| Post/Author/DateTime | Post |
|---|---|
| JasperDm09-01-03, 10:24 PM | The hexenwulf, a terrifying monster of epic power, can be described summarily as an "big blue anti-magic-user werewolf". Those who do so usually die very, very, quickly. A hexenwulf, does, superficially, resemble a werewolf in hybrid form, grown to about ten feet tall; bipedal, rippling with muscle, and naturally bright blue, with strong yellow eyes. A huge rippling mane and flowing tail frame a body that is rarely clothed in more than breeches or a loincloth, and often less. The teeth and claws are harder than arcanely-reinforced adamantine, and can snap through a +7 vorpal greataxe like a twig. The hexenwulf is a combination of strange forces, interacting to create a vicious beast capable of easily storming a citadel of archmages, and winning...alone. A hexenwulf is born when a sorcerer is born a natural wolf lycanthrope. One in a hundred times, these forces begin to counteract each other, creating what appears to be a young sorcerer or sorceress who can "only counterspell" or cast countermagics, like dispel magic, and spell turning. This causes many of the children to push themselves to their limits, to overcome this "limitation". Upon reaching maturity, the latent lycanthropy, supercharged by this antimagic force, manifests by transforming the young sorcerer into a massive blue werewolf that seems to radiate antimagic. They lose their spells, but gain so much martial and antimagic force, they tend to turn on the very spellcasters they have envied and secretly hated for so long. To create these creatures, entire tribes of forsakers will intentionally become infected with lycanthropy, and attack female spellcasters, for the hope that a hexenwulf will be born in or near their tribe. If the hexenwulf is born to the forsakers, they raise the child with an utter hatred of all things magical, and prepare him or her for a life as a secret weapon against spellcasters. A hexenwulf, in combat, will open by breathing it's hallucinogenic gas at any spellcasters, then disarm and sunder every magical weapon it can, then proceed to kill the weilders, then move in on the spellcasters, usually savaging them, and, when done, destroying every magical item they possessed. Hexenwulf Large Monstrous Humanoid (Shapechanger) Hit Dice: 30d8+420(345hp) Initiative: +14(+6 Dex, +8 Superior Initiative) Speed: 50ft. AC: 41(+6 Dex, +15 natural, +10 deflection) Base Attack Bonus/Grapple: +22/+38 Attack: Bite +33 melee (2d6+12 and disjunction) Full Attacks: Bite +33 melee (2d6+12 and disjunction) and 2 claws +31 melee (1d6+6 and dispelling) Space/Reach: 10ft./10ft. Special Attacks: Breath Weapon Special Qualities: Alternate form, detect magic, DR 20/epic, fast healing 15, instant counterspelling, regeneration 15, SR 60, scent Saves: Fort +34, Ref +24, Will +27* Abilities: Str 34, Dex 22, Con 38, Int 25, Wis 29, Cha 31 Skills: Climb +20, Listen +17, Knowledge(arcana) +25, Intimidate +18, Jump +20, Search +15, Sense Motive +17, Spot +17, Swim +20, Wilderness Lore +17 Feats: Improved Initiative, Improved Sunder, Great Fortitude, Multiattack, Power Attack, Iron Will, Lightning Reflexes Epic Feats: Blinding Speedx2(b), Dire Charge, Perfect Health, Spell Stowaway(dispel magic)(b), Spell Stowaway(greater dispelling)(b), Superior Initiative Organization: Solitary, or pack(1 hexenwulf and 2d6 werewolf forsakers) Challenge Rating: 21 Treasure: Double standard, no magic Alignment: Usually chaotic neutral Advancement: By character class Claws of Dispelling: Each successful claw attack by the hexenwulf subjects the victim or sundered weapon to a intensified, targeted dispel magic, resulting in an automatic 60 on the dispelling check. Bite of Disjunction: Each successful bite attack by the hexenwulf subjects the victim or sundered weapon to a Mordenkainen's Disjunction effecting only the target. This functions as if cast by a 20th level sorcerer. Breath Weapon: 30ft. cone of hallucinogenic patterns, does 2d4 Int, 2d4 Wis, 2d4 Cha damage. Fortitude save to negate, DC 39. The hexenwulf must wait 1d4 rounds after using this attack to use it again. The save DC for this ability, as most breath weapons, is Constitution-based. Alternate form: appears as a singular humanoid being, the being the hexenwulf was before its transformation at adulthood. Functions as an alter self spell cast by a 20th level sorcerer. Detect Magic: The hexenwulf constantly detects magic, even when all other senses are muted or blocked. It is not sight or smell based, and can allow detection of magical auras as per a form of blindsight. This "vision" extends 60ft. in all directions from the hexenwulf. Instant counterspelling: Any spell cast within 60ft. immediately has the effects of a greater dispelling applied to it as a counterspell. The effective caster level for this is as per a 20th level sorcerer. The hexenwulf can supress or resume this as a free action on its turn. Regeneration: Only epic weapons do lethal damage to a hexenwulf, all other attacks are subdual damage. It likewise requires a epic weapon to perform a coup-de-grace on a helpless hexenwulf. |
| sandskimmer09-02-03, 08:57 PM | Very nasty. You should specify whether or not the breath weapon is constitution based. I assume it is. |
| JasperDm09-06-03, 12:12 AM | I know this is an entry thread, but as well, I'd love some commentary on this. Feel free to comment. |