Wild Shape form · 2024 and 2014 rules
Dire Wolf
Dire Wolf is a CR 1 Large Beast. In the 2024 rules, a Circle of the Moon druid can take it from level 3, and any other druid from level 8. In the 2014 rules, a Circle of the Moon druid can take it from level 2, and any other druid from level 8.
2024 rules · 5.5e
In the 2024 rules, a Circle of the Moon druid can take it from level 3, and any other druid from level 8.
- Armor Class
- 16 (13 + WIS)Circle Forms beats the beast’s 14
- Hit Points
- Your own + 9 temporary3 × level when you transform
- Attacks
- Bite +5, 1d10+3The beast’s own bonuses, as printed
With Wisdom 16, at the first level a Moon druid can use it with Circle Forms.
- Armor Class
- 14The beast’s own armor
- Hit Points
- Your own + 8 temporaryYour level when you transform
- Attacks
- Bite +5, 1d10+3The beast’s own bonuses, as printed
Temporary hit points grow with your level; everything else stays the same.
Dire Wolf
Large Beast · CR 1
- Fast
- Pack Tactics
- Knocks Prone
- Keen Senses
- Darkvision
- High AC
Armor Class14
Hit Points22 (3d10+6) A druid never takes this pool in the 2024 rules: Wild Shape gives temporary hit points instead.
Speed50 ft
- STR17+3
- DEX15+2
- CON15+2
You keep your own Intelligence, Wisdom and Charisma, and your skill and saving throw proficiencies.
SensesDarkvision 60 ft., Passive Perception 15
SkillsPerception +5, Stealth +4
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: d20 +5 · Reach 5 ft.
Damage: 1d10+3 Piercing (average 8)
On hit: If the target is a Large or smaller creature, it has the Prone condition.
2014 rules · 5e
In the 2014 rules, a Circle of the Moon druid can take it from level 2, and any other druid from level 8.
- Armor Class
- 14 (natural armor)The beast’s own armor
- Hit Points
- 37 (5d10+10)The beast’s pool. At 0 you change back, and leftover damage carries to your own
- Attacks
- Bite +5, 2d6+3The beast’s own bonuses, as printed
In the 2014 rules the beast’s Armor Class and hit points are the same for every Circle.
Dire Wolf
Large Beast · CR 1
- Fast
- Keen Senses
- Pack Tactics
- Knocks Prone
- High AC
Armor Class14 (natural armor)
Hit Points37 (5d10+10) In the 2014 rules this pool is yours while transformed.
Speed50 ft
- STR17+3
- DEX15+2
- CON15+2
You keep your own Intelligence, Wisdom and Charisma, and your skill and saving throw proficiencies.
SensesPassive Perception 13
SkillsPerception +3, Stealth +4
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 feet of the creature and the ally isn’t incapacitated.
Actions
Bite
Melee attack: d20 +5 · Reach 5 ft.
Damage: 2d6+3 Piercing (average 10)
On hit: If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Stat blocks from SRD 5.2.1 and SRD 5.1 (CC BY 4.0), with the official 2014 errata where it applies. Circle of the Moon rules are summarized from the Player’s Handbook. Armor Class and hit points are worked out by the same rules engine as the Beastform app.