I hope you enjoy either or both sets of wolves. I'll see you next week!
Foul, necromantic
energies animate hundreds of wolf heads, which let loose simultaneously with a
chilling howl.
Deadwolf Swarm CR 10
XP 9,600
CE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft., scent;
Perception +26
DEFENSE
AC 25, touch 17,
flat-footed 20 (+4 Dex, +1 dodge, +8 natural, +2 size)
hp 127 (15d8+60)
Fort +8, Ref +11, Will +12
Defensive Abilities
swarm traits; DR 10/good; Immune undead traits
OFFENSE
Speed 40 ft.
Melee swarm (3d6
negative energy plus 1d8 Dexterity damage, distraction, and trip)
Space 10 ft.; Reach 0 ft.
Special Attacks
dexterity drain, distraction (DC 20), mournful howl, trip
STATISTICS
Str 14, Dex 19, Con —, Int 7, Wis 16, Cha 17
Base Atk +11; CMB — (+17 trip); CMD —
Feats Dodge,
Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility,
Skill Focus (Intimidate), Skill Focus (Perception), Toughness
Skills Intimidate
+27, Perception +26, Stealth +16
ECOLOGY
Environment cold
or temperate forests
Organization
solitary, pair, death pack (3–6)
Treasure none
SPECIAL ABILITIES
Dexterity Drain (Su)
A creature that takes Dexterity damage from a deadwolf swarm must succeed at a
DC 20 Fortitude save or half of the Dexterity damage converts to Dexterity
drain. When a creature fails the save, the deadwolf swarm gains 5 temporary hit
points. The save DC is Charisma-based.
Mournful Howl (Su)
As a swift action, a deadwolf swarm can let loose a terrifying howl, allowing
it a free Intimidate check to demoralize all creatures within 60 feet that can
hear the howl. A creature within the swarm and already suffering the shaken
condition becomes frightened on a failed save. The save DC is Charisma-based.
Trip (Ex) A
deadwolf swarm can trip opponents it damages with its swarm attack. Its
effective CMB equals BAB + Strength modifier + 4 (racial bonus), giving a
typical deadwolf swarm CMB +17.
--------------------
Every spectral wolf in
this regimented group numbering over a dozen bares its teeth menacingly.
Ghost Wolf Troop CR 13
XP 25,600
LE Medium undead (incorporeal, troop)
Init +12; Senses darkvision 60 ft.; Perception
+25
DEFENSE
AC 23, touch 23,
flat-footed 14 (+4 deflection, +8 Dex, +1 dodge)
hp 180 (19d8+95)
Fort +10, Ref +16, Will +16
Defensive Abilities
channel resistance +4, incorporeal, troop traits; DR 10/good and silver; Immune
undead traits
OFFENSE
Speed fly 50 ft.
(perfect); sprint
Melee troop (4d6+8
negative energy)
Space 20 ft.; Reach 5 ft.
Special Attacks
chilling howl
STATISTICS
Str —, Dex 27, Con —, Int 11, Wis 16, Cha 19
Base Atk +14; CMB +22; CMD 37 (can't be tripped)
Feats Dodge,
Hover, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes,
Iron Will, Lightning Reflexes, Mobility, Toughness, Wind Stance
Skills Fly +23,
Intimidate +26, Perception +25, Stealth +26, Survival +22
ECOLOGY
Environment any
land
Organization
solitary or pack (2–4)
Treasure none
SPECIAL ABILITIES
Chilling Howl (Su)
As a standard action, a ghost wolf troop can release negative energy in the
form of a howl in unison. All creatures within the troop’s space and within 20
feet of the troop must attempt a DC 23 Will save. Creatures sharing a space
with the troop take 8d6 points of negative energy damage and are stunned for
1d4 rounds on a failed save. Creatures not sharing a space with the troop gain
a +2 circumstance bonus on their Will saves, and take 4d6 points of negative
energy damage and are stunned for 1 round on a failed save. A successful save
halves the damage and negates the stunned effect. The save DC is Charisma-based.
Sprint (Ex) Once
per minute a ghost wolf troop may sprint, increasing its speed to 100 feet for
1 round.
Deadwolf swarms and ghost wolf troops each arise as a result
of the mass slaughter of living wolves. Sometimes, the inciting event will
create both deadwolf swarms and ghost wolf troops, particularly if the wolves
were decapitated en masse. The first order of business for the undead wolves is
to destroy the person or people responsible for their deaths. Afterwards, the
wolves continue hunting as packs like they did in life, but they usually target
intelligent prey rather than game. Powerful vampires and liches attract both types
of undead to their side with promises of plenty of fresh kills in return for protection.
These undead controllers stand amid the wolves with little fear of harm from
the creatures, adding a further element of terror in their battles against the
living.