2023-07-09

Fantasy Monster: Wolfraith

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Wolfraith

An utterly black wolf with red-shining eyes full of twisted intelligence.

CR 7; XP 800
CE Medium Magical Beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13

Defense
AC 20, touch 17, flat-footed 16 (+3 deflection, +4 Dex, +3 natural)
hp 84 (8d10+40)
Fort +10; Ref +10; Will +6
Defensive Abilities malign will; Immune death, disease, fear, negative energy damage
Weakness deathly presence

Offense
Speed 50 ft.
Melee bite +13 (3d6+20)
Special Attacks vampiric bite

Statistics
Str 22, Dex 18, Con 18, Int 15, Wis 15, Cha 17
Base Atk +8; CMB +15; CMD 31 (35 vs trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills Acrobatics +15, Perception +13, Sense Motive +10, Stealth +15; Survival +2 (+6 scent tracking); Racial Modifiers +4 Survival while tracking by scent
Language understand Common and two other languages (can't speak)

Ecology
Environment temperate forest, hills, and plains, ruins
Organization solitary, pair or pack (3–8)
Treasure standard

Special Abilities

Deathly Presence (Su) While a wolfraith is a living being, its intelligence is derived from spiritual vestige. When a wolfraith is exposed to a positive energy channeled to harm undead, turn them, or destroy, negative energy channeled to rebuke or control undead, or effects that would exorcise or expel possessing spirit, it has to succeed a Will saving throw or it becomes confused for 1d4+1 rounds. The driving intelligence is too deeply embedded in the wolf's brain to be actually banished without killing the beast, though.

Malign Will (Su) A wolfraith has +2 bonus to Will saving throws. Whoever uses a mind-affecting ability on a wolfraith, contacts it with telepathy, or attempts to change its attitude  with animal empathy, becomes shaken for 1d4 rounds and has to succeed a Will saving throw (DC 17) or become nauseated for 1 round. Whoever tries to use a mind-affecting ability that is supposed to be used on regular animals (such as charm animal or dominate animal), suffers –2 penalty to the saving throw and duration of both effects is increased to 2d4 rounds and 1d4+1 rounds respectively. This is a mind-affecting madness effect. The saving throw DC is Charisma-based.

Vampiric Bite (Su) A wolfraith jaws count as a magical weapon, it also has +2 enhancement bonus to attack and damage rolls and gains temporary hit points equal to the damage it inflicts with its bite on living creatures. A wolfraith always uses its Power Attack feat.


Wolfraiths are wolves that before their birth were possessed by spiritual vestiges of evil, dead people, and retain all of their old malice and cunning. A wolfraith roaming an area can be easily mistaken for a werewolf, thanks to its human-like intelligence and biases driving its actions.

Regular wolves usually shun wolfraiths, sensing their abominable nature. Rarely, a wolfraith my rise as a leader of a wolf pack, either its own siblings, or a shoddy assembly of outcasts too broken and desperate to care.


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