Dire wolf 5e | Zombie Giant beast DnD 2021
Dire wolf 5e
Description of Dire Wolf 5e
In 5e, Dire wolf grows to approximately 9 feet (2.7 meters) long and weighed up to 800 pounds (363 kilograms), about a horse’s size. Their fur was thick, and a mottled grey or black, and they had fiery eyes.
The behavior of Dire Wolf in 5e
Dire wolves were much more aggressive than ordinary wolves, assaulting and killing anything that they could capture. They are found singly as lone wolves or in packs numbering three to five desperate wolves.
Ecology: They can typically be found in temperate forest environments.
Abilities: They had keen senses, such as a sharp sense of smell, letting them track their prey by scent. They might also move stealthily on the search.
That howling? Wolves–or folk captured in their jaws, who want all Faerûn to understand they’re dying. They could let me sleep, inconsiderate dolts.
Dire wolf 5e Combat
Dire wolves fought in packs, fighting efficiently and surrounding their prey and flanking it to gain an edge. Their sting was their only weapon. However, they could haul a monster to the floor once they hold them.
From the Year of the Prince, 1357 DR, Conner and a young boy were traveling to moor when fog swept in, and they had been beset by starving dire wolves. However, before the beasts closed in for the kill, a moonlight shaft transported them to Waterdeep.
Attributes of 5E Dire wolf
Challenge evaluation: 1
Vision: Low-light eyesight
Favored Climate: Temperate
Favored Terrain: Forests
Average length: 9 feet (2.7 m)
Typical weight: 800 pounds (363 kg)
Hair color (s): Gray or black
Dire wolf dnd 5e details
A dire wolf is a dire version of a gray wolf, a more giant and more crude or feral breed of wolf. 5e gods like Garagos and Ilneval like Dire Wolves
Runebound in 5e
Dire Wolf: Large beast, chaotic evil
14 (natural armor)
60 (8d10 + 16)
Darkvision 60 ft., lively Perception 13
3 (700 XP)
Keen Hearing and Smell. The dire wolf has an edge on Wisdom (Perception) tests in 5e that rely on smell or hearing.
Pack Tactics. The wolf has an advantage on an attack roll against a creature if at least one of their wolf’s allies is within 5 feet of the creature, and the ally isn’t incapacitated.
Runebound. The Lady’s body is coated in magical runes given by a runespeaker that provides additional power. The wolf profits one of the following runic bonuses:
Rune of Fortitude — The wolf’s AC is raised to:
Besides, as long as the wolf has at least one hit point, it regenerates five hit points at the start of its turn.
Rune of Power — The wolf’s bite attack bargain an additional 3 piercing damage, and it’s an advantage on strength checks.
Rune of Swiftness — The 5e dire wolf has an edge on Dexterity saving throws, and its speed is increased by 20 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing harm. If the goal is a creature, it must succeed on a DC 15 Power saving throw or be knocked prone.
Forum Discussions about 5e Dire wolf
“My group’s Paladin wants a Dire Wolf as a steed [5e]
My group’s just hit level 5. The Paladin player asks me whether he can use Find Steed to get a Dire Wolf as a steed in place of the conventional Warhorse. I’m undecided – about the one hand, yeah, it’s pretty cool.
Yeah, it’s not a massive leap from a warhorse in terms of stats. I take out Pack Tactics since I understand that it will be used to bullshit the advantage mechanisms. On the flip side, I will guarantee he wants it to pull double-duty as an animal companion and combatant rather than just amount. Letting him have a Dire Wolf would overshadowing the celebration of Rogue/Ranger and her panther.”
Thoughts? And if I let him have his 5e dire wolf, what mechanisms should I use for this? An Int 6 Dire Wolf can telepathically control drops in a bit of a vague middle-ground between a Controlled Mount and an Intelligent Mount. (One is replacing your movement choices with your mounts, whereas another is an entirely different entity that you are just looking for the ride).
5e Dire Wolf is CR 1, twice that of a warhorse. AC is much better. HP is a lot better, to-hit is a bit better.
I’d say he gets a warhorse’s stats in the form of a dire wolf. Except it has no Trample ability, and it receives the wolf’s Bite (with the DC 13 trip) instead of the hooves attack. It can keep the odor ability; it will not be that great after a couple of levels (though it’ll be an excellent excuse for bringing out a few invisible enemies).
When he complains, point out that this is a balance problem. Dire Wolf 5e is twice as good (based on challenge evaluation ) compared to the Warhorse, which would make it a far stronger monster than is meant for the 2nd level spell.
Strategies and Techniques
Dire wolves prefer to attack in packs, using their wolf pack tactics to bring down their enemies and tear into them.
A 5e dire wolf’s heart retains excellent power. If consumed, it supplies a creature the Wolf Pack Tactics ability (see above) and the Improved Trip feat’s advantages for 5 minutes.
A 5e dire wolf heart is valued at 900 gp on the open market and may be dried, still preserving its effectiveness.
Dire Wolf 5e vs. Giant wolf 5e
5e Giant Wolf | New Monster for Maximum Edition
Giant wolf 5e would be too dire wolves what dire wolves are to ordinary forest wolves. Measuring nearly 30 feet in length, these colossal lupines are the woods’ genuine kings and queens.
As a”celestial figure,” they are looked up for their smaller kin. Giant wolf packs comprise dozens of smaller wolves, dire wolves, and the odd warg or winter wolf. Some werewolf clans even run giant wolves.
Tribal humanoids also pay their respects to giant wolves through prayer and reverence. Lands guarded by a giant wolf are often viewed as”off-limits” by outsiders.
Giant Wolf 5e
Tremendous monster, unaligned
Armor Class 17 (natural compound )
Strike Points 84 (8d12 + 32)
Rate 60 ft.
Abilities: Str 22 (+6), Dex 15 (+2), Con 19 (+4), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)
Senses passive Perception 15
Keen Hearing and Smell. The wolf has an edge on Wisdom (Perception) tests that rely on hearing or smell.
Pack Approaches. The wolf has an advantage on an attack roll against a creature if at least one of their wolf’s allies is within 5 feet of the monster, and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +9 to hit, hit 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the goal is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Howl (1/Day). The wolf howls. Each wolf’s allies within 100 ft of the wolf that may hear it have an advantage on attack rolls before the start of the wolf’s next turn. Additionally, each hostile creature within 100 ft of this wolf may hear it. It has to succeed on a DC 11 Wisdom saving throw or be frightened of the wolf before the start of the wolf’s next turn.
In 5e, How long does it take for a Dire Wolf to grow?
Unfortunately, there is just one person who may provide you the answers to those queries. All of this is entirely up to your DM because you’re already in new house-rule territory.
By the principles, a Beastmaster Ranger can’t have a Dire Wolf because of their animal companion. There are also no guidelines for pups or coaching creatures. So, rather than asking random strangers online, you’re going to have to speak to your DM about it.
The easiest way forward is to use the ordinary Beastmaster principles for animal companions, use the stats of a normal wolf, and only call it a young Dire Wolf. It’ll be more demanding than a normal wolf anyway, so that sort of works. However, even if you’re going this form of the straightforward, by-the-book path, you will still have to talk to your DM about it.
How long could it take for it to be battle-ready?
A large carnivore like a dire wolf or 5e tiger typically takes about two years to become an independent adult.
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Is there a means to reduce this moment?
Your group can always reduce time narratively by saying, “Two years after…”
Utilize the”Between Adventures” guidelines on page 186 of the Player’s Handbook and page 127 of this Dungeon Master’s Guide to determine what the PCs do during a two-year montage of their puppy’s maturation. While you use the downtime to become adept in Animal Handling, other players may train their abilities or languages, build strongholds, craft magical items, and so forth.