Winter Argus and Scarsfell Wolves 5E Tactics

This post is intended in support of the recent Pendrake Encounters: Dead of Winter web supplement adventure which features these creatures and a dire wolf variant, the Scarsfell Wolf. While researching this, I couldn't seem to find any reference to tactics for wolves, dire wolves, and wargs so I'll comment on these at the end of the article.

Winter Argus

Let's start with the winter argus (MN5E, page 15), which on initial assessment looks a lot like the winter wolf (MM5E, page 340) in terms of similar CR3, Hit Dice, and an icy breath weapon. However, whereas the winter wolf is a neutral evil monstrosity, the argus is still considered a beast - from a tactical point of view, there is little difference, although there are some mechanical considerations.


A winter argus, as an unaligned animal is primarily motivated by food, whether it be hunting, acting as a watch beast for its masters (such as the Circle Orobouros), or defending its turf. It has a decent AC and 10 Hit Dice, with a higher than average 40 ft movement suggesting it will Dash away from combat as needed when moderately wounded (54 hit points or less, 70% of initial total). 

Looking at the ability contour, the high CON, and even STR and DEX combined with the flavor text suggest more of a skirmisher than a brute. Although its low INT suggests instinctive action, its WIS is high enough to avoid combat entirely unless at an advantage, and choose targets carefully. They have average CHA as opposed to a low score, but other than suggesting they are capable of leading other lupine creatures this adds little except a slightly better than terrible CHA save. 

Unlike the winter wolf, it does not have cold resistance or immunity but its Two Heads give it advantage on various Wisdom (Perception) checks and saving throws against various conditions. As a Medium, not a Large creature, the argus is harder to outflank than its counterpart.

Keen Tracker and Snow Camouflage combined with proficiency in Perception, Stealth, and Survival suggest the creature is an ambush predator, tracking and stalking its prey, preferring only to attack with surprise and when assured of a kill. Given the lack of other relevant passive traits or spellcasting, it then comes down to how a winter argus uses its limited Frost Breath (Recharge 5-6) trait vs its Multiattack and two Bites. Given the lack of a decent ranged attack, the creature aims to close by stealth within striking distance at less than 30 ft., allowing the use of its breath weapon or to rapidly enter melee with a single Move action.

Let's have a look at the Frost Breath then - it has a decent range of 30 ft. cone, can affect multiple creatures, and inflicts decent damage, which is dependent on a DEX save not an attack roll, so it would seem to be a preferred attack if there are more than two creatures facing it that can't be easily dealt with by its dual bite. Even with less than two opponents, if the argus finds itself without advantage to attacks, a Frost Breath at the limit of its range directed at even a single target followed by a Move to position itself out of melee range without its opponent Dashing is more effective in terms of damage output than a double bite attempt. Given this breath attack takes up to 3 rounds to recharge on average, the creature will close into melee if still healthy, reusing its breath when next able.  

Looking at the two Bites, the two heads allow it to attack two opponents at once but a more effective combination is to chain the bites on a single target - if the first bite is successful the opponent is subject to grappled and restrained (unable to move, attack rolls and DEX checks at disadvantage, attacks against the opponent at advantage), its second bite is likely to also be successful (and also grapple). I'm not clear on what it means to be "double grappled" so effectively the argus just keeps biting with its second head, most likely dragging its grappled prey away if possible at 20 feet per round if otherwise unhindered.

Oddly, the creature has the Pack Tactics trait. For a single argus, the trait has no effect on its tactics. The GM's Toolkit encounter tables suggest winter argus are encountered alone, which is at odds as then it can't use this trait, so I suspect this is an oversight given the trait is common to all wolves and encounters should be amended accordingly - a single argus is formidable but a pack or leading a pack like in the "Dead of WinterPendrake Encounter actually makes more sense. 

So let's have a look at what happens if we mix up the creatures into a pack...

Scarsfell Wolves

These creatures from "Dead of Winter" that accompany the winter argus appear to be reskinned dire wolves (MM5E, page 321)with almost identical statistics apart from minor variations - this is a pattern used by a lot of the less iconic Iron Kingdoms creatures and NPCs and one I use for my home games also. I've tidied up the stat block presented in the article using the great D&D 5E Statblock Generator for easy reference:


Of note, the only significant differences are:
  • AC is 13 instead of 14
  • Speed is reduced from 50 ft. to only 40 ft. (same as the winter argus
  • Addition of Snowy Camouflage
Unlike the argus, these wolves are brutes, with a higher STR but similar DEX and CON. Their mental characteristics are the same part from the lower CHA. As they have lower Hit Dice, they will flee at 22 hit points (70% of total) or if half their number are slain or driven off, using Dash and their high movement to escape. They act instinctively but have a high enough WIS to not attack foes unless they have an advantage (or are starving).

Their Snowy Camouflage, Perception, and Stealth similarly make them excellent ambush predators but as they are usually found in a pack, their Pack Tactics come into play. Their lack of Survival proficiency makes them less able to track quarry, giving good reason for them to be led by an argus as alpha.

As they lack Multiattack and just have a single attack, the wolves are much simpler other than making good use of Pack Tactics to gain advantage - this is no different to thugs or similar creatures that rely on getting in close and working as a group once they choose to attack.

Other Wolves

In the absence of Keith doing a specific post on dire wolves, the same tactics above can be used. 

Normal wolves (MM5E, page 341) have higher DEX relatively and much lower hit points due - this makes them skirmishers who readily turn tail if they are only moderately wounded down to 7hp.

Worgs (MM5E, page 341) are neutral evil monstrosities, have darkvision, and lack Stealth proficiency - they are still brutes but lack the Pack Tactics of most other wolf-like creatures and associate with goblins. They don't exist in the Iron Kingdoms.   

The Wolves of Dead of Winter

In the scenario, there are several groups of wolves and then the final encounter with the winter argus and the alpha scarsfell wolf. The above tactics work fine for just the wolves, but the combination with the argus deserves specific discussion.

Like all wolves, both these creatures have Pack Tactics, which a lone argus can't normally take advantage of. Although both operate on instinct, the alpha wolf will circle around to take advantage of this and provide advantage in return to the argus. While its cousin is present, the argus may find it difficult to use its Frost Breath effectively, so employs it early before engaging if at all.   









 










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