Wolfengaunt
A lean, semi-upright body of this creature is solid black, with only a pair of red eyes and standing out in its wolf-headed silhouette.
CR 2; XP 600
CE Medium Monstrous Humanoid
Init +2; Senses darkvision 60 ft., scent; Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +5, Will +4
Offense
Speed 40 ft.
Melee 2 claws +5 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks group charge, pounce, solitary rage
Statistics
Str 14, Dex 14, Con 14, Int 11, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative
Skills Climb +8, Intimidate +11, Perception +11, Stealth +8; Racial Modifier +4 Intimidate, +4 Perception
Languages Understand Common and Sylvan; communicate with each other via non-articulated howls
SQ relentless tracking
Ecology
Environment temperate forests and mountains
Organization single, pair, or a pack (3–12)
Treasure standard
Special Abilities
Group Charge (Ex) Wolfengaunts are quite capable at working together. They can charge through the squares occupied by their pack mates, and they can ignore squares occupied by pack mates when determining the closest space from which they can attack the opponent.
Relentless Tracking (Ex) Wolfengaunts can track using Perception instead of Survival, suffering no penalties for moving at full speed. They also gain +2 bonus for each nearby pack member (maximum +10), counting each pack as providing aid without need for a separate skill check.
Solitary Rage (Ex) A pack-less wolfengaunt has no support of its kin, and its mind deteriorates, allowing it to draw an extra burst of strength from time to time. It can rage (+2 morale bonus to Strength and Constitution, +1 morale bonus to Will saves, and –2 penalty to AC, can't use abilities relying of patience or concentration) for up to 10 rounds per day.
When the world was young, and the moon was so close to the world, you could reach it while standing on the highest mountains, there were many peoples, and tribes, and packs roaming the land. They fared far and wide, and met different spirits which bestowed their blessing and curses on the peoples, the tribes, and the packs, sometimes directed by great wisdom, sometimes according to their inscrutable whims. The spirits bestowed gifts of fur, fang, and howl on wolves, and gifts of hands, voice, and fire on men, but some people and wolves got envious of the gifts the other received. Some vile men stole the gifts of fur, fang, and howl, to become the first werewolves, and some packs of particularly vicious wolves ambushed men, slaughtered them, and took their gifts for themselves thinking they will be twice as powerful. Soon they discovered, that the spirit gifts were not to be stolen from others with impunity, though. The wolves who stole mens' gifts found their wolfish jaws were unable to use the gift of speech, and yet, they become weakened and misshapen and no longer could be used for biting, not in combat, depriving them of their own gift of fangs. The gift of fire burned them until they became black as charcoal and they had to throw it away. They kept the gift of hands, but they were too clumsy and too burned to use it to make tools. They fled into the night, bearing anger and hatred for both men and wolves.
Wolfengaunt Alphas (CR 3) are wolfengaunts with the giant template and +2 increase to their Wisdom and Charisma. They gain one teamwork feat as a bonus feat and share it with the members of their packs. A solitary wolfengaunt alpha can use its solitary rage for 2 more rounds per day, and gains temporary hit points equal to its Constitution bonus at the beginning of each round while it rages; those points don't stack.
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