Wolves
Wolves are common in Bostonia. The Bostonian wolf is quick
and powerful. Wolves travel in packs and well generally leave humans alone
unless provoked or controlled in some way. However, farmsteads on the edge of
the wilderness often find their livestock the target of a hungry wolf pack.
Common Wolf
Phys
|
10
|
Atk
|
Bite: 10, 2d6
Leap: 10, special
|
||||||||||||
Swift
|
13
|
Def
|
11/10/9
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
13
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
28
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Special Abilities
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Dread Wolf
Phys
|
15
|
Atk
|
Bite: 16, 2d8+2
Leap: 15, special
|
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Swift
|
15
|
Def
|
11/10/9
|
||||||||||||
Ment
|
15
|
Arm
|
|
||||||||||||
Perc
|
15
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
45
|
||||||||||||||
Init
|
+2
|
||||||||||||||
Move
|
9
|
Special Abilities
Alpha: Dread wolves can control normal wolves in a
200 hex radius and lead unusually large packs when hunting.
Cursed Bite: The dread wolf’s bite curses his victim (SPI 13). This curse
can only be removed by the blessing of a priest or priestess of the victim’s
religion.
Fear Aura: At night, opponents that fail a SPI save
vs. DL 13 are chilled.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Night Vision: Dread wolves can see in the dark.
Dread wolves are huge, intelligent and evil. They are found
in the darkest Bostonian forests leading wolf packs that number from a dozen to
over a hundred. They have gleaming red eyes, and jet-black coats.
Earthen Wolf
Phys
|
13
|
Atk
|
Bite: 12, 2d6
|
||||||||||||
Swift
|
13
|
Def
|
13/12/10/9
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
17
|
||||||||||||||
Hits
|
34
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Special Abilities
Body of Earth: Earthen wolves are made of earth.
Blunt weapons do no damage. Piercing weapons do ½ damage. Cutting and slashing
weapons do full damage.
Earth Walk: Earthen wolves burrow into the earth and
tunnel to move. They may disengage without suffering a free attack.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Not Alive: Elementals take no penalty for wounds
sustained, as they feel no pain. In addition, they do not have to roll for
unconsciousness.
Vines: Earthen wolves can create tendrils of vines
that grab and drag opponents to the ground. The vines can extend 3 hexes and
require a save to avoid (AGI 13). If the victim fails their save, they are
entangled and dragged to the ground (STR 13 to escape).
The earthen wolf is a minor earth elemental. It looks like a
wolf made of branches, mud and leaves as opposed to flesh and muscle. Its
favorite mode of attack is to subdue its target with vines before snapping at
its exposed throat.
Mountain Wolf
Phys
|
17
|
Atk
|
Bite: 17, 2d10
|
||||||||||||
·
TOU
|
25
|
||||||||||||||
Swift
|
10
|
Def
|
15/12/10/7
|
||||||||||||
Ment
|
5
|
Arm
|
|
||||||||||||
Perc
|
10
|
||||||||||||||
·
Hear, Smell
|
18
|
||||||||||||||
Hits
|
58
|
||||||||||||||
Init
|
0
|
||||||||||||||
Move
|
9
|
Armor Piercing: The claws of the mountain wolf are
said to “see no metal or stone.” Their attacks have Pierce (9) against such
armor, cannot be blocked or parried by metal implements.
Blends Into Background: The mountain wolf has a dull
gray coat, mottled with brown. In mountainous and hilly terrain, this gives it
stealth at a skill level of 14.
Climbing: The claws of the mountain wolf allow them
to move on any stone slope as though it were level terrain.
Tough Hide: Mountain wolves have hide that is strong
and repels metal. Against metal weapons, use the higher armor values. Against
wooden weapons, use the lower armor values.
Mountain wolves are extremely large (the size of a pony),
6-legged, wolves that dwell in the Teeth Mountains to the west of Bostonia.
They are quick, strong and can move through any rocky terrain. Though they
often stay in their mountainous hunting grounds, small family groups will
occasionally wander into the lower lands and plague towns by killing much of
the livestock. Their size, strength and incredible staying power make them one
of the most feared beasts in all of Bostonia.
Winter Wolf
Phys
|
13
|
Atk
|
Bite: 14, 2d6+2
Leap: 14, special
|
||||||||||||
Swift
|
15
|
Def
|
14/12/11/9
|
||||||||||||
Ment
|
8
|
Arm
|
|
||||||||||||
Perc
|
13
|
||||||||||||||
·
Hear, Smell
|
23
|
||||||||||||||
Hits
|
38
|
||||||||||||||
Init
|
+1
|
||||||||||||||
Move
|
8
|
Blends Into Background: The winter wolf has a white
coat, mottled with brown. In icy terrain, this gives it stealth at a skill
level of 14.
Go For The Throat: If a wolf attacks a prone
opponent, it gets a +1 to hit and +2 damage.
Frost Breath: Once each day, the winter wolf can
breathe a cone of frost that is 1 hex wide by 3 hexes long. It does 2d8 damage.
Armor will reduce this damage, but if any of it gets through, it chills the victim for 2-5 rounds.
Leap: Wolves can leap at their opponents, knocking
them to the ground (STR, AGI 12).
Winter wolves are wolves native to the northern edge of
Bostonia. They are very rare, but when encountered it is usually in small packs
of 3-6 creatures. They are regular-sized wolves with white, or light gray
coats. Their eyes are ice blue and their breath is misty with frost.
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