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Dune Wolf

This special breed of wolf is only encountered as the companion of the Bothrain, the Tuzsani mystics.  The lupine appearance of these creatures makes hides their near human intellect.  In combat, they are cunning foes who work well with their companions and often disable spellcasters first before moving on to the next, weakest opponent.  Dune Wolves are capable of crudely speaking Vaslier, the tongue of the Tuzsani.

Dune Wolf
Large Magical Beast
Hit Dice:5d8+15
Initiative:+5 (Dex)
Speed:50 ft.
AC:18 (-1 size, +5 Dex, +4 Natural)
Attacks:2 Claws +5 melee; bite +1 melee
Damage:Claw 1d6 +2; bite 1d4 +1
Face/Reach:5 ft. by 10 ft./5 ft.
Special Qualities:Scent, Camouflage
Saves:Fort +8, Ref +7, Will +2
Abilities:Str 15, Dex 20, Con 17, Int 16, Wis 18, Cha 12
Skills:Listen +11, Spot +11, Move Silently +6, Hide +8

Climate/Terrain:Desert
Organization:With Bothrain
Challenge Rating:3
Treasure:None
Alignment:Always neutral
Advancement:-

Camouflage:  In desert areas, a Dune Wolf gains +15 to Hide checks due to their natural molted brown coloring and slow, halting gait.  At will, the Dune Wolf is able to stand perfectly still in desert terrain and completely disappear from sight.  This affect is a mind affecting supernatural ability.  Characters trying to see the Dune Wolf must succeed at a Search check (DC = 34).  The affect ends if someone physically comes in contact with the wolf or the wolf moves.