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Wolves - The Homebrewery

The document provides detailed lore and ecology of wolves, including their behavior, hunting tactics, and cultural significance. It also includes statistics and abilities for various wolf types, including Grey Wolves, Dire Wolves, and Gansulfr, a powerful beast. Additionally, it describes the effects of the Gnawnerves condition and the Wolfshead Amulet, which grants advantages against fey creatures.

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Brian McDaniel
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0% found this document useful (0 votes)
21 views6 pages

Wolves - The Homebrewery

The document provides detailed lore and ecology of wolves, including their behavior, hunting tactics, and cultural significance. It also includes statistics and abilities for various wolf types, including Grey Wolves, Dire Wolves, and Gansulfr, a powerful beast. Additionally, it describes the effects of the Gnawnerves condition and the Wolfshead Amulet, which grants advantages against fey creatures.

Uploaded by

Brian McDaniel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Wolves

Wolf Lore Wolf Ecology


Arcana DC 10: All things fear the wolf, it is held; images of Wolves travel in packs consisting of a mating pair and their
wolves are thought to ward away fire and sickness, and a offspring; at two or three years of age a wolf will typically
child named Wolf will be safeguarded from witches and the leave its pack to search for a mate and establish a pack of its
fey. own.
History DC 10: Bodies left unburied, or buried too shallow, Wolves learn to hunt through trial, error, and mimicry,
tend to attract wolves; along with curses and the scourge of rather than intentional communication or instruction during
undeath, this fact makes even the most rapacious the actual process of hunting; their high degree of
highwayman think twice before murdering a traveler. coordination and sophisticated tactics are simply the result of
Nature DC 10: Wolves are pack hunters that attempt to strip intelligent reaction to circumstances and deep knowledge of
potential prey away from its allies before attacking in earnest, one another's proclivities.
surrounding unguarded creatures and dragging them to the Wolves hunt alone through the warmer months when prey
ground. is plentiful, ambushing non-threatening prey and rarely
While only very rarely known to attack humanoids, fighting or giving chase if they fail to make an easy kill. Their
particularly those in groups, they grow notably bolder and pack is typically within earshot and they will howl to summon
more aggressive as winter deepens and their hunger with it. them if needed.
Religion DC 15: Great, deathless wolves are said to patrol As they get hungrier, they grow more tenacious and willing
the thin spots to the Beastlands, safeguarding the herds there to take on more deadly prey, and will band together from the
from unworthy hunters. start; they will typically follow such creatures at a safe
Religion DC 20: Legend holds that the first wolves were distance, often for several days, watching and waiting for a
birthed by the Oakfather, each sprung from one of his moment of exhaustion, fear, or vulnerability to dart in and
plucked hairs to clear the taint of civilization from the deep drag the weakest away from its protectors. If confronted, they
woods. typically will briefly retreat before resuming the hunt, so long
as the pack's abilities are not too greatly diminished by the
conflict.

Sarulf, Realm Eater


Chris Rahn

Gnawnerves. A creature infected with Gnawnerves


feels constantly as though something is lurking
behind them, ready to pounce.
When an infected creature becomes Frightened,
the effect Frightening it lasts until dispelled.
The creature can repeat the Fear effect's saving
throw at the end of each of its turns, ending it on a
success.
Wolfshead Amulet
Wondrous Item, common Dire Wolf
While carrying this amulet, you have advantage on saving Large beast, unaligned
throws against being Charmed, Possessed or set Burning by
fey creatures, and have Disadvantage on Charisma checks Armor Class 14 (Natural Armor)
Hit Points 37 (5d10 + 10)
made to interact with them. Speed 50 ft.

Grey Wolf STR DEX CON INT WIS CHA

Medium beast, unaligned 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Armor Class 13 Skills Perception +5, Stealth +4


Hit Points 11 (2d8 + 2) Senses Passive Perception 15
Speed 40 ft. Challenge 1 (200 XP)

Predatory Bearing. The wolf has advantage on attack


STR DEX CON INT WIS CHA
rolls against any creature that has no allies within 5
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) feet of it.

SkillsPerception +5, Stealth +4 Packbond. At initiative count 0, the wolf can change
its initiative to that of a friendly wolf it can see
Senses Passive Perception 15
Challenge 1/4 (50 XP)
within 60 feet.

Predatory Bearing. The wolf has advantage on attack


Actions
rolls against any creature that has no allies within 5 Snarling Snap. Melee Weapon Attack: +5 to hit,
feet of it. reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage.
Packbond. At initiative count 0, the wolf can change
its initiative to that of a friendly wolf it can see Instead of dealing damage, the wolf can grapple the
within 60 feet. target (escape DC 13).
Worry. The wolf tugs and tears at a creature
Actions grappled both by it and by one of the wolf's allies,
Snarling Snap. Melee Weapon Attack: +4 to hit, forcing the target to make a DC 13 Constitution
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing saving throw.
damage. On a failure, the target takes 21 (6d6) piercing
Instead of dealing damage, the wolf can grapple the damage, or half as much on a success.
target (escape DC 12). Dire Howl (1/Day). The wolf howls forth a
Worry. The wolf tugs and tears at a creature shuddering cry; each creature of its choice within
grappled both by it and by one of the wolf's allies, 30 feet that can hear it must succeed on a DC 12
forcing the target to make a DC 12 Constitution Wisdom Saving throw or be Frightened until the
saving throw. end of its next turn.
On a failure, the target takes 10 (3d6) piercing A creature that fails this saving throw by 5 or more
damage, or half as much on a success. must use its reaction to move its speed directly
away from the wolf, if available.
Reactions Reactions
Unbalancing Tug. When a creature grappled by the
wolf makes an attack or casts a spell, the wolf can Unbalancing Tug. When a creature grappled by the
force it to succeed on a DC 12 Strength saving wolf makes an attack or casts a spell, the wolf can
throw or fall prone. force it to succeed on a DC 13 Strength saving
throw or fall prone.
Grey Wolf Pack Dire Wolf Pack
Huge swarm of Medium beasts, unaligned Gargantuan swarm of Large beasts, unaligned

Armor Class 13 Armor Class 14 (Natural Armor)


Hit Points 60 (11d8 + 11) Hit Points 90 (12d10 + 24)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +5, Stealth +4 Skills Perception +7, Stealth +5


Damage Resistances Damage from attacks Damage Resistances Damage from attacks
Condition Immunities Charmed, Frightened, Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone, Restrained, Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned Stunned
Senses Passive Perception 15 Senses Passive Perception 17
Challenge 3 (700 XP) Challenge 7 (2,900 XP)

Predatory Bearing. The pack has advantage on attack Predatory Bearing. The pack has advantage on attack
rolls against any creature that has no allies within 5 rolls against any creature that has no allies within 5
feet of it. feet of it.

Swarm. The pack can occupy another creature's Swarm. The pack can occupy another creature's
space and vice versa, and can move through any space and vice versa, and can move through any
opening large enough for a single wolf. The pack opening large enough for a single dire wolf. The
can't regain hit points or gain temporary hit points. pack can't regain hit points or gain temporary hit
points.
Actions
Pack Harry. Melee Weapon Attack: +4 to hit, reach
Actions
5 ft., one target. Hit: 16 (4d6 + 2) piercing damage, Pack Harry. Melee Weapon Attack: +6 to hit, reach
or 9 (2d6 + 2) piercing damage if the swarm has 5 ft., one target. Hit: 31 (8d6 + 3) piercing damage,
half of its hit points or fewer, and the target is or 17 (4d6 + 3) piercing damage if the swarm has
grappled (escape DC 12). half of its hit points or fewer, and the target is
grappled (escape DC 14).
If this attack was made as an Opportunity Attack,
the target additionally falls prone on a hit. If this attack was made as an Opportunity Attack,
the target additionally falls prone on a hit.
Bonus Actions
Rip and Tear.The pack tugs and tears at a creature
Bonus Actions
grappled by it, forcing the target to make a DC 14 Rip and Tear.The pack tugs and tears at a creature
Constitution saving throw. grappled by it, forcing the target to make a DC 14
Constitution saving throw.
On a failure, the target takes 10 (3d6) piercing
damage, or half as much on a success. On a failure, the target takes 21 (6d6) piercing
damage, or half as much on a success.
Direpack's Howl (Recharge 6). The pack howls forth
a discordant chorus; each creature of its choice
within 30 feet that can hear it must make a DC 13
Wisdom Saving throw.
On a failure, a creature is Frightened until the end
of its next turn.
A creature that fails this saving throw by 5 or more
must use its reaction to move its speed directly
away from the wolf, if available.

Brazen Wolves
Nils Hamm
Giant Wolf Shoulder Ram. Melee Weapon Attack: +9 to hit, reach
Huge beast, unaligned 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning
damage and the target is pushed up to 10 feet away.
Armor Class 14 (Natural Armor)
If the wolf missed with its Slaverous Snap this turn, it
Hit Points 126 (12d12 + 48)
can make this attack as a Bonus Action.
Speed 60 ft.
Worry. The wolf tugs and tears at a creature grappled
both by it and by one of the wolf's allies, forcing the
STR DEX CON INT WIS CHA target to make a DC 17 Constitution saving throw.
22 (+6) 15 (+2) 19 (+4) 3 (-4) 14 (+2) 7 (-2) On a failure, the target takes 31 (7d8) piercing
damage, or half as much on a success.
Skills Perception +8, Stealth +5 Dire Howl (Recharge 5-6). The wolf howls forth a
Senses Passive Perception 18 shuddering cry; each creature of its choice within 60
Challenge 7 (2,900 XP)
feet that can hear it must succeed on a DC 15 Wisdom
saving throw or be Frightened until the end of its next
Predatory Bearing. The wolf has advantage on attack turn.
rolls against any creature that has no allies within 5 feet
of it. A creature that fails this saving throw by 5 or more
must use its reaction to move its speed directly away
Packbond. At initiative count 0, the wolf can change its from the wolf, if available.
initiative to that of a friendly wolf it can see within 60
feet. Reactions
Hem In. When a friendly creature the wolf can see
Actions misses with a melee attack, the wolf can move up to
Multiattack. The wolf makes two attacks, one of which half its speed toward the attack's target.
it can replace with a use of its Worry or Dire Howl, if
available. Unbalancing Tug.When a creature grappled by the wolf
makes an attack or casts a spell, the wolf can force it to
Slaverous Snap. Melee Weapon Attack: +9 to hit, reach succeed on a DC 17 Strength saving throw or fall
10 ft., one target. Hit: 24 (4d8 + 6) piercing damage prone.
and the target is grappled (escape DC 17).
If this attack was made as an Opportunity Attack, the
target additionally falls prone on a hit.

Primal Adversary
Ilse Gort
Gansulfr, Beast of the Shoulder Ram. Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning
Isenholt damage and the target is pushed up to 10 feet away.
Gargantuan beast, unaligned
If Gansulfr missed with its Cruel Jaws this turn, he can
Armor Class 14 (Natural Armor) make this attack as a Bonus Action.
Hit Points 154 (12d20 + 48) Worry.Gansulfr tugs and tears at a creature grappled
Speed 60 ft. both by him and by one of his allies, forcing the target
to make a DC 21 Constitution saving throw.
STR DEX CON INT WIS CHA On a failure, the target takes 39 (6d12) piercing
damage, or half as much on a success.
25 (+7) 15 (+2) 19 (+4) 13 (+1) 18 (+4) 18 (+4)
Dire Howl. Gansulfr howls forth a shuddering cry; each
creature of his choice within 60 feet that can hear it
Saving Throws STR +13, WIS +10, CHA +10
must succeed on a DC 18 Wisdom saving throw or be
Skills Intimidation +10, Perception +16, Stealth +8
Frightened until the end of its next turn.
Damage Resistances Bludgeoning, Piercing, and
Slashing from Weapons that aren't Named A creature that fails this saving throw by 5 or more
Condition Immunities Charmed, Frightened must use its reaction to move its speed directly away
Senses Blindsight 10 ft., Passive Perception 26 from the wolf, if available.
Languages Elvish, Sylvan
Howlpath Aurora (1/Day, Concentration). Gansulfr opens
Challenge 17 (18,000 XP)
the sky above it and shimmering lights spill forth,
bathing the area in a 500 foot radius in an eldritch
Predatory Bearing. Gansulfr has advantage on attack glow.
rolls against any creature that has no allies within 5 feet
of it. At the end of each of Gansulfr's turns, he can call 2
(1d4) Dire Wolves, or one Dire Wolf Pack if his Mythic
Packbond. At initiative count 0, Gansulfr can change his Trait is active, to rain down from the sky into
initiative to that of a friendly wolf it can see within 60 unoccupied spaces within range.
feet.
When Gansulfr
Evil out of Hunger (Mythic Trait, 1/Day).
Reactions
is reduced to 0 hit points, he doesn't die or fall Hem In. When a friendly creature Gansulfr can see
unconscious. Instead, he resets to 154 hit points and misses with a melee attack, he can move up to half his
waves of black hunger begin to roll forth from him in a speed toward the attack's target.
30 foot radius.
Consume Offering. Whenever a creature within 30 feet
For the next hour, creatures in the area can consume consumes a potion or similar item, Gansulfr can negate
potions or similar items as a Bonus Action. its effects, then regains 15 hit points or a use of his
A creature that ends its turn in the area without Devouring Altar.
consuming anything must succeed on a DC 18
Constitution saving throw or be Dazed until the end of Legendary Actions
its next turn. Gansulfr can take three legendary actions, choosing
Devouring Altar (3/Day).If Gansulfr fails a saving throw from the options below.
against an effect that would Incapacitate him, he can
choose to succeed instead, then gain a point of Shift Pack.Each other wolf that Gansulfr can see can
Exhaustion. use its reaction to move up to its speed.
Contagion Mists. Gansulfr shakes and snorts, shedding a
Actions sickening mist that Heavily Obscures a 30 foot radius
Multiattack.Gansulfr makes two attacks, one of which around him until he is hit with a melee attack.
he can replace with a use of his Worry or Dire Howl, if A creature that ends its turn in the area must succeed
available. on a DC 18 Constitution saving throw or be infected
with Gnawnerves.
Cruel Jaws. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit: 33 (4d12 + 7) piercing damage and Bounding Snap (Costs 2 Actions).Gansulfr leaps up to
the target is grappled (escape DC 21). 30 feet, then can make an attack with its Cruel Jaws
against a creature it can see.
If this attack was made as an Opportunity Attack, the
target additionally falls prone on a hit. Mythic Actions
Dark, celestial
Shatter the Sun (1/Day, Costs 2 Actions).
jaws begin close around the sun and moon, plunging
the world into darkness for the next minute.
Creatures on this plane have disadvantage on saving
throws against being Frightened for the duration, and
Gansulfr regains a use of his Howlpack Aurora.
I've Got a Subreddit
Want more monsters like this? Come check out
r/bettermonsters, where I post all my work for free, typically
~50 new monsters a month. Don't see something there? Drop
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And a Patreon
Give me money. I hunger for your money. If my demands are
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plague of horrors as has never been seen upon this or any
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You can find all the things I make consolidated and
organized sensibly on my patreon in formats for Foundry,
Roll20, Improved Initiative, and 5eTools, plus discord access
and a few hundred spells and magic items.
Art Credits
Sarulf, Realm Eater by Chris Rahn
Brazen Wolves by Nils Hamm
Primal Adversary by Ilse Gort

Goblin by
Rae Elderidge

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