Large beast (ozbeast), lawful neutral

Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft.

17 (+3) 15 (+2) 13 (+1) 12 (+1) 16 (+3) 16 (+3)

Skills Perception +6, Stealth +4
Senses passive Perception 16
Languages Common
Challenge 1 (200 XP)


  • Keen Hearing and Smell. The alpha wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The alpha wolf has advantage on an attack roll against a creature if at least one of the alpha wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the alpha wolf moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the alpha wolf can make one additional bite attack against it as a bonus action.
  • Running Leap. With a 10-foot running start, the alpha wolf can long jump up to 25 feet.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


This pack of wolves moves in unison, as if compelled by a magical force. Alpha wolves are the biggest and strongest of a wolf pack. They are smart enough to question orders but will generally do what their told if commanded by a Wicked Witch.

Most wolf packs work together, but wolf swarms are larger packs that take cooperation to another level entirely, compelled by the silver whistle to do the whistler’s bidding.

Section 15: Copyright Notice

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

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