. Sufficiently powerful prey that stands its
them a place as common monsters and villains in many ground and proves intimidating enough may be able to drive
fables and children’s tales. The sounds of distant howling will the wolves away. Wolves that press the attack will attempt to
alert travelers that they are entering wolf territory, and few do separate the weakest-looking target from its companions and
so willingly unless traveling in a well-armed group. Any drag it to the ground, where it can be subdued with vicious
travelers who become lost and isolated in the woods will have bites. Even if the prey manages to flee, the wolves will
little hope of survival should a pack of wolves pick up their relentlessly pursue it until they are able to surround and
scent. slaughter their victim.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fiercely Loyal Allies. The group dynamics and hunting
strategies of wolves are similar enough to most
humanoids that they are often able to integrate
themselves into tribes living far from civilization. These
wolves might live amongst druidic circles, barbarian
tribes to the north, orcish warbands, or goblinoid
warrens. Regardless of the group, the wolf's instinct
toward teamwork and loyalty to hierarchical packs leaves
it well suited to many vital roles. Wolves will serve their
adopted families as sentries, hunters, and war beasts in
combat. They are adept at following verbal and somatic
instructions from their humanoid companions to
coordinate their efforts.
Dire Wolves. These primeval wolves are a more
primitive and savage version of their modern kin. They are
more often found in wilder regions that have remained
untouched by civilization. Here, they prey on large game
as well as any humanoids attempting to eke out an
existence in the unforgiving wilds. Like ordinary wolves,
dire wolves are prized allies amongst any humanoids able
to humanoids able to tame or befriend them, though this
is a difficult and dangerous prospect for any without
druidic abilities. As dire wolves are often favored by gods
of winter or the hunt, they may also be sent to aid those
who curry the favor of such gods. Though, just are just as
likely to be sent to hunt and devour those who displease
the gods by daring to challenge the might of the wilds.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 4 (-3) 14 (+2) 9 (-1) 17 (+3) 15 (+2) 15 (+2) 4 (-3) 14 (+2) 10 (+0)
Skills Intimidation +1, Perception +4, Stealth +4 Skills Intimidation +2, Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Challenge 1/2 (100 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
Keen Hearing and Smell. The wolf has advantage on Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or Wisdom (Perception) checks that rely on hearing or
smell. smell.
Pack Tactics. The wolf has advantage on an attack Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf's roll against a creature if at least one of the wolf's
allies is within 5 ft. of the creature and the ally isn't allies is within 5 ft. of the creature and the ally isn't
incapacitated. incapacitated.
Actions Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage. If the one target. Hit: 10 (2d6 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 11 target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone. Strength saving throw or be knocked prone.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ascendant Packleader
Wolves blend ferocity, beauty, and teamwork in such a way
that many humanoids regard them with a sense of awe that
borders on reverence. As such, they are a favored animal
among many celestial beings and a common form for sacred
beasts to assume. Ascendant packleaders are a form of divine
wolf created to lead wolf packs on the Material Plane in
service of a higher purpose. They may have once been
ordinary wolves elevated to divine status or celestials who
took on a lupine form when they entered the Material Plane.
Once an ascendant packleader has taken command of a
wolf pack, it leads its lupine brethren with supernatural
efficiency. Packleaders can bark orders at their pack mates,
enabling them to perform complex tactical maneuvers
normally beyond the capabilities of such creatures, and their
supernatural howls can break the resolve of prey while
driving their allies to victory.
Using these powers of command, the ascendant packleader
also drives its pack to pursue higher-level goals normally
beyond the comprehension of ordinary wolves. These goals
may simply be to protect a sacred wood, or they may involve
furthering large-scale agendas in service of a god or other
divine being. The nature of these goals and the packleaders
pursuing them are as varied as the gods they serve. Noble
packleaders act in service to gods seeking to protect the
sanctity of life and nature, while brutal packleaders sent by
wicked gods of the wilds take cruel pleasure in hunting
humanoids and undoing the works of civilization.
Ascendant Packleader Hunter's Howl (Recharges after a Short or Long Rest). The
packleader may move up to its speed before emitting a
Large celestial, any alignment
howl that terrifies its prey and rallies its pack. Up to 6
allies within 120 feet of the packleader can use their
Armor Class 14 (natural armor) reaction to perform one of the options described in its
Hit Points 93 (11d10 + 33) Bark Order ability. They must all use the same option,
Speed 50 ft. which the packleader chooses. Each other creature
within 120 feet of the packleader must then succeed
on a DC 14 Wisdom saving throw or become
STR DEX CON INT WIS CHA frightened of it for 1 minute and must immediately use
18 (+4) 15 (+2) 17 (+3) 9 (-1) 16 (+3) 15 (+2) its reaction, if available, to move as far as its speed
allows away from the packleader. The creature doesn’t
move into obviously dangerous ground, such as a fire
Skills Intimidation +5, Perception +6, Stealth +5
or a pit. A creature can repeat the saving throw at the
Senses darkvision 60 ft., passive Perception 19
end of each of its turns, ending the effect on itself on a
Challenge 5 (1,800 XP) Proficiency Bonus +3
success.
Keen Hearing and Smell. The packleader has advantage Bonus Actions
on Wisdom (Perception) checks that rely on hearing or
smell. Bark Order. The packleader emits a commanding bark
and chooses one creature other than itself within 60
Pack Resistance. The packleader has advantage on feet of it that can hear it. That creature can then use its
saving throws against spells and other magical effects reaction to do one of the following:
as long as at least one of the packleader's allies is
within 5 of it and the ally isn't incapacitated. • It moves up to half its speed without provoking
opportunity attacks.
Pack Tactics. The packleader has advantage on an attack
roll against a creature if at least one of the packleader's • It makes one melee weapon attack or unarmed strike.
allies is within 5 ft. of the creature and the ally isn't If the attack has advantage from at least two sources,
incapacitated. and one of them is due to the target being prone, the
attack deals an extra 7(2d6) damage.
Actions • If the creature is suffering an effect that requires it to
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one make a saving throw at the beginning or end of its next
target. Hit: 17 (3d8 + 4) piercing damage. If the target turn, it immediately makes that save.
is a creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone. 3
Wolves in Your Adventures Ascendant Packleader Adventures
The following tables provide some adventure hooks for d8 Plot Hook
incorporating wolves into your adventures. Example An aberrant artifact placed in a sacred glaive has driven
encounters with battle maps for the hooks written in bold can 1
the local wolves and their celestial guardian mad.
be found in the Wolves Creature Guide available to members
of our Patreon. A fallen celestial has taken the form of an unholy wolf
2 and now leads a pack of wolves intent on purging
Wolf Adventures every frontier town it finds of all life.
d8 Plot Hook In the dead of winter, wicked spirits have begun
The players are traveling on a wagon that breaks down on preying on the weak and infirm of a woodland village.
3
1 a remote trail deep in the wood. While attempting repairs, Those who survive tell of a divine wolf who drove the
they are attacked by a pack of wolves. wraiths away.
The players find a town recently razed by a roving A group of mystics has ritually transformed a wolf into
2 group of raiders, with hungry wolves now scrounging an ascendant packleader under their control. They now
4
through the burning wreckage for survivors. use the creature and its wolf pack to purge their forest
of rival powers.
The players find a group of travelers lost in a blizzard
3 who claim they are being picked off one by one by a An ascendant packleader has begun preying on hunters
pack of wolves. 5 and loggers who’ve taken too much from the forest or
displayed cruelty to wild creatures.
A cattle merchant tasks the players with guarding a
4 caravan of his best cows through wolf-infested A fallen hero who died attempting to purge a forest of
territory. a wicked green dragon has been given a second
6 chance in the form of an ascendant packleader. The
Tired of seeing his forest home slowly whittled away fallen hero will aid the players should they take up the
by humanoids, an ambitious druid begins amassing an quest to slay the dragon.
5
army of dire wolves to conquer and reclaim lost lands
in the name of the wilds.
Art Credit
A shrine in the wilderness contains an inscription
informing petitioners they may ask for the aid of the Sarulf's Packmate - Ilse Gort, Wizards of the Coast
gods of the wild if they are willing to prove their worth. Wolf Token - Raoul Vitale, Wizards of the Coast
6 Those who offer prayers at the shrine soon find Ascendant Packleader - Alessandra Pisano,
themselves hunted by a pack of dire wolves. If the Wizards of the Coast
wolves are defeated, the gods will grant the players Snarling Wolf - Ilse Gort, Wizards of the Coast
their blessing.
A group of bandits raiding a temple have been
transformed into a pack of dire wolves by the god they
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angered. This transformation has not curbed their
raiding tendencies.
A retired hunter tries to settle into a new life with his
family but finds himself beset by vengeful forest spirits
8 in the form of dire wolves. He asks for the players’
aid in protecting his family and putting these
threats down once and for all.
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Changelog
1.0.0
Public release
1.0.1
Fix attack bonuses and avg. damage, and save DCs of
wolves and dire wolves
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.