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Dire Wolf

Large Beast, unaligned

CR 1

200 XP

AC: 14 (natural armor)
HP: 37 (5d10+10)
Speed: walk 50 ft.
Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Languages:
STR
17
+3
DEX
15
+2
CON
15
+2
INT
3
-4
WIS
12
+1
CHA
7
-2

Special Abilities

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 ft. of the creature and the ally isn't incapacitated.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Quick Reference

Challenge: CR 1
Type: Beast
Size: Large
Alignment: unaligned
Best for party of 4 at level 2-3

Running This Encounter

Dire wolves are intelligent pack hunters that coordinate attacks on isolated prey. Use them to ambush traveling parties, forcing quick tactical decisions. They're relentless but can be frightened or driven off if the party demonstrates overwhelming force. Consider using terrain like forests or canyons to provide cover for coordinated strikes.

Combat Tactics

Dire wolves use pack tactics to gain advantage on attacks, surrounding a single target when possible. They prioritize downed or weakened enemies and attempt to separate casters from melee defenders. When a wolf is reduced below half health, it may attempt to flee rather than fight to the death.

Environment & Setting

Dense forests, rocky badlands, and tundra provide ideal hunting grounds where wolves can use difficult terrain to their advantage. Pack encounter sites should include natural cover like fallen logs, boulders, or thick brush for tactical positioning.