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Half Wolf, Half Winter Wolf, and animal companion to Finn Underbow.



As a ranger Finn sometimes prefers the company of animals to humans. His second such animal companion was a wolf. It was killed by a band of hobgoblins during an adventure. Finn and his companions were able to dispatch the goblins and get justice for the raven. As fate would have it, this battle was witnessed by a pack of Winter wolves. Seems the wolves were also being hunted by the hobgoblins. Their leader Gunnolf, offered his son Odolf as Finn's new animal companion.

During one of their adventures, the party saved a bronze dragon named Ragotharn. The dragon granted all of his saviors a boon. Odolf's was to become awakened. He is now intelligent and can speak common.


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Finn's new animal companion is Odolf, a white-grey wolf. He is the son of Gunnolf, the winter wolf. He is bigger and sturdier than many of his timber wolf kin; he has an extra hit die (d10; also represented by boosting the 4x to 5x for the Ranger's Companion class feature) and cold resistance. He's also smarter, with an Intelligence of 5, rather than the 3 of normal wolves. Intelligence was again boosted to when he was awakened by Ragotharn.


Medium Beast, chaotic good

Armor Class 16 (natural armor)
Hit Points 35 (3d8+1d10+2)
Speed 40 ft.

12 (+1) 15 (+2) 12 (+1) 10 (0) 12 (+1) 6 (-2)

Skills Perception +6, Stealth +7
Senses passive Perception 16
Languages -
Challenge 1/4 (50 xp)

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

Pack Tactics. Odolf has advantage on attack rolls against a creature if at least one of the Wolf's allies is within 5 feet of the creature and isn't incapacitated.

Cold Resistance. Cold damage dealt to Odolf is halved.

Ranger's Companion. Add Finn's proficiency bonus to Odolf's AC, attack rolls, damage rolls, saving throws, and skills he's proficient in (included in stat block). Maximum hit points equal normal maximum or 5x Finn's level (boosted due to breeding); whichever is higher.


Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., on e target.
Hit: 7 (2d4 +5) piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone.