Vicious Wolf
Medium beast
Armour Class 12
Hit Points 60 (8d8 + 24)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 16 (+3) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 16
Languages none
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: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Feral Wolf
Medium beast
Armour Class 12
Hit Points 105 (14d8 + 42)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 16 (+3) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 2 (450 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: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Rabid Wolf
Medium beast
Armour Class 12
Hit Points 127 (15d8 + 60)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 18 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +7
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 17
Languages none
Challenge 3 (700 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: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be infected with rabies. If the target is a creature, it must also succeed on a DC 16 Strength saving throw or be knocked prone.
Glowing Wolf
Medium beast
Armour Class 12
Hit Points 153 (18d8 + 72)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 18 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +7
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 17
Languages none
Challenge 5 (1,800 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.
Radioactive Aura. A creature that begins its turn within 10 feet of the glowing wolf takes 6 (1d12) radiation damage.
Radioactive Glow. The glowing wolf sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage and 9 (2d8) radiation damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.