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| Talisman10-19-06, 03:10 PM | Dreamwolf Medium Magical Beast Hit Dice 8d10+24 (68 hp) Initiative +5 Speed 60' AC 21 (+5 Dex, +6 natural), touch 15, flat-footed 16 Base Attack/Grapple +8/+12 Attack/Full Attack Bite +13 melee Damage Bite 1d8+6 Space/Reach 5'/5' Special Attacks Howl, quicksilver mind, savage the fallen, spell-like abilities, trip Special Qualities DR 5/cold iron, evasion, fey blood, improved flanking, shimmering fur, SR 19 Saves Fort +9, Ref +10, Will +6 Abilities Str 19, Dex 21, Con 17, Int 10, Wis 18, Cha 12 Skills Hide +11, Listen +11, Move Silently +11, Spot +11, Survival +12 Feats Alertness, Stealthy, Weapon Focus (bite), Track (B) Environment Temperate to subarctic forests Organization Solitary, pair, pack (5-14) or retinue (6-20 plus 3-12 hunting fey) Challenge Rating 8? Treasure None Alignment Usually neutral Advancement 9-12 HD (Medium), 13-24 HD (Large) Level Adjustment -- A wolf emerges from the forest; a beautiful, graceful animal. Its fur is a shining silver-white, with eerie, iridescent highlights that shift as it moves. Its footfalls are absoolutely silent, and it regards you out of intelligent eyes the color of springtime. Dreamwolves, or anenooata in Draconic, are wolf-like creatures associated with the fey. Their exact origins are unknown, but most believe them to be descended from normal wolves who became altered through exposure to fey magic. These creatures hunt then forests much like mundane wolves, and sometimes join forces with the forest's resident fey, either for defense or simply a hunt or a revel. Normally unconcerned with morals or ethics, dreamwolves have been known to serve both the Seelie and Unseelie Courts. A typical dreamwolf is five to six feet long and weighs about 100 pounds. Males and females are of equal size. Dreamwolves understand both Sylvan and the tongue of mundane wolves, but rarely speak. Some learn Common or Elven as well. Combat: Dreamwolves are frustratingly elusive in combat--they flit here and there like pixies, biting and vanishing before the return stroke can land. Intelligent creatures, dreamwolves rarely fight to the death unless trapped or desperate. They will not, however, abandon a living pack mate; if truly desperate, a dreamwolf will kill a pack mate before leaving him a prisoner. Evasion (Ex): A dreamwolf that is subject to an attack allowing a Reflex save for half damage takes no damage on a successful save. Fey Blood (Ex): For purposes of special effects related to type, dreamwolves are considered to be fey. Howl (Sp): Three times per day, as a full-round action, a dreamwolf may unleash a howl with magical power. This howl affects creatures in a 60'-radius spread centered on the dreamwolf; the dreamwolf can choose who is and is not affected. A dreamwolf's howl may have one of several magical effects. All effects are at caster level 6, unless otherwise noted. This ability is the equivalent of a 4th-level spell. Effects that allow a save have a DC of 15; the save DC is Charisma-based. · Crushing despair · Fear · Haste · Good hope · Slow Improved Flanking (Ex): Whenever a dreamwolf is flanking an opponent, the dreamwolf gains a +4 bonus to attacks, instead of +2. Additionally, a dreamwolf is treated as having 4 more hit dice than it actually does (and its Hit Dice are treated as rogue levels) for purposes of defeating Improved Uncanny Dodge. For example, a normal 6-HD dreamwolf flanks a 7th-level barbarian. The dreamwolf is treated as a 12th-level rogue for purposes of flanking, and thus gains its flanking bonus when attacking the barbarian. Quicksilver Mind (Ex): When a dreamwolf is subjected to a mind-affecting effect with a duration other than instantaneous or permanent, the effect is automatically removed after one round. Savage the Fallen (Ex): If a dreamwolf successfully trips an opponent of its own size or smaller, it may make an immediate attack on the opponent using the same attack bonus, including the +4 bonus for attacking a prone foe. A dreamwolf can only use this ability once per round. Shimmering Fur (Su): A dreamwolf's fur is partly mundane hair and partly magical material of the Faerielands. As a result, the dreamwolf benefits from permanent concealment, imposing a 20% miss chance on all attacks. Faerie fire, true seeing or any other effect that negates a miss chance also negates this ability, but see invisibility does not. Spell-like Abilities: 3/day--dimension door, faerie fire, jump, obscuring mist, pass without trace, ventriloquism. Caster level 7th; save DC 11 + spell level. The save DCs are Charisma=based. Trip (Ex): If a dreamwolf hits with a bite attack, it may immediately make a trip attempt as a free action without provoking an attack of opportunity (trip bonus +4). If the attempt fails, the opponent cannot attempt to trip the dreamwolf. Skills: Dreamwolves have a +4 racial bonus on Survival checks. |
| Sorcen_Anenooata10-19-06, 03:38 PM | Awesome. Anenooata means Dreamwolf in draconic so I'm definitely putting these things into my game, probably make them fienish to adapt them to Baator. Thank you for this creature. CR8 looks good to me, might be a little low but I'm not sure. |
| Talisman10-19-06, 06:19 PM | Awesome. Anenooata means Dreamwolf in draconic so I'm definitely putting these things into my game, probably make them fienish to adapt them to Baator. Thank you for this creature. Thanks! Hope your players enjoy them...or don't, as it were. |