Dire Wolf 5e
The dire wolf is a Large beast of challenge rating 1 (200 XP) with AC 14, 22 hit points and a 50-foot speed in the 2024 rules. Its Bite attack has a +5 bonus, deals 8 (1d10 + 3) piercing damage and knocks a Large or smaller target prone, and Pack Tactics gives it advantage beside an ally.
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Dire Wolf stat block
Large Beast, Unaligned
| Armor Class | 14 |
| Hit Points | 22 (3d10 + 6) |
| Speed | 50 ft. |
| Challenge | 1 (200 XP; proficiency bonus +2) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 7 (−2) |
- Saves and skills: Perception +5, Stealth +4
- Senses: Darkvision 60 ft., Passive Perception 15
- Languages: None
Traits
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 doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
How to run the dire wolf
Hunt as a pack: Pack Tactics gives a dire wolf advantage whenever an ally is next to its target, so dire wolves should always attack the same creature. Two wolves on one target each roll with advantage, which raises a +5 bite against AC 15 from 55% to about 80% to hit.
Knock them down: A hit leaves a Large or smaller target prone, so every other wolf's melee attack against it also has advantage until it stands up. Focus on lightly armored characters at the edge of the party.
Use speed and terrain: With a 50-foot speed the wolves can circle the party, pick off stragglers and retreat when badly hurt. In the 2014 rules they also had Keen Hearing and Smell. Track the fight with the initiative tracker and check the difficulty with the encounter calculator.
Dire Wolf: 2014 vs 2024
| 2014 Monster Manual | 2024 Monster Manual / SRD 5.2 | |
|---|---|---|
| Hit points | 37 (5d10 + 10) | 22 (3d10 + 6) |
| Bite | +5 to hit, 10 (2d6 + 3) piercing, DC 13 Strength save or prone | +5 to hit, 8 (1d10 + 3) piercing, prone on a hit (Large or smaller) |
| Traits | Keen Hearing and Smell, Pack Tactics | Pack Tactics |
| Challenge | 1 (200 XP) | 1 (200 XP) |
Dire Wolf FAQ
What CR is a dire wolf in 5e?
A dire wolf is challenge rating 1, worth 200 XP, in both the 2014 and 2024 rules.
How much damage does a dire wolf do?
In the 2024 rules its bite deals 8 (1d10 + 3) piercing damage and knocks a Large or smaller target prone. In the 2014 rules it dealt 10 (2d6 + 3) and the target had to pass a DC 13 Strength save or fall prone.
Can a druid Wild Shape into a dire wolf?
In the 2014 rules a moon druid can become a dire wolf from 2nd level, because Circle Forms allow beasts of CR 1. In the 2024 rules Wild Shape forms are limited by the druid level table, so check your druid's maximum CR.
What does Pack Tactics do?
A creature with Pack Tactics has advantage on attack rolls against a target when one of its allies is within 5 feet of that target and isn't incapacitated.
Related
Monsters of similar challenge
- Baboon (CR 0)
- Badger (CR 0)
- Bat (CR 0)
- Cat (CR 0)
- Crab (CR 0)
- Deer (CR 0)
- Eagle (CR 0)
- Frog (CR 0)
- Giant Fire Beetle (CR 0)
- Goat (CR 0)
- Hawk (CR 0)
- Hyena (CR 0)
Rules are summarised in our own words; monster stat blocks are reproduced from the SRD. This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License. Card icons by Lorc and Delapouite from game-icons.net, licensed under CC BY 3.0.
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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.