Large beast, neutral evil

Armor Class 11
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 20 ft.

15 (+2) 12 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Damage Immunities cold
Skills Perception +2, Stealth +3
Senses darkvision 60 ft., passive Perception 12
Languages Aquan
Challenge 1 (200 XP)


  • Pack Tactics. The wolffish has advantage on an attack roll against a creature if at least one of the wolffish’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Siege Monster. The wolffish deals double damage to objects and structures.
  • Slippery. The wolffish has advantage on ability checks and saving throws made to escape a grapple.
  • Underwater Camouflage. The wolffish has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing. The wolffish can breathe only underwater.


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, the wolffish can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 12 Strength saving throw or drop one item it is holding on the ground.


This fish has an enormous head and pointed teeth.

Wolffish are fierce predators that can be summoned by zogs to attack their enemies. They don’t normally congregate in swarms, but zog summonings bring them together in vicious bands of up to twelve.

Vicious Jaws. Wolffish are accustomed to living at the bottom of the ocean floor, where they are resistant to freezing temperatures. Their teeth are particularly wicked, which gives them their name, and for good reason-a wolffish’s grinding teeth can bite through most hard-shelled creatures.

Section 15: Copyright Notice

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

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