Runebound Dire Wolf

Large beast, chaotic evil

Armor Class

14 (natural armor)

Hit Points

60 (8d10 + 16)

Speed

50 ft.

STR

20 (+5)

DEX

15 (+2)

CON

15 (+2)

INT

6 (-2)

WIS

12 (+1)

CHA

6 (-2)

Condition Immunities

charmed

Senses

darkvision 60 ft., passive Perception 13

Skills

Perception +5, Stealth +4

Languages

--

Challenge

3 (700 XP)

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.

Runebound. The wolf’s body is coated in magical runes granted by a runespeaker that provide it with additional strength. The wolf gains one of the following runic bonuses:

  • Rune of Fortitude – The wolf’s AC is increased to
    1. In addition, as long as the wolf has at least 1 hit point, it regenerates 5 hit points at the start of its turn.
  • Rune of Strength – The wolf’s bite attack deal an additional 3 piercing damage and it has advantage on strength checks.
  • Rune of Swiftness – The wolf has advantage on Dexterity saving throws and its speed is increased by 20 feet.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

large
beast
cr3
nerzugals-extended-bestiary