Berserker Wolf (5e Creature)

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Berserker Wolf[edit]

Large beast, unaligned

Armor Class 15 (natural armour)
Hit Points 76 (9d10 + 27)
Speed 50 ft.

18 (+4) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +4, Stealth +6
Proficiency Bonus +3
Senses passive Perception 14
Challenge 5 (1,800 XP)

Blood Frenzy. The wolf has advantage on melee attack rolls on any creature that doesn't have all its hit points.

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.


Multiattack. The wolf makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Berserker wolves are massive wolves that tend to form large packs to hunt prey. They are known for their black fur, often stained by the blood of their prey, for when they smell blood, it drives them into a rage that only ends with either the prey's death or their own. The claws of a wolf are usually far from the most dangerous part of the animal, but these beasts can have claws as long as daggers, and often just as thick. Wild tribes sometimes keep berserker wolves as hunting companions, as they can be trained to discern friend from foe in their rages.

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