Mr_Dave
2009-08-17, 02:56 AM
Original
Statistics
Elemental Wolf (Template for editing) Level 2 Skirmisher
Medium Elemental Beast XP 125
Initiative +5 Senses Perception +7; lowlight vision
Hp 38; Bloodied 19
AC 16; Fortitude 14 Reflex 14 Will 13
Resist 5 (energy type)
Speed 8
Bite (Standard; at-will)
+7 vs AC 1d8+2 (energy type) damage and 5 ongoing (energy type) damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con14(+3) Int2(-3) Cha10(+1)
Slime Wolf
Slime Wolf Level 3 Controller
Medium Natural Beast XP 150
Initiative +4 Senses Perception +8; lowlight vision
Hp 46; Bloodied 23
AC 17; Fortitude 15 Reflex 15 Will 14
Resist 5 acid
Speed 7
Bite (Standard; at-will)
+5 vs AC 1d4 damage and 3 ongoing acid damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Spit (Standard; at will)
Range 5; automatic hit
The slime wolf spits acid at a square. That terrain becomes difficult and any creature that ends their turn in the square takes 5 acid damage
Corrosion (Standard; encounter)
+8 vs Reflex 4 points of acid damage and target takes a -2 AC penalty until the end of the encounter.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+4) Int4(-2) Cha7(-1)
The Slime Wolf was created by a forbidden guild of dark magicans to terrorize the local people. They turned on their masters and escaped. In the wild they live near swamps and marshes. They ally with other wolves.
A character knows the following information with a succesful Nature check.
DC20: The Slime Wolf can corrode armor with a lethal acid.
DC25: The Plague Wolf is resistant against acid.
Tactics:
Slime wolves hide behind brutes and soldiers. It spits acid at foes. If a foe is next to it, it uses corrosion and the circle to flee. If it has already used corrosion it will shift and then spit in the square it just occupied.
Ice Wolf
Ice Wolf Level 3 Artillery
Medium Elemental Beast XP 150
Initiative +4 Senses Perception +7; lowlight vision
Hp 36; Bloodied 18
AC 15; Fortitude 14 Reflex 15 Will 15
Resist 5 Cold
Speed 6
Bite (Standard; at-will)
+6 vs AC 1d4+2 damage and 2 ongoing cold damage (save ends)
Ice Shard (Standard; at-will)
+10 vs AC 1d6+3 cold damage and the target is slowed (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 11(+1) Dex15(+4) Wis13(+2)
Con13(+3) Int3(-3) Cha10(+1)
Ice wolves are not related to winterwolves and are far less dangerous. They were accidentaly forged when a wolf strayed to near a rift to the Elemental Chaos, where it was infused with ice energy. It is often found in the service of archons and other ice elementals or in icy conditions.
A character knows the following information with a succesful Arcana check.
DC20: The Ice wolf creates a shard of ice in its mouth which it blasts at foes. This ice quickly chills the body, slowing it down.
DC25: It lives in ice cold conditions, causing it to be slightly resistant to cold.
Flame Wolf
Flame Wolf Level 2 Brute
Medium Elemental Beast (fire) XP 125
Blazing Fur (Fire) Aura 1; any non fire creature that begins its turn in the aura takes 2 fire damage
Initiative +3 Senses Perception +5; lowlight vision
Hp 48; Bloodied 29
AC 14; Fortitude 14 Reflex 14 Will 13
Resist 5 Fire
Speed 6
Bite (Standard; at-will)
+5 vs AC 1d0+3 damage and 4 ongoing fire damage (save ends)
Circle (Move; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+3) Int2(-3) Cha9(+0)
Flame wolves were born when wolves strayed to near, or even into a rift to the Elemental Chaos. They fused with the elements creating new speices.
Archons and other humanoid elementals can tame these beasts. They are often found as defenses in the Elemental Chaos or living near volcanoes.
A character knows the following information with a succesful Arcana check.
DC20: The flame wolf can burn close enemies.
DC25: The flame wolf is resistant to fire.
Tactics:
They stay put most of the battle, often in a line. They will go after ranged opponents if no one engages them. If there are several flame wolves, they will swarm a foe that reaches their lines, hoping that their flaming fur will kill it.
Storm Wolf
Storm Wolf Level 5 Skirmisher
Medium Elemental Beast XP 200
Initiative +7 Senses Perception +9; lowlight vision
Hp 66; Bloodied 33
AC 19; Fortitude 16 Reflex 17 Will 17
Resist 5 lightning
Speed 8
Bite (Standard; at-will)
+10 vs AC 1d6+3 damage and storm wolf teleports adjacent to an enemy within 10 squares. It can then make a secondary attack
+8 vs AC 1d4+2 damage and 1 point of ongoing lightning damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex19(+6) Wis19(+6)
Con14(+3) Int5(-1) Cha10(+1)
Storm wolves are the result of a wolf delving into the Elemental Chaos, and finding itself inside a storm. The electricity courses through its veins, and it often sparks. It finds itself at near death if placed near a highly magnetic field. They co-operate with other creatures electrical, communicating through sparks. They can be found most frequently in high open grounds.
A character knows the following information with a succesful Arcana check.
DC20: This predator can turn into a bolt of electricity, letting it jump around the battlefield with ease.
DC25: The current running through its body helps it resist electric shocks.
Death Wolf
Death Wolf Level 4 Lurker
Medium Shadow Beast XP 175
Initiative +7 Senses Perception +7; darkvision
Hp 31; Bloodied 15
AC 18; Fortitude 15 Reflex 16 Will 16
Resist 5 necrotic
Speed 8
Bite (Standard; at-will)
+9 vs AC 1d10+4 damage and 5 ongoing necrotic damage (save ends). The death wolf becomes invisble to enemies taking ongoing damage.
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 11(+1) Dex15(+4) Wis12(+2)
Con10(+1) Int6(-1) Cha12(+2)
Death wolves were created when wolves wandered into a Shadowfell rift. Apon entering Orcus's followers mutated the wolves, infusing them with evil energies. The wolf lives in pain, as it is slowly being eaten by the dark energy. This energy encourages them to work with evil creatures. They can be found anywhere with evil creatures.
A character knows the following information with a succesful Religion check.
DC20: These wolves bites can cause them to turn invisble to the infected victim.
DC25: They are resistan to necrotic damage.
Tactics:
The wolf will move towards and enemy, then shift next to it. It inflicts a bite attack, before circling away. It trys to become invisble to all enemies before picking them off one at a time.
Plague Wolf
Plague Wolf Level 2 Skirmisher
Medium Natural Beast XP 125
Initiative +5 Senses Perception +7; lowlight vision
Hp 38; Bloodied 19
AC 16; Fortitude 14 Reflex 14 Will 13
Resist 5 poison
Speed 8
Bite (Standard; at-will)
+7 vs AC 1d8+2 damage and 5 ongoing poison damage (save ends)
Circle (Minor; at-will)
The plague wolf can shift 2 squares. It can swap places with an adjacent ally using this shift.
Infection (Standard; encounter)
+8 vs Fortitude
Target gets biten and takes 10 points of poison damage and becomes weakened (save ends)
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+4) Int2(-3) Cha8(+0)
The Plague Wolf is created when a wolf drinks from tainted water. It then contracts an unkown disease which horrificly mutates it. It is often found in sewers or swamps. They are mainly found in packs with other wolves.
A character knows the following information with a succesful Nature check.
DC20: The Plague Wolf can weaken enemies with a deadly poison.
DC25: The Plague Wolf is resistant against poison.
Tactics:
Plague wolves charge the enemy, and use infection. They then circle away. They charge, bite and circle the other enemies.
Psy Wolf
Light Wolf
Screech Wolf
Energy types:
Acid (Slime Wolf)
Cold (Ice Wolf)
Fire (Flame Wolf)
Lightning (Storm Wolf)
Necrotic (Death Wolf)
Poison (Plague Wolf)
Psychic (Psy Wolf)
Radiant (Light Wolf)
Thunder (Screech Wolf)
This is my first homebrew, so excuse me if its not very good.
Comments? Suggestions? All welcome :D
Edit: 1.1
Added amount of ongoing damage
Added circle power
Added desciption , knowledge checks and tactics
2.0
Added seperate stats for each monster
Changed each monsters stats and powers
Added tactics
Statistics
Elemental Wolf (Template for editing) Level 2 Skirmisher
Medium Elemental Beast XP 125
Initiative +5 Senses Perception +7; lowlight vision
Hp 38; Bloodied 19
AC 16; Fortitude 14 Reflex 14 Will 13
Resist 5 (energy type)
Speed 8
Bite (Standard; at-will)
+7 vs AC 1d8+2 (energy type) damage and 5 ongoing (energy type) damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con14(+3) Int2(-3) Cha10(+1)
Slime Wolf
Slime Wolf Level 3 Controller
Medium Natural Beast XP 150
Initiative +4 Senses Perception +8; lowlight vision
Hp 46; Bloodied 23
AC 17; Fortitude 15 Reflex 15 Will 14
Resist 5 acid
Speed 7
Bite (Standard; at-will)
+5 vs AC 1d4 damage and 3 ongoing acid damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Spit (Standard; at will)
Range 5; automatic hit
The slime wolf spits acid at a square. That terrain becomes difficult and any creature that ends their turn in the square takes 5 acid damage
Corrosion (Standard; encounter)
+8 vs Reflex 4 points of acid damage and target takes a -2 AC penalty until the end of the encounter.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+4) Int4(-2) Cha7(-1)
The Slime Wolf was created by a forbidden guild of dark magicans to terrorize the local people. They turned on their masters and escaped. In the wild they live near swamps and marshes. They ally with other wolves.
A character knows the following information with a succesful Nature check.
DC20: The Slime Wolf can corrode armor with a lethal acid.
DC25: The Plague Wolf is resistant against acid.
Tactics:
Slime wolves hide behind brutes and soldiers. It spits acid at foes. If a foe is next to it, it uses corrosion and the circle to flee. If it has already used corrosion it will shift and then spit in the square it just occupied.
Ice Wolf
Ice Wolf Level 3 Artillery
Medium Elemental Beast XP 150
Initiative +4 Senses Perception +7; lowlight vision
Hp 36; Bloodied 18
AC 15; Fortitude 14 Reflex 15 Will 15
Resist 5 Cold
Speed 6
Bite (Standard; at-will)
+6 vs AC 1d4+2 damage and 2 ongoing cold damage (save ends)
Ice Shard (Standard; at-will)
+10 vs AC 1d6+3 cold damage and the target is slowed (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 11(+1) Dex15(+4) Wis13(+2)
Con13(+3) Int3(-3) Cha10(+1)
Ice wolves are not related to winterwolves and are far less dangerous. They were accidentaly forged when a wolf strayed to near a rift to the Elemental Chaos, where it was infused with ice energy. It is often found in the service of archons and other ice elementals or in icy conditions.
A character knows the following information with a succesful Arcana check.
DC20: The Ice wolf creates a shard of ice in its mouth which it blasts at foes. This ice quickly chills the body, slowing it down.
DC25: It lives in ice cold conditions, causing it to be slightly resistant to cold.
Flame Wolf
Flame Wolf Level 2 Brute
Medium Elemental Beast (fire) XP 125
Blazing Fur (Fire) Aura 1; any non fire creature that begins its turn in the aura takes 2 fire damage
Initiative +3 Senses Perception +5; lowlight vision
Hp 48; Bloodied 29
AC 14; Fortitude 14 Reflex 14 Will 13
Resist 5 Fire
Speed 6
Bite (Standard; at-will)
+5 vs AC 1d0+3 damage and 4 ongoing fire damage (save ends)
Circle (Move; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+3) Int2(-3) Cha9(+0)
Flame wolves were born when wolves strayed to near, or even into a rift to the Elemental Chaos. They fused with the elements creating new speices.
Archons and other humanoid elementals can tame these beasts. They are often found as defenses in the Elemental Chaos or living near volcanoes.
A character knows the following information with a succesful Arcana check.
DC20: The flame wolf can burn close enemies.
DC25: The flame wolf is resistant to fire.
Tactics:
They stay put most of the battle, often in a line. They will go after ranged opponents if no one engages them. If there are several flame wolves, they will swarm a foe that reaches their lines, hoping that their flaming fur will kill it.
Storm Wolf
Storm Wolf Level 5 Skirmisher
Medium Elemental Beast XP 200
Initiative +7 Senses Perception +9; lowlight vision
Hp 66; Bloodied 33
AC 19; Fortitude 16 Reflex 17 Will 17
Resist 5 lightning
Speed 8
Bite (Standard; at-will)
+10 vs AC 1d6+3 damage and storm wolf teleports adjacent to an enemy within 10 squares. It can then make a secondary attack
+8 vs AC 1d4+2 damage and 1 point of ongoing lightning damage (save ends)
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 13(+2) Dex19(+6) Wis19(+6)
Con14(+3) Int5(-1) Cha10(+1)
Storm wolves are the result of a wolf delving into the Elemental Chaos, and finding itself inside a storm. The electricity courses through its veins, and it often sparks. It finds itself at near death if placed near a highly magnetic field. They co-operate with other creatures electrical, communicating through sparks. They can be found most frequently in high open grounds.
A character knows the following information with a succesful Arcana check.
DC20: This predator can turn into a bolt of electricity, letting it jump around the battlefield with ease.
DC25: The current running through its body helps it resist electric shocks.
Death Wolf
Death Wolf Level 4 Lurker
Medium Shadow Beast XP 175
Initiative +7 Senses Perception +7; darkvision
Hp 31; Bloodied 15
AC 18; Fortitude 15 Reflex 16 Will 16
Resist 5 necrotic
Speed 8
Bite (Standard; at-will)
+9 vs AC 1d10+4 damage and 5 ongoing necrotic damage (save ends). The death wolf becomes invisble to enemies taking ongoing damage.
Circle (Minor; at-will)
The wolf can shift 1 square. It can swap places with an adjacent ally using this shift.
Alignment Unaligned Languages -
Str 11(+1) Dex15(+4) Wis12(+2)
Con10(+1) Int6(-1) Cha12(+2)
Death wolves were created when wolves wandered into a Shadowfell rift. Apon entering Orcus's followers mutated the wolves, infusing them with evil energies. The wolf lives in pain, as it is slowly being eaten by the dark energy. This energy encourages them to work with evil creatures. They can be found anywhere with evil creatures.
A character knows the following information with a succesful Religion check.
DC20: These wolves bites can cause them to turn invisble to the infected victim.
DC25: They are resistan to necrotic damage.
Tactics:
The wolf will move towards and enemy, then shift next to it. It inflicts a bite attack, before circling away. It trys to become invisble to all enemies before picking them off one at a time.
Plague Wolf
Plague Wolf Level 2 Skirmisher
Medium Natural Beast XP 125
Initiative +5 Senses Perception +7; lowlight vision
Hp 38; Bloodied 19
AC 16; Fortitude 14 Reflex 14 Will 13
Resist 5 poison
Speed 8
Bite (Standard; at-will)
+7 vs AC 1d8+2 damage and 5 ongoing poison damage (save ends)
Circle (Minor; at-will)
The plague wolf can shift 2 squares. It can swap places with an adjacent ally using this shift.
Infection (Standard; encounter)
+8 vs Fortitude
Target gets biten and takes 10 points of poison damage and becomes weakened (save ends)
Alignment Unaligned Languages -
Str 13(+2) Dex14(+3) Wis13(+2)
Con15(+4) Int2(-3) Cha8(+0)
The Plague Wolf is created when a wolf drinks from tainted water. It then contracts an unkown disease which horrificly mutates it. It is often found in sewers or swamps. They are mainly found in packs with other wolves.
A character knows the following information with a succesful Nature check.
DC20: The Plague Wolf can weaken enemies with a deadly poison.
DC25: The Plague Wolf is resistant against poison.
Tactics:
Plague wolves charge the enemy, and use infection. They then circle away. They charge, bite and circle the other enemies.
Psy Wolf
Light Wolf
Screech Wolf
Energy types:
Acid (Slime Wolf)
Cold (Ice Wolf)
Fire (Flame Wolf)
Lightning (Storm Wolf)
Necrotic (Death Wolf)
Poison (Plague Wolf)
Psychic (Psy Wolf)
Radiant (Light Wolf)
Thunder (Screech Wolf)
This is my first homebrew, so excuse me if its not very good.
Comments? Suggestions? All welcome :D
Edit: 1.1
Added amount of ongoing damage
Added circle power
Added desciption , knowledge checks and tactics
2.0
Added seperate stats for each monster
Changed each monsters stats and powers
Added tactics