Wolf 6 (creature)
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Maraudo Wolf | |||||
Medium beast (wolf), unaligned Armor Class 17 (natural armor) Heart Points 85 (10d8 + 40) Speed 40 ft. | |||||
STR 19 (+4) |
DEX 22 (+6) |
CON 19 (+4) |
INT 3 (-4) |
WIS 12 (+1) |
CHA 6 (-2) |
Skills Perception +4, Stealth +9 | |||||
Senses passive Perception 14 | |||||
Languages — | |||||
Challenge 6 (2,300 XP) | Proficiency Bonus +3 | ||||
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 Multiattack. The wolf makes three bite attacks. Any creature hit by at least one bite attack must succeed on a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. | |||||
Bonus Actions Howl (Recharges after a Rest). All non-friendly creatures within 60 feet of the wolf who can heart it must succeed on a DC 12 Charisma save or become frightened of all hostile wolves for up to 1 minute. A frightened target can repeat the save at the end of its turns, ending the effect on itself on a success. Once a creature makes a successful save, it is unaffected by wolf howls for 1 minute. |
“ | “These wolves are not only carnivorous but can also be downright fierce. They're highly aggressive and aren't afraid to attack people. They hunt in groups and surround their prey as a means of bringing it down. That said, if one of their own is injured, the rest are wise enough to run away. They communicate via howls, so if you're wandering the forest and hear their call, you had best take care.” |
— Hyrule Compendium, in Breath of the Wild |
Environment: Arctic, Desert, Forest
Wasteland Coyote | |||||
Medium beast (wolf), unaligned Armor Class 17 (natural armor) Heart Points 93 (11d8 + 44) Speed 40 ft. | |||||
STR 19 (+4) |
DEX 22 (+6) |
CON 19 (+4) |
INT 3 (-4) |
WIS 12 (+1) |
CHA 6 (-2) |
Skills Perception +3, Stealth +8 | |||||
Damage Resistances fire | |||||
Senses passive Perception 13 | |||||
Languages — | |||||
Challenge 3 (700 XP) | Proficiency Bonus +2 | ||||
Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The coyote has advantage on an attack roll against a creature if at least one of the coyote's allies is within 5 feet of the creature and the ally isn't incapacitated. | |||||
Actions Multiattack. The wolf makes three bite attacks. Any creature hit by at least one bite attack must succeed on a DC 15 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. | |||||
Bonus Actions Howl (Recharges after a Rest). All non-friendly creatures within 60 feet of the wolf who can heart it must succeed on a DC 12 Charisma save or become frightened of all hostile wolves for up to 1 minute. A frightened target can repeat the save at the end of its turns, ending the effect on itself on a success. Once a creature makes a successful save, it is unaffected by wolf howls for 1 minute. |
“ | “This contentious beast is native to the Gerudo region. It makes its home in the desert, so it doesn't have a problem with hot, arid climates. They do hunt other beasts and small animals but more often turn their sights on people. They're a threat to anyone travelling through the desert.” |
— Hyrule Compendium, in Breath of the Wild |
Environment: Desert
Winter Wolf | |||||
Medium beast (wolf), unaligned Armor Class 17 (natural armor) Heart Points 93 (11d8 + 44) Speed 40 ft. | |||||
STR 19 (+4) |
DEX 22 (+6) |
CON 19 (+4) |
INT 3 (-4) |
WIS 12 (+1) |
CHA 6 (-2) |
Skills Perception +3, Stealth +8 | |||||
Damage Resistances cold | |||||
Senses passive Perception 13 | |||||
Languages — | |||||
Challenge 3 (700 XP) | Proficiency Bonus +2 | ||||
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. Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. | |||||
Actions Multiattack. The wolf makes three bite attacks. Any creature hit by at least one bite attack must succeed on a DC 15 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. | |||||
Bonus Actions Howl (Recharges after a Rest). All non-friendly creatures within 60 feet of the wolf who can heart it must succeed on a DC 12 Charisma save or become frightened of all hostile wolves for up to 1 minute. A frightened target can repeat the save at the end of its turns, ending the effect on itself on a success. Once a creature makes a successful save, it is unaffected by wolf howls for 1 minute. |
“ | “This breed of maraudo wolf lives in snowy, mountainous areas, such as the Hebra Mountains. They travel in packs similar to their maraudo relatives but are considerably tougher thanks to having adapted to their harsh environment. They're made even more dangerous by their white fur, which provides a natural camouflage in the snow.” |
— Hyrule Compendium, in Breath of the Wild |
Environment: Arctic
Related pages
- Wolfos, a monstrous biped with wolf-like features
- Beastmaster, an opportunist subclass that can raise a wolf companion
- Conjure wolf spirit, a spell used to briefly summon a wolf-like spirit
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]
The material on this page is based primarily on content found in Twilight Princess and Breath of the Wild, both of which are copyright Nintendo Co., Ltd.
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