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Wolfen in D&D
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<blockquote data-quote="Psion" data-source="post: 2372887" data-attributes="member: 172"><p>DIRE WOLF MANIMAL</p><p>Large Monstrous Humanoid</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft. (10 squares)</p><p>Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +6/+17 </p><p>Attack: Bite +13 melee (1d8+10) </p><p>Full Attack: Bite +13 melee (1d8+10) </p><p>Space/Reach: 10 ft./10 ft. </p><p>Special Attacks: Trip </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +5, Ref +7, Will +6 </p><p>Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 14 </p><p>Skills: Hide +5, Listen +6, Move Silently +6, Spot +6, Survival +4* </p><p>Feats: Alertness, Run, TrackB, Weapon Focus (bite) </p><p>Environment: Temperate forests </p><p>Organization: Solitary or pack (5-8) </p><p>Challenge Rating: 3 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: 7-18 HD (Large) </p><p>Level Adjustment: (your call; I’d say 2 or 3 with that strength)</p><p></p><p>(Insert your behavior text here)</p><p></p><p>The manimal has the weapon and armor proficiencies of creatures of the monstrous humanoid type.</p><p></p><p>Animal Blood (Ex): A manimal counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. It is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell’s level + caster’s appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 manimal’s HD plus manimal’s Charisma modifier. Success renders the manimal immune to that particular effect for 24 hours. Awaken animal has no effect on a manimal.</p><p></p><p>Trip (Ex): A dire wolf manimal that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf manimal.</p><p></p><p>Skills: A dire wolf manimal has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.</p><p></p><p>*It also has a +4 racial bonus on Survival checks when tracking by scent.</p></blockquote><p></p>
[QUOTE="Psion, post: 2372887, member: 172"] DIRE WOLF MANIMAL Large Monstrous Humanoid Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +6/+17 Attack: Bite +13 melee (1d8+10) Full Attack: Bite +13 melee (1d8+10) Space/Reach: 10 ft./10 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +7, Will +6 Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 14 Skills: Hide +5, Listen +6, Move Silently +6, Spot +6, Survival +4* Feats: Alertness, Run, TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary or pack (5-8) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 7-18 HD (Large) Level Adjustment: (your call; I’d say 2 or 3 with that strength) (Insert your behavior text here) The manimal has the weapon and armor proficiencies of creatures of the monstrous humanoid type. Animal Blood (Ex): A manimal counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. It is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell’s level + caster’s appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 manimal’s HD plus manimal’s Charisma modifier. Success renders the manimal immune to that particular effect for 24 hours. Awaken animal has no effect on a manimal. Trip (Ex): A dire wolf manimal that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf manimal. Skills: A dire wolf manimal has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. [/QUOTE]
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