Large beast (canine), neutral

Armor Class 13 (natural armor)
Hit points 26 (4d10 + 4)
Speed 50 ft.

17 (+3) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 2 (450 XP)

Special Traits

  • Keen Hearing and Smell. The vargulf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The vargulf has advantage on an attack roll against a creature if at least one of the vargulf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Running Leap. With a 10-foot running start, the vargulf can long jump up to 25 feet


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the vargulf can bark a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the vargulf’s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the vargulf is incapacitated.


This wolf’s gaze glitters with intelligence.

Vargulves are wolves that possess the minds of men. They are able to avoid traps, plan tactics, and hold grudges. Vargulves inevitably rise to become alpha leader of their packs, although a few become outcasts because of their strange ways.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page