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Direwolf CR: 7

Large large beast, unaligned
Armor Class: 13
Hit Points: 10d10+20
Speed: 50 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 35 ft

STR

18 +4

DEX

14 +2

CON

14 +2

INT

8 -1

WIS

10 +0

CHA

5 -3

Senses:

passive perceptiopn 15

Languages: none
Challenge Rating: 7 ( 2900 XP)

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.

Usual Tactics

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 doesn't have the Incapacitated condition.

Direwolves are horse-size, megafauna predators that prowl mountainous wildernesses in packs or pairs. With their great size Direwolves pursue other megafauna, travelers, and any other creatures they can catch.

Direwolf pelts are particularly rare and can fetch good coin, especially south, where they are rarer.

Suggested Environments

Mountainous temperate and boreal forests


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