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 attack rolls 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.
Hit and Run.
"They don’t wage war. They do guerillas. Wolves don’t want to kill everyone. They want to eat. If they realise that they are losing, they will retreat and try to attack again another time. When they turn their backs to the players, they don’t create opportunity attacks"Isolate. They add 1d4 to every roll made against the target when it is walled off.
"Again, wolves don’t want a massacre, they want a meal. Wolves will flank the smaller character. Maybe three wolves focus on the spellcaster, while the others cover the attack."Easy Disengage*. No opportunity attacks. Deploy when/if appropriate, pretend a roll.
Bite. Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Don’t play with the food. When they surround one player, instead of killing it, they will try to knock him prone and drag him to the forest, where they can kill and eat in peace. If a character is knocked prone, a second roll to start dragging the character away. A STR contest of 1d20+1 against prone character.
Berserker. 1/Day
"Again, wolves just want a meal. They will hit and run. But if your players manage to f*ck up the pack, and a Wolf realizes that now he is cornered, alone, and fighting for his life, you can bet your sorry ass, that The Nope Dog will Rage"
Home Forest Advantage. A wolf has Intimidation +2 Fear. Whenever a wolf's attack misses, the player must roll fear (Wis save against Intimidation 1d20+2 ). This can only successfully happen once per player per round.
"Yeah, right, so you are saying to me that your Optimized Multiclass Halfling Barbarian/Wizard/Ranger/Assassin would never, ever, be afraid of wolves because, yadda, yadda, yadda. Yeah right. A group of 20 wolves flanking your group, howling, foam coming out of their mouths, their teeth aiming at your throat. Roll for fear, peasant. Ahem, you heard that right"Exhaustion. Each night, Con Save against DC 10 to gain exhaustion.
"All the sleepless nights. All the quick attacks. Constant howling coming from the darkness. Never a full rest. So guys, roll exhaustion, please."
Ex Lvl | Fails |
---|---|
0 | 1 |
1 | 2 |
2 | 3 |
3 | 4 |
4 | 5 |
5 | 6 |
"Let’s talk about wolves, AKA, the Nope Dogs. Do you know how they hunt? Ok, Let’s start by that. Wolf packs vary in size, it depends on the species. Some less social species will have packs composed of 3 wolves, some, will have 30, others will have almost 40 individuals in them although the average is ten wolves per pack. Wolves don’t simply decide to attack. Wolves will follow their prey for days looking for the weakest member of the group/herd. Looking for any sign of weaknesses. Imagine the narrative potential of a pack of wolves following a group of adventurers. Since you entered the forest, you have this weird feeling that something is watching you. Occasionally, you see shadows outside the trail that quickly disappear. The horses, out of nowhere become uneasy, refusing to proceed. The hounds barking to... To what? There’s nothing in there. There’s nothing behind the trees. Nothing but darkness. Wolves, are smart, and as the DM you should play them as smart. As previously said, they look for weaknesses. They can see the physical difference between a Barbarian and a Mage. Maybe it’s time to f*ck up that spellcaster."
Forests