AarrrrrroooooOOOOoooOOoooo!!!!!

BOZ

Creature Cataloguer
ok, in keeping with halloween and all that, and by request from krishnath awhile back, here are the dread wolf, vampiric wolf, and stone wolf! enjoy! :)
 

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DREAD WOLF

DREAD WOLF
Small Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2 (Dex)
Speed: 50 ft
AC: 14 (+1 size, +2 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d10+1 and disease
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Disease, trip
Special Qualities: Undead, regeneration 3, electricity resistance 10, immunities, link, scent
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 13, Dex 15, Con ---, Int 10, Wis 12, Cha 7
Skills: Climb +5, Hide +7, Jump +5, Listen +9, Move Silently +7, Search +4, Spot +7, Wilderness Lore +5 *
Feats: Alertness, Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Pack (3-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium-Size)

Dread wolves are awful undead wolves, originally created by an evil renegade wizard. Word of their creation spread quickly and they are now in wide use among powerful evil wizards.
These magically created undead begin to decay soon after they are created. Their fur falls out in clumps and their bodies have such an awful stink that they can be smelled 120 feet downwind. Dread wolves are usually 2 – 4 feet in length.

COMBAT
Dread wolves bite and tear with fangs like living wolves, with normal pack tactics. If they are within the special link of their wizard, the pack will fight under his direction.
Disease (Ex): Dead wolves carry a nasty rotting disease that infects bitten opponents. If the victim fails a Fortitude save (DC 13) he will lose 1 hit point one hour after the bite, and every hour thereafter until he dies. If treated by someone with the Heal or Profession (herbalist) skill, the victim gains a +2 to the saving throw. This disease can be cured by cure disease or more powerful spells.
Trip (Ex): A dread wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack or opportunity. If the attempt fails, the opponent cannot react to trip the dread wolf.
Undead: Immune to mind-influencing effects (except as below), poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Regeneration (Su): Acid and fire deal normal damage to a dread wolf, and total dismemberment will also defeat its regeneration. Total dismemberment occurs when the dread wolf reaches –25 or fewer hit points. This creature can continue to fight until it reaches –10 hit points, at which point it will goes down until it regenerates back up to 0 hit points.
Immunities (Ex): Dread wolves are immune to cold and hold spells.
Link (Su): A pack of dread wolves and their creator share a supernatural link that extends up to 50 miles away from the wizard. The dread wolves can travel within this range and still be in communication with their creator. Within this distance, they are directly under control of the wizard, who can see and hear everything they experience.
If the wolves venture outside of the range of this link, they lose contact with their creator and immediately seek to regain contact with him. They can be ordered to travel beyond this range, and can be given a short set of commands (30 words at most), which they will travel any distance and make every effort to fulfill. Though they normally keep no treasure, their master may order them to hold anything they can carry in their mouths.
A wizard may not attempt to create a second pack of dread wolves while he still has the first, and may not transfer control of his wolves to anyone else. Attempting either of these actions causes the magic animating them to cease, and the bodies of the wolves to be permanently destroyed.
Skills: * Dread wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.


CREATING A DREAD WOLF
Dread wolves can only be created by wizards of 9th-level or greater. They are created as a whole pack all at once, and there must be between 3 and 12 fresh wolf carcasses present at the creation. The spellcaster speaks an incantation over the wolves that combines specially modified versions of animate dead and dismissal, and requires the wizard to summon an undead shadow. When the shadow appears, the magic of the incantation breaks the shadow up into equal parts which are then infused into the wolves, reanimating them as dread wolves.
If the hour-long ritual is interruption, the raw energy of the split-apart shadow are unleashed, dealing 3d10 points of negative energy damage to the caster. If the ritual is undisturbed, the wizard will have a dread wolf pack as servants, with the special link as described above.
For some unknown reason, this ritual will not work on any other canines or animals, except for wolves of any type. A wizard who attempts this spell on dogs or any other species of canine suffers damage as if the spell were interrupted, as above.

The dread wolf first appeared in DRAGON Magazine #174 (“Cry Wolf!”, Tim Malto). It later appeared in Monstrous Compendium Annual One (1994).
 

VAMPIRIC WOLF

VAMPIRIC WOLF
Small Undead
Hit Dice: 6d12 (39 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: 60 ft
AC: 18 (+1 size, +4 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 3d4+6 and fall
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Cause fall, improved grab
Special Qualities: Undead, vampiric regeneration, damage reduction 15/silver, scent
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 18, Dex 19, Con ---, Int 6, Wis 14, Cha 10
Skills: Hide +6, Jump +8, Listen +12, Move Silently +8, Spot +10, Wilderness Lore +6 *
Feats: Alertness, Improved Initiative

Climate/Terrain: Any land and underground
Organization: Pack (3-18)
Challenge Rating: 6
Treasure: None
Alignment: Always evil (as creator)
Advancement: 7-12 HD (Small); 13-18 HD (Medium-Size)

Vampiric wolves are the result of foul ceremonies used by evil clerics on normal wolf pups. These undead wolves are always black from head to toe, with feral eyes that glow a dark orange. When they have fed on blood within the last 12 hours, their eyes glow a deep red instead. Vampiric wolves are small than most wolves (2 – 3 1/2 feet overall), their growth stunted as a result of the process that created them.
Vampiric wolves treat the cleric that created them as the leader of their pack, and he has complete control over them. Any other being or create that attempts to command them will be attacked unless allowed to live by the cleric. The wolves can understand short, simple phrases, and will do their best to follow the commands even when left alone for long periods. The cleric must be careful never to show weakness in front of the pack, as they may turn on him and run free. Vampiric wolves are often used by the cleric as guards for treasure, or concealed portals.

COMBAT
Vampiric wolves hunt in the same manner as a pack of normal wolves. If a wolf is able to trap its victim on the ground, it will try to bite and grasp the victim’s arm to prevent him from using a weapon. When a victim is helpless and dying, the members of the pack will close in and drink the victim’s spilled blood. These wolves are not restricted from moving about in daylight, but normally chose not to do so.
Cause Fall (Ex): When a vampiric wolf successfully bites a running or standing victim, she must succeed at a Reflex save (DC 17) or fall prone to the ground.
Improved Grab (Ex): To use this ability, the dread wolf must hit with a bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Vampiric Regeneration (Su): Vampiric wolves heal quickly by drinking the blood of their victims. For each hit point of damage a vampiric wolf does with its bite attack, it regains 1 hit point.
Light Sensitivity (Ex): Vampiric wolves suffer a –2 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Skills: * Vampiric wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.


CREATING A VAMPIRIC WOLF
These wolves are transformed into undead by a corrupting ceremony performed by an evil priest of 9th level or higher. The cleric must capture 3-18 wolf pups that are close to being weaned, but have not yet tasted raw meat.
Once he has the proper pups, the cleric performs a ritual using magic that is essentially the opposite of an atonement spell. Every day for three months, he must hand-feed them food that contains either a few drops of human blood, or dust from a dead vampire that has had the bane spell cast upon it, or the pups will die. At the end of these three months, the pups are fully grown. To complete the ritual, the cleric must then slay the wolves with poison, and they will then arise as vampiric wolves. If they are not slain in this way at the proper time, they must each make a Will save (DC 18) or die; success results in the wolves living out the rest of their days as weak, but abnormally bloodthirsty, normal wolves.

The vampiric wolf first appeared in DRAGON Magazine #174 (“Cry Wolf!”, Tim Malto). It later appeared in Monstrous Compendium Annual One (1994).
 

STONE WOLF

STONE WOLF
Medium-Size Construct
Hit Dice: 5d10 (27 hp)
Initiative: +1 (Dex)
Speed: 25 ft
AC: 20 (+1 Dex, +9 natural)
Attacks: Bite +7 melee
Damage: Bite 2d4+6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Pounce, camouflage
Special Qualities: Construct, half damage from slashing and piecing, immune to cold, fire resistance 10, electricity resistance 15, eyes (vulnerability), stone form (vulnerability)
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 19, Dex 12, Con ---, Int 2, Wis 12, Cha 6
Skills: Hide +5, Listen +5, Spot +5

Climate/Terrain: Any land and underground
Organization: Pack (1-4)
Challenge Rating: 1
Treasure: None (see below)
Alignment: Always neutral
Advancement: 6-10 HD (Medium-Size); 11-15 HD (Large)

A stone wolf appears as a wolf carved out of a solid block of stone. No two stone wolves look the same, though they all have white-hot fire opals for eyes. Stone wolves are 5 – 6 feet in length.

COMBAT
A stone wolf’s preferred tactic is to lie silently and unmoving, pretending to be a statue, and attack enemies with surprise. Stone wolves always hear the call of their creator, and return to him immediately if he calls.
Pounce (Ex): If a stone wolf leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If the wolf scores a critical hit on a pounce attack, it pins its opponent and deals an extra 1d6 points of crushing damage per round. The stone wolf gains a +4 bonus to its attack roll every round until its victim escapes.
Camouflage (Ex): A motionless stone wolf looks so much like a statue that it will usually go unnoticed. It can only be detected on a successful Spot check (DC 20) or by the stonecutting ability of dwarves. On the first round of combat, a stone wolf always gains a +4 bonus to initiative if it was motionless before the combat.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Half Damage From Piercing and Slashing (Ex): Piercing and slashing weapons deal only half damage to a stone wolf, with a minimum of 1 point of damage.
Eyes (Ex): If both of the stone wolf’s fire-opal eyes are smashed, the wolf is immediately destroyed. If an attacking character makes a called shot on the stone wolf’s eyes he can smash one of the eyes, imposing a –4 attack penalty on the wolf’s blind side. If the character scores a critical hit, he smashes both eyes.
Stone Form (Ex): The stone form of a stone wolf causes certain spells to affect it in unexpected ways when it fails its saving throw. Stone to flesh causes the stone wolf to become a normal wolf. Transmute rock to mud destroys it instantly, turning into a pile of mush. If the earthquake spell is centered on the stone wolf, it suffers 6d8 points of damage (Will save for half). If a move earth spell is centered on a stone wolf, it turns into a statue permanently if it fails a Will save. Wall of stone will use the stone wolf’s mass to create the wall, if it fails a Will save, destroying it utterly.
Skills: Stone wolves receive a +4 racial bonus to Hide, Listen, and Spot checks.


CREATING A STONE WOLF
Stone wolves can only be created by wizards of 9th level or higher. The wizard must form up to four large, purified lumps of clay, and embed a wolf skull and two fire opals worth 1,000 gp each inside each of the lumps of clay. The wizard must prepare special variants of the stone shape and animate dead spells which he will cast on these lumps; the former spell is cast on the first day of the ritual, and the latter on the next day. The wizard must not cast any other spells in between the two castings, or the ritual will fail.
After the stone shape is cast, the lumps of clay take on the shape of wolves and begin to harden, and the eyes start to glow. After animate dead is cast on them, the stone wolves will be fully formed unsleeping guardians that will guard any room or item the wizard chooses.

The stone wolf first appeared in DRAGON Magazine #174 (“Cry Wolf!”, Tim Malto). It later appeared in Monstrous Compendium Annual One (1994).
 

<Bursts in wielding two silver katanas>
O.K. where's that werewolf...
<Blinks>
oh...
<Put's the swords away>
Ahem, So anyways...
Boz: Aren't the two undead wolves supposed to be medium-sized? Great work never the less... My players are going to be so freaked when they meet these babies... :D
 



i did debate that one myself, but the original text has them both at being under 4 feet in length. i thought about saying "ah screw it" and make em M size, but i guess i wanted to maintain the original integrity. ;)

what say you all, should i be a rebel and make them the same size as standard MM wolves?


other than that, what do you think of them? were they what you were looking for krish? :)
 

They ROCK! But they should be medium-size, makes more sense. And they're more frightening as medium-size creatures (make sure they can advance to large size :D)

Later,
 

glad you like em. i guess the consensus is to make em medium-size, so that's what i shall do. :)

as soon as the creature catalog returns to us, these wolves will be posted...
 

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