Tuesday, May 14, 2013

More wolves than you can put on a sweater!


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
Loc
AV
1
1
2-4
1
5-7
1
8-9
1
10-12
1
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
Swift
15
Def
11/10/9
Ment
15
Arm
Loc
AV
1
4
2-4
4
5-7
4
8-9
4
10-12
4
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.

Description

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
Loc
AV
1
2
2-4
2
5-7
2
8-9
2
10-12
2
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).

Description

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
Loc
AV
1
4/10
2-4
4/10
5-7
4/10
8-9
3/7
10-12
4/10
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.

Description

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
Loc
AV
1
1
2-4
1
5-7
1
8-9
1
10-12
1
Perc
13
·          Hear, Smell
23
Hits
38
Init
+1
Move
8

Special Abilities

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).


Description

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.