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Dire Wolf 5e: Stats, Pack Tactics and Riding One
A dire wolf is a CR 1 Large beast with AC 14, 37 hit points and a 50-foot speed. Its bite hits at +5 for 10 piercing damage and can knock the target prone, and Pack Tactics gives it Advantage whenever another pack member is next to its target. Two of them are a dangerous fight for a level 1 or 2 party. The 2024 dire wolf is much more fragile, with 22 hit points and an 8-damage bite, but it knocks any Large or smaller creature prone on every hit with no saving throw.
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Dire Wolf Stat Block (2014)
This is the dire wolf from SRD 5.1, matching the 2014 Monster Manual.
Dire Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10+10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (−4)
WIS
12 (+1)
CHA
7 (−2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 1 (XP 200; PB +2)
Traits
Keen Hearing and Smell.The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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 ft. of the creature and the ally isn't incapacitated.
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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Compared with a regular wolf, almost every number goes up: one size larger, 1 point more AC, more than three times the hit points, 10 more feet of speed, +5 instead of +4 to hit, and a bite that averages 10 damage instead of 7. The knockdown save rises from DC 11 to DC 13. It keeps Keen Hearing and Smell, so sneaking past one by scent or sound is hard.
The 50-foot speed matters more than it looks. A party of characters moving 30 feet can't outrun a dire wolf. A dire wolf that Dashes covers 100 feet in a turn.
The Dire Wolf in the 2024 Rules
SRD 5.2.1 keeps the CR at 1 but cuts the dire wolf's durability and damage and makes the knockdown automatic.
Dire Wolf
Large Beast, Unaligned
Armor Class 14
Initiative +2 (12)
Hit Points 22 (3d10 + 6)
Speed 50 ft.
STR
17 (+3)save +3
DEX
15 (+2)save +2
CON
15 (+2)save +2
INT
3 (−4)save −4
WIS
12 (+1)save +1
CHA
7 (−2)save −2
Skills Perception +5, Stealth +4
Senses Darkvision 60 ft.; Passive Perception 15
Languages None
Challenge 1 (XP 200; PB +2)
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.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Dire Wolf
2024 Dire Wolf
CR (XP)
1 (200)
1 (200)
AC
14
14
HP
37 (5d10 + 10)
22 (3d10 + 6)
Bite
+5, 10 (2d6 + 3)
+5, 8 (1d10 + 3)
Knockdown
DC 13 Strength save or prone
Large or smaller target is knocked prone, no save
Senses
Passive Perception 13, Keen Hearing and Smell
Darkvision 60 ft., Passive Perception 15
Three changes matter in play:
•It has 40% fewer hit points. 22 hit points is two or three weapon hits from a level 3 fighter. A 2024 dire wolf behaves less like a miniboss and more like a heavy hitter in a pack.
•It knocks down bigger targets. The 2024 wolf only drops Medium or smaller creatures. The 2024 dire wolf drops anything Large or smaller, including horses, ogres and the party's druid in brown bear form.
•The variance changes. A 1d10 + 3 bite ranges from 4 to 13. The 2014 bite (2d6 + 3) clusters around 10, so it's steadier.
How Dire Wolves Fight
The bite math. At +5 against AC 16, a dire wolf hits on 11 or higher:
Dire wolf bite vs AC 16
Hit chance
2014 damage per bite
2024 damage per bite
Normal
50%
5.0
4.0
With Advantage (Pack Tactics or a prone target)
75%
7.5
6.0
Two 2014 dire wolves on one target average 15 damage a round, and on top of that each hit forces a DC 13 Strength save. A fighter with +5 on Strength saves fails 35% of the time. A wizard at −1 fails 65% of the time, so a wizard bitten twice is almost certainly on the ground.
Pair them. One dire wolf alone has no Pack Tactics. Two is where the stat block starts working, and a dire wolf leading three or four ordinary wolves is even better: the wolves supply the adjacent allies, and the dire wolf does the damage. Put the dire wolf on the target the wolves have already knocked down.
Use the speed to choose the target. With 50 feet of movement, a dire wolf can go around the front line to reach the back rank on the first round. It still provokes opportunity attacks when it leaves someone's reach, so it goes around the edges of the party, not through the middle.
Drag the fight to open ground. Pack Tactics needs room for two or three wolves around one target. In a 5-foot corridor only one wolf reaches the front character. Dire wolves that meet the party in a narrow pass will pull back and wait for the party to step into the clearing.
Leave when hurt. Beasts don't fight to the death for no reason. A dire wolf below a third of its hit points runs, and with 50 feet of speed it gets away.
Running a Dire Wolf Encounter
A dire wolf is worth 200 XP. With the 2024 XP budget for four characters:
Party (4 characters)
Low
Moderate
High
Level 1
200 XP: 1 dire wolf
300 XP: 1 dire wolf + 2 wolves
400 XP: 2 dire wolves
Level 2
400 XP: 2 dire wolves
600 XP: 3 dire wolves
800 XP: 4 dire wolves
Level 3
600 XP: 3 dire wolves
900 XP: 4 dire wolves + 2 wolves
1,600 XP: 8 dire wolves
A single dire wolf is a soft fight: no Pack Tactics, and every character can gang up on it. The difficulty jumps when there are two, and that jump is bigger than the XP shows.
Under the 2014 guidelines (from the 2014 Dungeon Master's Guide, used by our encounter calculator), two dire wolves are 400 XP, multiplied by 1.5 for a pair to 600 adjusted XP. That's Deadly for four level 1 characters (400) and Hard for four level 2 characters (600). Three dire wolves for a level 3 party come to 1,200 adjusted XP, past Hard (900) and short of Deadly (1,600).
If you're using the 2024 dire wolf with a 2014-style party, remember it has 15 fewer hit points. Use one more 2024 dire wolf than you would 2014 ones if you want the fight to last as long.
How Players Beat Dire Wolves
Deny the flank. Fight with your backs to a wall, a cliff or a wagon. Each dire wolf takes up a 10-by-10-foot space, so far fewer of them can reach any one character than wolves can. In a doorway, only one gets a bite.
Get up smart. Standing up costs half your speed. A prone character who still wants to attack can stay down and attack with Disadvantage, but a character who needs to stand should do it before attacking so they don't eat the next bite with Advantage.
Target the save it doesn't want. Its Wisdom save is +1, so Animal Friendship (Intelligence 3 is low enough for the 2014 version) and Dominate Beast both have good odds. Sleep differs by edition. The 2014 spell's 5d8 hit point pool almost never reaches a 37-hit-point dire wolf, but the 2024 spell is a Wisdom save that the dire wolf (+1) fails more often than not.
Burst damage on the 2024 version. At 22 hit points, a 2024 dire wolf that fails its save against a 2nd-level Shatter (3d8 thunder, average 13.5) has about 8 hit points left, so one solid weapon hit usually finishes it. The 2014 version needs about twice that.
What doesn't work.Hold Person targets Humanoids only. The 2014 Command spell fails on a creature that doesn't understand your language, which rules out beasts. The 2024 Command has no language clause.
Dire Wolves for Players: Wild Shape, Summons and Mounts
Feature or spell
Dire wolf?
Wild Shape, 2014
Druid level 8 (CR 1 forms). The Circle of the Moon, from the 2014 Player's Handbook and not in the SRD, allows CR 1 forms from level 2.
Wild Shape, 2024
Druid level 8, when the Beast Shapes table allows CR 1 forms.
Two beasts of CR 1 or lower from a 3rd-level slot: two dire wolves. A 5th-level slot doubles that to four.
Conjure Animals, 2024
No stat blocks. The spell makes one spectral pack.
Find Steed, 2024
The steed can look like a dire wolf, but it uses the Otherworldly Steed stat block, not the dire wolf's.
Bag of Tricks (gray)
A roll of 7 on the d8 table produces a dire wolf in both editions.
Two dire wolves from Conjure Animals (2014) is one of the strongest 3rd-level summons in that edition. Each one has Pack Tactics with the other, so they bite at 75% against AC 16 for 10 damage each, and they knock enemies down for the rest of the party.
Riding one. A mount must be at least one size larger than its rider, so a Large dire wolf can carry a Medium or Small rider. That makes it the natural mount for a hobgoblin scout or a Medium cavalry unit, where a regular wolf only carries Small riders like goblins. A worg is the intelligent alternative: CR 1/2, Large, and it speaks Goblin and Worg.
Dire Wolf Encounter Ideas
The outriders. Two hobgoblin scouts on dire wolves are carrying a sealed message from a raiding camp to their warlord across a valley. They move 50 feet a round and can Dash to 100, so the party can't catch them by running. They have to set an ambush on the one ford in the valley, or find a way to make the wolves stop. If the riders go down, the wolves keep fighting for a round and then bolt home, which leads the party straight to the camp.
The alpha in the trap. A trapper has caught a huge dire wolf in an iron leg trap and wants help skinning it. The party hears the rest of the pack in the trees. Freeing the wolf with Animal Friendship or a calm Animal Handling check earns the pack's tolerance in this forest for the rest of the campaign. Killing it means the pack hunts the trapper's village that winter.
The frozen lake. A pack of three dire wolves drives a herd of elk onto a frozen lake at dusk, just as the party is crossing. The ice is thick enough for people but cracks under anything Large that runs. Every knockdown sends someone sliding, and every round of fighting near the wolves risks the ice giving way under them, and under the party.
Frequently Asked Questions
What CR is a dire wolf in 5e?
A dire wolf is CR 1 (200 XP) in both the 2014 and 2024 rules. It has AC 14 in both. The 2014 dire wolf has 37 hit points and the 2024 dire wolf has 22.
Why does the 2024 dire wolf have less HP?
The 2024 rules rebuilt it with 3d10 + 6 hit points (22) instead of 5d10 + 10 (37), and changed its bite to 1d10 + 3. In exchange, its bite knocks any Large or smaller creature prone without a saving throw. Its CR stayed at 1.
Can a druid Wild Shape into a dire wolf?
Yes, from druid level 8 in both the 2014 and 2024 rules, when CR 1 beast forms become available. The non-SRD Circle of the Moon subclass gets access earlier.
Can you ride a dire wolf in 5e?
Yes. A dire wolf is Large, and a mount must be at least one size larger than its rider, so it can carry Medium and Small riders. It still needs to be willing, through training, magic like Animal Friendship, or a deal.
What's the difference between a dire wolf, a worg and a winter wolf?
A dire wolf (CR 1) is a big animal. A worg (CR 1/2) has fewer hit points (26) and the same 2014 bite, but it's intelligent, neutral evil and speaks Goblin and Worg. A winter wolf (CR 3) has 75 hit points, a stronger bite and a 4d8 cold breath. If the party tames one and you want to remember its name three months from now, Loreify can record your sessions and keep the details.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.