Difference between revisions of "Dire Wolf (3.5e Monster)"
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Note
You may be looking for the Dire Wolf from the SRD instead.
This monster is balanced to fit in a rogue level game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.
Dire Wolf
N Large Animal | |
Init/Senses | +2/Low-light vision, scent; Listen +5, Spot +5 |
AC | 19, touch 16, flat-footed 17 |
hp | 39 (3 HD) |
Fort/Ref/Will | +6/+6/+6 |
Speed | 50 ft. (10 squares) |
Melee | +11 Bite (1d8+4, 2d8+8 against a prone creature, see Tear Flesh) |
Space/Reach | 10 ft./5 ft. |
Base Atk/Grp | +2/+5 |
Atk Options | Go for the Legs, Tear Flesh, Wolf Pack Tactics |
Abilities | Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Feats | Track |
Skills | Survival +9 |
Advancement | — |
Go for the Legs (Ex) | Whenever a dire wolf hits a creature it is flanking, it knocks the creature prone. |
Tear Flesh (Ex) | A dire wolf's attacks are automatically a critical hit against prone creatures. |
Wolf Pack Tactics (Ex) | The dire wolf flanks any creature that is threatened by an ally. A dire wolf's allies that threaten a creature also flank the creature if the dire wolf threatens it. |
Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Strategies and Tactics
Dire wolves prefer to attack in packs, using their wolf pack tactics to bring down their enemies and tear into them.
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