Free interactive D&D 5e SRD stat block

Wolf

Medium Beast, CR 1/4, AC 12, 11 HP. Unaligned.

A gray wolf standing alert among pine trees under cold moonlight.
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Medium Beast, Unaligned

AC
12
Initiative
+2 (12)
HP
11 (2d8+2)
Speed
40 ft.
ScoreModSave
STR 14 +2 +2
DEX 15 +2 +2
CON 12 +1 +1
INT 3 -4 -4
WIS 12 +1 +1
CHA 6 -2 -2
Skills
Perception +5 , Stealth +4
Senses
Darkvision 60 ft.; Passive Perception 15
Languages
None
CR
1/4 (XP 50; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.

How to run Wolf

A single wolf is a chase scene. A pack of six is a real fight. CR 1/4, 11 HP, AC 12, walk 40 ft., passive Perception 15, Stealth +4. The Bite action deals 1d6+2 piercing and knocks Medium or smaller creatures prone. The stat block is built for the pack, so design accordingly. One wolf folds to one good attack, but five wolves spread around a party in tall grass is a fighter rolling defenses from three directions while the wizard tries to figure out which one to fireball.

Open with the howl, then the pause. Wolves do not charge. They circle. The first round of a wolf encounter should have the players hearing the pack, seeing one shape at the edge of the firelight, and then losing it again. Walk 40 ft. plus Stealth +4 means wolves move from cover to cover faster than the party can track them. By the time initiative is called, the wolves are already in flanking positions. Pack Tactics gives advantage when at least one ally is within 5 feet of the target.

In combat wolves attack the trailing or wounded PC. Intelligence 3 means they cannot plan, but they can read a limp or a bandage. Have the wolves prefer that target and force the party to either close ranks or watch their friend get dragged. The action economy of four wolves on one PC is serious. Two missed saves in a round is the PC on the floor.

Retreat is fast and clean. Once the pack is bloodied or has lost a third member, the survivors fade into the trees. Wolves do not avenge. They eat. The hunt continues if the prey is easy and ends the moment the prey costs more than it provides.

Have the watch hear nothing, then the horses startle, then a wolf is already in the firelight. The pause between the silence and the strike is the encounter.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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