The Dragonlance Nexus

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Dreadwolf

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman


Dreadwolf

Medium Undead

Hit Dice: 2d12 (13 hp)
Initiative: +8
Speed: 50 ft. (10 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Bite +5 melee (1d6+3 plus dread rot)
Full Attack: Bite +5 melee (1d6+3 plus dread rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dread Rot, Stench, Trip
Special Qualities: DR 5 magic and silver, darkvision 90 ft., low-light vision, scent, telepathic link, turn resistance +4, unnatural aura
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 17, Dex 19, Con --, Int 4, Wis 16, Cha 8
Skills: Hide +4, Listen +15, Move Silently +13, Search +5, Spot +15, Survival +11*
Feats: Alertness, Improved Initiative, TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: --

This nightmarish creature looks like a grotesque wolf, with wide, staring red eyes, and slavering jaws filled with sharp, yellow teeth. The wolf has no fur or skin. Its bones are covered with rotting flesh and it emits the sickening stench of decay. The dreadwolf snarls in an unearthly rage as it prepares to attack.

(This is an example of a dread beast using a wolf as the base creature. The dreadwolf is created using the d20 rules and the dread beast template from Towers of High Sorcery, p. 142-144.)

In the years of the Third Dragonwar, the renegade wizard Galan Dracos committed a great many wicked deeds. Perhaps the worst of his foul creations are the dread beasts. Dracos used a variety of animals, but preferred wolves most of all.

Dreadwolves are undead monsters, animated from the corpses of wolves, who serve as the spies and agents of Galan Dracos during the Third Dragon War. Since his time, the secret to making dread beasts has spread. Now both Black Robe wizards and renegades use Dracos's rituals to create their own hideous dread beasts, including the vile dreadwolves.

Combat

Dreadwolves use the same tactics they once did in life, sending a few individuals directly toward a foe's front while the rest of the pack circles and attacks from the flanks or rear.

The Fortitude DC for the dreadwolf's dread rot and stench abilities is 10.

Damage Reduction (Ex): A dreadwolf gains damage reduction 5/magic and silver.

Darkvision (Ex): A dreadwolf's darkvision improves to 90 feet.

Dread Rot (Ex): Disease – injury with natural weapons, Fortitude save (DC 10), incubation period 1 hour, damage 1d6 Con.

Stench (Ex): A dreadwolf's rotting body gives off an offensive odor of decay and death. All living creatures within 30 feet of the dreadwolf must succeed on a Fortitude save (DC 10) or be sickened for 2d6 rounds. Creatures that successfully save cannot be affected by the same dreadwolf's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on saving throws.

Telepathic Link (Su): A dreadwolf's creator has a telepathic link to the creature out to 50 miles. The dreadwolf acts as the creator's eyes and ears, and the creator may deliver directions to the dreadwolf telepathically or speak through the dreadwolf's mouth (concealing the creator's own voice, granting a +10 bonus to Bluff checks to hide his identity). Because of this link, the dreadwolf's creator has the same connection to a person or location as the dreadwolf does.

Trip (Ex): A dreadwolf that hits with a bite attack can attempt to trip the opponent (+3 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 wolf.

Turn Resistance (Ex): A dreadwolf has +4 turn resistance.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a dreadwolf at a distance of 60 feet. They will not willingly approach nearer than thatand panic if forced to do so; they remain panicked as long as they are within that range.

Skills: *Dreadwolves have a +4 racial bonus on Survival checks when tracking by scent.

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