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Hell Wolf

Medium fiend (canine, devil), neutral evil

Armor Class 16 (natural armor)
Hit points 26 (4d8 + 8)
Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 6 (-2) 12 (+1) 6 (-2)

Damage Immunities fire, necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Understands Infernal but can’t speak
Challenge 2 (450 XP)

Special Traits

  • Keen Hearing and Smell. The hell wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hell wolf has advantage on an attack roll against a creature if at least one of the hell wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated

Actions

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
  • Fire Breath (Recharge 5–6). The hell wolf exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

About

Hell wolves are souls that have escaped hell itself and use their corpse as a gateway to the Prime Material plane. To do so, the soul repossesses the body and the animated corpse devours any burial cloth that envelops its face. It then begins to howl and moan until, in a burse of phosphorescence and a horrible stench, it leaps from the grave, reborn as a hell wolf.

Hell wolves are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two wolves, driving it toward the rest with their fiery breath. If the prey doesn’t run, the pack closes in. Hell wolves track fleeing prey relentlessly.

Section 15: Copyright Notice
5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.