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
CE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft., scent; Perception +26
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
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
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
Environment cold or temperate forests
Organization solitary, pair, death pack (3–6)
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
LE Medium undead (incorporeal, troop)
Init +12; Senses darkvision 60 ft.; Perception +25
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
Speed fly 50 ft. (perfect); sprint
Melee troop (4d6+8 negative energy)
Space 20 ft.; Reach 5 ft.
Special Attacks chilling howl
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
Environment any land
Organization solitary or pack (2–4)
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.