Silver Wolf (creature)
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Silver Wolf | |||||
Medium monstrosity (wolf), unaligned Armor Class 18 (natural armor) Heart Points 95 (10d8 + 50) Speed 40 ft. | |||||
STR 21 (+5) |
DEX 24 (+7) |
CON 21 (+5) |
INT 5 (-3) |
WIS 14 (+2) |
CHA 10 (+0) |
Saving Throws Wis +5 | |||||
Skills Perception +5, Stealth +10 | |||||
Damage Resistances damage from non-silver weapons | |||||
Senses passive Perception 15 | |||||
Languages — | |||||
Challenge 8 (3,900 XP) | Proficiency Bonus +3 | ||||
Enduring Resistance (1/day). If the wolf fails a saving throw, it can reduce its remaining heart points by 20 to succeed instead.
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 attacks. Any creature hit by at least one attack must succeed on a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Psychic Fangs. Ranged Spell Attack: +8 to hit, range 80/320, one creature. Hit: 16 (3d10) psychic damage. Critical Hit: The target also becomes frightened of the wolf until the start of the wolf's next turn. | |||||
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 13 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 powerful wolf inherited the enigmatic power of silver monsters. Its glistening gray hide repels conventional weapons, pierced only by the silver weapons its fur resembles.
Environment: Arctic, Desert, Forest
Silver Wolf | |||||
Medium monstrosity (wolf), unaligned Armor Class 18 (natural armor) Heart Points 114 (12d8 + 60) Speed 40 ft. | |||||
STR 21 (+5) |
DEX 24 (+7) |
CON 21 (+5) |
INT 5 (-3) |
WIS 14 (+2) |
CHA 10 (+0) |
Saving Throws Wis +5 | |||||
Skills Perception +5, Stealth +10 | |||||
Damage Resistances damage from non-silver weapons | |||||
Senses passive Perception 15 | |||||
Languages — | |||||
Challenge 8 (3,900 XP) | Proficiency Bonus +3 | ||||
Enduring Resistance (3/day). If the wolf fails a saving throw, it can reduce its remaining heart points by 20 to succeed instead.
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 two bite attacks. Spin Attack. The wolf makes one bite attack against any or all creatures within 5 feet of it. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Psychic Fangs. Ranged Spell Attack: +8 to hit, range 80/320, one creature. Hit: 11 (2d10) psychic damage. Critical Hit: The target also becomes frightened of the wolf until the start of the wolf's next turn. | |||||
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 13 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. | |||||
Legendary Actions The silver wolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The silver wolf regains spent legendary actions at the start of its turn. Resist. The the wolf makes a saving throw or ability check against any and all effects which afford a roll to end them, such as a grapple or the paralyze spell. Withdraw. The wolf moves up to half its speed or rises from being prone. During this movement it cannot be targeted with attacks made as reactions. Attack. (Costs 2 Actions.) The wolf moves up to half its speed and makes one bite attack. |
These statistics can represent the leader of a large pack, or a lone wolf of fabled prowess. Either way, this hardy wolf is abnormally adept at taking on several skilled foes at once.
Environment: Arctic, Desert, Forest
Related pages
- Silver monsters, monsters imbued with mysterious dark energy and colored gray
- Wolf, the more abundant variety of this beast
- Wolfos, a monstrous biped with wolf-like traits
- Creatures
- Challenge 8 creatures
- Medium-sized creatures
- Monstrosities
- Wolf
- Creatures of unaligned alignment
- Creatures proficient in Perception
- Creatures proficient in Stealth
- Creatures without vulnerabilities
- Creatures without condition immunities
- Creatures without damage immunities
- Creatures without language
- Creatures resistant to nonsilvered weapons
- Creatures with Multiattack
- Creatures with the Bite action
- Creatures with the Psychic Fangs action
- Creatures with the Howl action
- Creatures found in deserts
- Creatures found in forests
- Creatures found in cold regions
- Creatures with the Spin Attack action
- Creatures with the Detect action
- Creatures with the Resist action
- Creatures with the Withdraw action
- Creatures with the Attack action