View Full Version : [Library] Library of the Wolves

Fax Celestis
2007-05-20, 03:24 PM
Fenrir cries in icy rage
Nelig brings an end to age
Cerberus cries for freedom to roam
Gormr destroys enemies’ home
Freki is armed and ready to slay
Geri does things in his own way
Roci clamps in awesome bite
Gyoro kills in darkest night
Wolven spirit and wolven name;
beware to those of wolvenbane

I. The Library
II. The Wolves
III. The Treasure
IV. The History
V. The Crunch

Fax Celestis
2007-05-20, 03:27 PM
The Library
First Floor
Second Floor
Third Floor
Fourth Floor
Fifth Floor
Sixth Floor
Seventh Floor
Eighth Floor

Fax Celestis
2007-05-20, 03:28 PM
The Wolves
Winter Wolf (http://www.d20srd.org/srd/monsters/winterWolf.htm) (Outsider 20/Winter Wolf 9/Winter Wolf Paragon 3)

Large Outsider (Augmented Magical Beast) (Cold, Evil)
HD 20d8+180 + 12d10+108 (568 HP)
Speed 120 ft. (24 squares)
Init: +9
AC 53; touch 30; flat-footed 47
tab(-1 size, +5 Dex, +1 dodge +23 natural, +10 divine, +5 deflection)
BAB +25; Grp +39
Attack Bite +44 melee (2d6+15 + 4d6 cold + 1d6 wounding)
Full-Attack Bite +44 melee (d26+15 + 4d6 cold + 1d6 wounding)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath weapon (9d6), freezing bite, trip
Special Qualities Darkvision (1 mile), low-light vision (1 mile), scent (1 mile), vulnerability to fire, outsider traits, magical beast traits
Divine Qualities Does not fail on 1, immune (transmutation, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment, banishment, massive damage), damage reduction 25/epic and evil, fire resistance 15, spell resistance 62, domain powers, domain spells, immortality, remote sensing, block sensing, portfolio sense, divine aura (fright, 1000'), grant spells, greater teleport (self and 1000 lbs, at will)
Salient Divine Abilities Divine fast healing 30, Energy Burst, Increased Damage Reduction, Increased Spell Resistance, Lay Curse, Mind of the Beast, Power of Nature, Wounding Bite, Call Creatures (Winter Wolves), Call Creatures (Worgs)
Saves Fort +37 Ref +33 Will +33
Abilities Str 30, Dex 21, Con 29, Int 18, Wis 20, Cha 21
Skills Balance +48, Bluff +48, Decipher Script +28 Hide +48, Intimidate +48, Move Silently +48, Survival +48, Tumble +48, Use Magic Device +48
Feats Improved Initiative, Combat Expertise, Improved Trip, Power Attack, Combat Reflexes, Hold The Line, Dodge, Elusive Target, Improved Natural Attack (Bite), Superior Expertise
Alignment Neutral Evil

Breath Weapon (Su): 30' cone, once every 1d4 rounds, damage 9d6 cold, Reflex DC 33 half. The save DC is Constitution-based.

Freezing Bite (Su): Fenrir deals an extra 4d6 points of cold damage every time he bites an opponent.

Trip (Ex): When Fenrir hits with a bite attack, he can attempt to trip the opponent (+18 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If he fails, the opponent cannot react to trip Fenrir.

Divine Aura: Cratures within 1000' of Fenrir must make a Will save (DC 25) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the deity makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Domains: Fenrir can use the domain powers from the Cold, Evil, Nature, and Wolf domains ten times per day. His effective cleric level is 20. He can also cast any domain spells from those domains as a spell-like ability, at will. His effective caster level is 20, and the save DC is 25 plus the spell's level.

Immortality: Fenrir cannot die from age.

Energy Burst: Fenrir can create an emanation of a cold with a 100' radius. Anything in the area takes 10d8 points of cold damage. Damage is halved for those who make successful Reflex saving throw (DC 10 29; Constitution-based).

Lay Curse: This ability works like the bestow curse spell, except that mortals get no save. Deities of divine rank 10 or lower are subject to this ability, but are allowed Will saves (DC 25) to resist. The curse can be removed only by a deity of equal or higher rank than Fenrir.

The deity can affect up to ten creatures at once, but no more than ten creatures each day. All must be within the deity’s line of sight when first affected.

Mind of the Beast: Fenrir can grant humanlike sentience to animals. This sentience lasts a maximum of one day, and the sentient animal obeys Fenrir’s commands to the best of its ability. Fenrir can affect up to ten creatures at once, but no more than ten each day. All must be within Fenrir’s line of sight when first affected.

Also, Fenrir can transmute any creature into an animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save (DC 25) to resist. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses.

Power of Nature: Fenrir can perform any of the following in a radius of ten miles around the deity, at will, as a full-round action: create or quell winds to produce anything from still air to tornado force winds; set the temperature anywhere from -50°F to 120°F; shake the earth, as the earthquake spell; create rain, sleet, hail, snow, or thunderstorms.

These effects last as long as Fenrir concentrates and for up to 10 minutes afterward. Fenrir can end an effect as a free action.

Call Creatures: Fenrir can call worgs or winter wolves into existence. Each creature called can have no more tan 10 Hit Dice, and Fenrir cannot have more than 10 creatures serving it at any given time. The creatures are transported to Fenrir’s presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability. The calling effect is otherwise similar to the calling property of the gate spell.

Granted Domains: Cold, Evil, Nature, Wolf

Portfolio: Winter wolves, blizzards, ice

Greater Barghest (http://www.d20srd.org/srd/monsters/barghest.htm#greaterBarghest) (Outsider 20/Greater Barghest 9/Barghest Paragon 3)

Three-Headed (http://www.wizards.com/default.asp?x=dnd/mm/20020621a) Dire Wolf (http://www.d20srd.org/srd/monsters/direWolf.htm) (Outsider 20/Three-Headed Dire Wolf 10/Dire Wolf Paragon 2)

Hellhound (http://www.d20srd.org/srd/monsters/hellHound.htm) (Outsider 20/Hellhound 9/Hellhound Paragon 3)

Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm) Dire Wolf (http://www.d20srd.org/srd/monsters/direWolf.htm) (Outsider 20/Half-Dragon Dire Wolf 9/Dire Wolf Paragon 3)

Phrenic (http://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm) Worg (http://www.d20srd.org/srd/monsters/worg.htm) (Outsider 20/Phrenic Worg 9/Worg Paragon 3)

Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Worg (http://www.d20srd.org/srd/monsters/worg.htm) (Outsider 20/Fiendish Worg 9/Worg Paragon 3)

Ghostly (http://www.d20srd.org/srd/monsters/ghost.htm) Dire Wolf (http://www.d20srd.org/srd/monsters/direWolf.htm) (Outsider 20/Ghostly Dire Wolf 9/Ghost Paragon 3)

Fax Celestis
2007-05-20, 03:30 PM
The Treasure
Codex Lupus - The Book of Wolves

Fax Celestis
2007-05-20, 03:31 PM
The History

Fax Celestis
2007-05-20, 03:33 PM
The Crunch
Barghest Paragon Class

Dire Wolf Paragon Class

Ghost Paragon Class

Hellhound Paragon Class

Winter Wolf Paragon Class

Worg Paragon Class