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<blockquote data-quote="Faolyn" data-source="post: 8861101" data-attributes="member: 6915329"><p>This next monster, perhaps appropriately (considering the Dragonlance book being released), comes from Krynn—specifically from the novel <em>The Legend of Huma</em>. It’s the <strong>dread wolf</strong>, an intelligent undead wolf who does the bidding of their master. The flavor text says that the dread wolf can be the eyes and ears of their creator, and apparently they can be telepathically controlled by their master, although there’s no mechanics for it. </p><p></p><p>Creating a dread wolf requires the spells <em>animate dead, summon shadow, </em>and <em>dismissal.</em> Most undead and constructs back in 1e and 2e (and maybe 3x, I don't remember) required a bunch of spells in order to create them. And you know, that's something I'd like to see again in D&D and Level Up: spell combinations that can be turned into a ritual that has a greater effect. [USER=29665]@timespike[/USER], I summon thee! You've already done the multiclass spells; I bet you could do this as well.</p><p></p><p>AD&D, lemme tell you. They either had the most excruciatingly detailed rules and sub-systems, or just hints of cool things with no mechanics at all.</p><p></p><p>[ATTACH=full]269769[/ATTACH]</p><p><span style="font-size: 15px">Art by Terry Pavlet</span></p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Dread Wolf</span></span></strong></p><p>Cry Wolf!, Dragon Magazine #174</p><p>Created by Tim Malto and Richard A. Knaak</p><p></p><p>Dread wolves look like zombies—half-rotted and covered in bare hide and clumps of matted fur, and smelling like the foulest death—but they are actually intelligent, cunning undead. A pack of dread wolves fights as one, working together to take down even powerful foes.</p><p></p><p><strong><em>Controlled Undead. </em></strong>Only a powerful necromancer can bring a dread wolf in to existence—or rather a dread wolf <em>pack</em>, as the spells needed to create them work best on groups of dread wolves. They are created by binding undead shadows into the corpses of a pack of dead wolves. The binding ritual also allows their creator to look through the pack’s eyes and even to control them telepathically. Perhaps fortunately for everyone else, the necromancer’s range is limited to within 50 miles, they can’t create or control more than one pack of dread wolves at a time, and they can't end their bond to the pack or transfer "ownership" of the pack to another person--doing so causes the pack to immediately die and crumble into gore. The creator <em>can</em>, however, add to their existing pack, one dread wolf at a time.</p><p></p><p><strong><em>Rotting Death. </em></strong>Dread wolves slobber and froth as if rabid, but their bit transmits a rotting disease rather than rabies. Those who succumb to the bite have their flesh quickly rot away, and even those who manage to survive often suffer from terrible scarring and life-long pain. Those who die, however, are doomed to be transformed into the very shadows that were used to animate the wolves.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Religion check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Dread wolves are undead creatures under the control of a powerful necromancer.</p><p></p><p><strong>DC 15.</strong> Surprisingly intelligent, dread wolves travel in large packs and unrelentingly hunt their prey. Their bite conveys a nasty, rotting disease.</p><p></p><p><strong>DC 20.</strong> The dread wolves’ creator can look through their eyes and even take control of an entire pack, directing their actions from afar.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> any</p><p></p><p><strong>CR 3-4</strong> 3-4 dread wolves</p><p></p><p><strong>CR 5-10</strong> dread wolf pack</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Wolf howls in the night.</p><p>2. Wolf pawprints, with droplets of old blood in them.</p><p>3. A humanoid corpse, torn to shreds but not eaten; other animals will not scavenge from it.</p><p>4. Tufts of fur and rotten flesh caught on thorns and branches.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Chasing humanoid prey over long distances.</p><p>2. Dragging something—or someone—back to their master’s lair.</p><p>3. Acting in a very uniform and direct manner; being actively controlled by their creator.</p><p>4. Attacking on sight.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Dread Wolf</span></span></strong></p><p><strong>Medium undead</strong></p><p>Challenge 1 (200 XP)</p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 30 (4d8+12; bloodied 15)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +4</p><p><strong>Damage Resistances</strong> lightning</p><p><strong>Damage Immunities</strong> cold, necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, paralysis, poisoned stunned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> understands its creator’s languages but can’t speak</p><p><strong><em>Keen Hearing and Smell. </em></strong>The dread wolf has advantage on Perception checks that rely on hearing and smell.</p><p><strong><em>Pack Tactics. </em></strong>The dread wolf 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 not incapacitated.</p><p><strong><em>Regeneration. </em></strong>The dread wolf regains 5 hit points at the start of its turn. If the wolf takes fire or radiant damage, this trait doesn’t function on its next turn. The wolf dies only if it starts its turn with 0 hit points and doesn’t regenerate.</p><p><strong><em>Stench. </em></strong>A creature that starts its turn within 5 feet of the dread wolf must make a DC 13 Constitution saving throw. On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any dread wolf’s Stench for 24 hours.</p><p><strong><em>Turning Defiance. </em></strong>The dread wolf has advantage on saving throws against being turned if it is within 5 feet of another dread wolf.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) piercing damage plus 7 (2d6) necrotic damage., and if the target is a creature, it must make two saving throws. The first is a DC 12 Strength saving throw. On a failure, the target falls prone. The second is a DC 13 Constitution saving throw. On a failure, the target catches a rotting disease and its hit point maximum is reduced by 1. As long as it is diseased, then at the end of every hour, the creature must make a new Constitution saving throw. On a failure, its hit point maximum is reduced by 1, and it this reduces the creature’s hit point maximum to 0, the creature dies and its spirit rises as a free-willed <strong>shadow</strong> 1d4 hours later, the corpse no longer casts a shadow, and the target can’t be raised until the new shadow is destroyed.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Dread wolves fight like any living wolves do, but unless they are being actively controlled by their creator, they fight to the death.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Dread Wolf Pack</span></span></strong></p><p><strong>Large squad of Medium undead</strong></p><p>Challenge 9 (200 XP)</p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 150 (20d8+60; bloodied 75)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Perception +6</p><p><strong>Damage Resistances</strong> lightning</p><p><strong>Damage Immunities</strong> cold, necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, paralysis, poisoned stunned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 16</p><p><strong>Languages</strong> understands its creator’s languages but can’t speak</p><p><strong><em>Area Vulnerability.</em></strong> The pack takes double damage from any effect that targets an area.</p><p><strong><em>Pack Dispersal.</em></strong> When the pack is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.</p><p><em><strong>Pack</strong></em><strong><em>.</em></strong> The pack is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The pack can move through any opening large enough for one base creature without squeezing.</p><p><strong><em>Keen Hearing and Smell. </em></strong>The dread wolf has advantage on Perception checks that rely on hearing and smell.</p><p><strong><em>Pack Tactics. </em></strong>The dread wolf pack has advantage on attack rolls as long as it isn’t bloodied.</p><p><strong><em>Regeneration. </em></strong>The dread wolf pack regains 20 hit points at the start of its turn. If the pack takes fire or radiant damage, this trait doesn’t function on its next turn. The pack dies only if it starts its turn with 0 hit points and doesn’t regenerate.</p><p><strong><em>Stench. </em></strong>A creature that starts its turn within 10 feet of the dread wolf must make a DC 15 Constitution saving throw. On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any dread wolf’s Stench for 24 hours.</p><p><strong><em>Turning Defiance. </em></strong>The dread wolf pack has advantage on saving throws against being turned as long as it isn’t bloodied.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>19 (5d6+2) piercing damage plus 35 (10d6) necrotic damage, and if the target is a creature, it must make two saving throws. The first is a DC 14 Strength saving throw. On a failure, the target falls prone. The second is a DC 15 Constitution saving throw. On a failure, the target catches a rotting disease and its hit point maximum is reduced by 5 (2d4). As long as it is diseased, then at the end of every hour, the creature must make a new Constitution saving throw. On a failure, its hit point maximum is reduced by 5 (2d4), and it this reduces the creature’s hit point maximum to 0, the creature diesand its spirit rises as a <strong>shadow</strong> the following night.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8861101, member: 6915329"] This next monster, perhaps appropriately (considering the Dragonlance book being released), comes from Krynn—specifically from the novel [I]The Legend of Huma[/I]. It’s the [B]dread wolf[/B], an intelligent undead wolf who does the bidding of their master. The flavor text says that the dread wolf can be the eyes and ears of their creator, and apparently they can be telepathically controlled by their master, although there’s no mechanics for it. Creating a dread wolf requires the spells [I]animate dead, summon shadow, [/I]and [I]dismissal.[/I] Most undead and constructs back in 1e and 2e (and maybe 3x, I don't remember) required a bunch of spells in order to create them. And you know, that's something I'd like to see again in D&D and Level Up: spell combinations that can be turned into a ritual that has a greater effect. [USER=29665]@timespike[/USER], I summon thee! You've already done the multiclass spells; I bet you could do this as well. AD&D, lemme tell you. They either had the most excruciatingly detailed rules and sub-systems, or just hints of cool things with no mechanics at all. [ATTACH type="full"]269769[/ATTACH] [SIZE=4]Art by Terry Pavlet[/SIZE] [B][SIZE=6][COLOR=rgb(65, 168, 95)]Dread Wolf[/COLOR][/SIZE][/B] Cry Wolf!, Dragon Magazine #174 Created by Tim Malto and Richard A. Knaak Dread wolves look like zombies—half-rotted and covered in bare hide and clumps of matted fur, and smelling like the foulest death—but they are actually intelligent, cunning undead. A pack of dread wolves fights as one, working together to take down even powerful foes. [B][I]Controlled Undead. [/I][/B]Only a powerful necromancer can bring a dread wolf in to existence—or rather a dread wolf [I]pack[/I], as the spells needed to create them work best on groups of dread wolves. They are created by binding undead shadows into the corpses of a pack of dead wolves. The binding ritual also allows their creator to look through the pack’s eyes and even to control them telepathically. Perhaps fortunately for everyone else, the necromancer’s range is limited to within 50 miles, they can’t create or control more than one pack of dread wolves at a time, and they can't end their bond to the pack or transfer "ownership" of the pack to another person--doing so causes the pack to immediately die and crumble into gore. The creator [I]can[/I], however, add to their existing pack, one dread wolf at a time. [B][I]Rotting Death. [/I][/B]Dread wolves slobber and froth as if rabid, but their bit transmits a rotting disease rather than rabies. Those who succumb to the bite have their flesh quickly rot away, and even those who manage to survive often suffer from terrible scarring and life-long pain. Those who die, however, are doomed to be transformed into the very shadows that were used to animate the wolves. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Religion check, the characters can learn the following: [B]DC 10.[/B] Dread wolves are undead creatures under the control of a powerful necromancer. [B]DC 15.[/B] Surprisingly intelligent, dread wolves travel in large packs and unrelentingly hunt their prey. Their bite conveys a nasty, rotting disease. [B]DC 20.[/B] The dread wolves’ creator can look through their eyes and even take control of an entire pack, directing their actions from afar. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] any [B]CR 3-4[/B] 3-4 dread wolves [B]CR 5-10[/B] dread wolf pack [B][SIZE=5]Signs[/SIZE][/B] 1. Wolf howls in the night. 2. Wolf pawprints, with droplets of old blood in them. 3. A humanoid corpse, torn to shreds but not eaten; other animals will not scavenge from it. 4. Tufts of fur and rotten flesh caught on thorns and branches. [B][SIZE=5]Behavior[/SIZE][/B] 1. Chasing humanoid prey over long distances. 2. Dragging something—or someone—back to their master’s lair. 3. Acting in a very uniform and direct manner; being actively controlled by their creator. 4. Attacking on sight. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Dread Wolf[/SIZE][/COLOR] Medium undead[/B] Challenge 1 (200 XP) [B]AC[/B] 13 (natural armor) [B]HP[/B] 30 (4d8+12; bloodied 15) [B]Speed[/B] 40 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 7 (-2) [B]WIS[/B] 14 (+2) [B]CHA[/B] 7 (-2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +4 [B]Damage Resistances[/B] lightning [B]Damage Immunities[/B] cold, necrotic, poison [B]Condition Immunities[/B] charmed, paralysis, poisoned stunned [B]Senses[/B] darkvision 60 ft., passive Perception 14 [B]Languages[/B] understands its creator’s languages but can’t speak [B][I]Keen Hearing and Smell. [/I][/B]The dread wolf has advantage on Perception checks that rely on hearing and smell. [B][I]Pack Tactics. [/I][/B]The dread wolf 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 not incapacitated. [B][I]Regeneration. [/I][/B]The dread wolf regains 5 hit points at the start of its turn. If the wolf takes fire or radiant damage, this trait doesn’t function on its next turn. The wolf dies only if it starts its turn with 0 hit points and doesn’t regenerate. [B][I]Stench. [/I][/B]A creature that starts its turn within 5 feet of the dread wolf must make a DC 13 Constitution saving throw. On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any dread wolf’s Stench for 24 hours. [B][I]Turning Defiance. [/I][/B]The dread wolf has advantage on saving throws against being turned if it is within 5 feet of another dread wolf. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) piercing damage plus 7 (2d6) necrotic damage., and if the target is a creature, it must make two saving throws. The first is a DC 12 Strength saving throw. On a failure, the target falls prone. The second is a DC 13 Constitution saving throw. On a failure, the target catches a rotting disease and its hit point maximum is reduced by 1. As long as it is diseased, then at the end of every hour, the creature must make a new Constitution saving throw. On a failure, its hit point maximum is reduced by 1, and it this reduces the creature’s hit point maximum to 0, the creature dies and its spirit rises as a free-willed [B]shadow[/B] 1d4 hours later, the corpse no longer casts a shadow, and the target can’t be raised until the new shadow is destroyed. [B][SIZE=5]Combat[/SIZE][/B] Dread wolves fight like any living wolves do, but unless they are being actively controlled by their creator, they fight to the death. [B][SIZE=7][COLOR=rgb(65, 168, 95)]Dread Wolf Pack[/COLOR][/SIZE] Large squad of Medium undead[/B] Challenge 9 (200 XP) [B]AC[/B] 13 (natural armor) [B]HP[/B] 150 (20d8+60; bloodied 75) [B]Speed[/B] 40 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 14 (+2) [B]CON[/B] 16 (+3) [B]INT[/B] 7 (-2) [B]WIS[/B] 14 (+2) [B]CHA[/B] 7 (-2) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 14 [B]Skills[/B] Perception +6 [B]Damage Resistances[/B] lightning [B]Damage Immunities[/B] cold, necrotic, poison [B]Condition Immunities[/B] charmed, paralysis, poisoned stunned [B]Senses[/B] darkvision 60 ft., passive Perception 16 [B]Languages[/B] understands its creator’s languages but can’t speak [B][I]Area Vulnerability.[/I][/B][I] [/I]The pack takes double damage from any effect that targets an area. [B][I]Pack Dispersal.[/I][/B][I] [/I]When the pack is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied. [I][B]Pack[/B][/I][B][I].[/I][/B][I] [/I]The pack is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The pack can move through any opening large enough for one base creature without squeezing. [B][I]Keen Hearing and Smell. [/I][/B]The dread wolf has advantage on Perception checks that rely on hearing and smell. [B][I]Pack Tactics. [/I][/B]The dread wolf pack has advantage on attack rolls as long as it isn’t bloodied. [B][I]Regeneration. [/I][/B]The dread wolf pack regains 20 hit points at the start of its turn. If the pack takes fire or radiant damage, this trait doesn’t function on its next turn. The pack dies only if it starts its turn with 0 hit points and doesn’t regenerate. [B][I]Stench. [/I][/B]A creature that starts its turn within 10 feet of the dread wolf must make a DC 15 Constitution saving throw. On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any dread wolf’s Stench for 24 hours. [B][I]Turning Defiance. [/I][/B]The dread wolf pack has advantage on saving throws against being turned as long as it isn’t bloodied. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]19 (5d6+2) piercing damage plus 35 (10d6) necrotic damage, and if the target is a creature, it must make two saving throws. The first is a DC 14 Strength saving throw. On a failure, the target falls prone. The second is a DC 15 Constitution saving throw. On a failure, the target catches a rotting disease and its hit point maximum is reduced by 5 (2d4). As long as it is diseased, then at the end of every hour, the creature must make a new Constitution saving throw. On a failure, its hit point maximum is reduced by 5 (2d4), and it this reduces the creature’s hit point maximum to 0, the creature diesand its spirit rises as a [B]shadow[/B] the following night. [/QUOTE]
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