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Bag of Beasts
Wolf of Lemba
  • Large, Beast
  • Neutral Good
  • CR 1
  • AC 15 (Natural Armor)
  • HP 37 (5d10+10)
STR
+3
17
DEX
+2
15
CON
+2
15
INT
-3
5
WIS
+2
14
+4
CHA
-2
7

Skills

  • perception
    +4
  • stealth
    +4

Speed

  • basic - 50ft

Senses

  • darkvision - 60ft
  • Passive Perception
    +14

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

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.

Impenetrable Pelt (recharge 5-6). As a free action the Wolf of Lemba activates its impenetrable hide, the wolf’s AC becomes 20 until the start of its next turn. If an attacker rolls a 1 to hit while this is active with a non-magical weapon, the weapon is damaged beyond use until repaired.

The Wolf of Lemba’s impenetrable pelt is supposed to feel like a supernatural that occasionally deflects attacks. It isn’t actually “activating” its pelt so don’t announce the ability to players. When players do miss while the ability is active, describe their blows bouncing off the hide of the wolf with a shimmer. If an unlucky player manages to critically fail an attack roll while this is active, their weapon shatters and becomes unusable.

The Wolf of Lemba resembles a large and feral canid. Its body reaches 4ft at the shoulders with a slender but powerful build. The wolf bears an angular head with eyes that reveal an intelligence one may not expect from a more mundane or savage animal. A pelt of pearl white fur shimmering with iridescence covers their bodies, longer and more erect along the neck and shoulders forming a kind of pseudo-mane.

Behavior

The Wolf of Lemba is a stoic creature that prowls the forest alone for deer and small game animals. Rumors and gossip claim of encounters with this wolf running to the rescue of stranded children or lone shepherds cornered by desperate predators. It will not attack unless provoked or unless it sees a smaller creature being harassed by a larger assailant.

Knowledge Checks

Nature DC 8 - The creature appears intelligent and may only attack unless provoked.

Nature DC 12 - This no normal wolf. The pelt is a brilliant white that may have special properties.

Treasure

The wolf has no treasure, but it’s pelt can be successfully removed with a survival check DC 12. This pelt can be turned into a Cloak of the White Wolf by a master tailor, one with less experience will not have the tools to work with the remarkable hide.

Cloak of the White Wolf

Wonderous Item, Rare (requires attunement)
A cloak of long shimmering white fur that hangs to the wearer’s feet. The brilliant coat refracts light in many directions causing the wearer disadvantage on stealth checks. Once per day the wearer may wrap the cloak around themselves in a way that activates the pelt’s supernatural abilities. The wearer’s AC becomes 20 until the start of their next turn. If an attacker rolls a 1 to hit while this is active with a non-magical weapon, the weapon is damaged beyond use.
Organization

The Wolf of Lemba is an outcast from the local pack of Dire Wolves and hunts in the forest alone. It’s brilliant pelt seems to have made the other wolves distrust it.

Game Hooks

Rumors have been floating around of a white wolf that has saved farmers, children, and pilgrims from wandering predators on the outskirts of a nearby forest. The coat of the wolf is described as a brilliant white that shimmers in the moonlight. When on another mission adventurers may find themselves overwhelmed by a pack of hyenas or boars only to be aided by the fabled wolf. The adventurers can give an offering to the wolf but it will refuse to stay with them, running off into the thick of the woods.

Alternatively the wolf can be a legend in a small town whose notable pelt drives adventurers to hunt it as a trophy or material for magical armor.