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
- 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.