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halo
2005-09-24, 12:31 AM
The Wolves-in-Sheep’s’ Clothing Brigade
In my travels, I’ve come across many an animal that is more peculiar than others. However, the one that intrigued me most was by the wizard Hanter, who was known for his great illusionary throw-offs and his solid amusement in confusing adventurers with his every move. Haven read his book on simple animals he had “tampered” with, I looked to see where I could find such a monster. What I found was insane. Small, seemingly cute, or large yet seemingly harmless animals, turned into ferocious beasts of surprising power. I call them the Wolves in Sheep’s Clothing.The Wolf In Sheep’s Clothing Brigade: All WSCB’s have the following traits:
Alternate Form: Any WSCB may shift to their sheep/wolf form at will, as a free action to change into their wolf state, and a standard action to change into sheep state. They gain the following qualities in Alternate Form:
Electrical, Cold, Fire Resistance 10: With as fur as thick as they get in their ferociest form, their fur insulates them, protecting them from a few of the elements. Also, many of them have learned how to master the insulation to protect themselves from a major heat source, such as a forest fire.
Damage Reduction 5/magic: Their thick fur creates a magical protection around them, causing many a normal blade to have no effect or be greatly hampered.
Bunny in small clothing:
Tiny Magical Beast:
HD: 6d10+6(36 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 12
Base Attack/Grapple: +6/-2
Attack: Slam +8 melee (1d2)
Full Attack: Slam +8/+3 melee (1d8)
Space/Reach: 2 1/2/ 2 ½ feet
Special Attacks:
Special Qualities: Alternate Form
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 10, Dex 16, Con 12, Int 3, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1
Feats: Improved Initative
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: —

An innocent looking creature, as you stare down at its white fur and blue eyes, which seem to be staring at you, make it seem harmless. However, it isn’t running away, or looking scared, but rather, seems to be giving you chills as you stare it straight in the eye.

Bunny in wolves clothing:
Large Magical Beast
HD: 6d10+30 (60 hp)
Initiative: +4 (Improved Init)
Armor Class: 20 (-1 size, +1 dex, +10 natural) touch 10, flat-footed 9
Base Attack/Grapple: +6/+16
Attack: Slam +11melee (1d8+6)
Full attack: Slam +11/6 melee (1d8+6)
Space/Reach: 5 ft by 5/10 ft.
Special Attacks: Bunny’s Breath of Fire
Special Qualities: Alternate Form, Wolves Form abilities, tremorsense 20 ft
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 26 Dex 10 Con 18 Int 3 Wis 12 Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1
Feats: Improved Initiative
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -
That bunny you thought was small all of a sudden grew, into a large beast, measuring at 10 feet tall, and 5 feet wide. It looks like it’s mad, as smoke rages from its mouth, and a fierce anger burns in its eyes. Damn, that’s one big fat rabbit.

COMBAT:
Generally, the bunny loves to surprise the enemy by moving up as close as possible before opening with his alternate form ability, usually followed by a breath weapon. Usually, that means if he can, he will try and get as many enemies in range. After that, he simply attacks the nearest person, until he is around 1/10 of his hit points, in which he will change form and attempt to escape.
SPECIAL ATTACKS:
Bunny Breath Of Fire: Once per day, a bunny in his superior form may shoot out a breath weapon from his mouth in a 180’ arc covering everything 15 ft. around him. It deals 3d6 fire damage unless they make a successful reflex save (DC 17)
WOLF IN SHEEP'S CLOTHING (Wolf)
Sheep Mode
Medium Magical Beast:
HD: 6d10+12(42 hp)
Initiative: +4
Speed: 30 ft. (12 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/6
Attack: Slam +6 melee (1d6)
Full Attack: Slam +6/+1 melee (1d6)
Space/Reach: 5 by 5 ft/5 ft
Special Attacks:
Special Qualities: Alternate Form
Saves: Fort +7, Ref +5, Will +6
Abilities: Str 10, Dex 10, Con 14, Int 3, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1
Feats: Improved Initative
Environment: Any Forest, hill, mountains, plain, or underground
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: —
You see the sheep, grazing peacefully, as if nothing seemed to matter for it in the plains. However, closer introspection reveals that to be farther than the truth. The area and grass around it feels cold, and there seems to be a blue fire in the sheep’s cold eyes.

WOLF FORM
Large Magical Beast
6d10+18
Armor Class: 15 (-1 size, +2 dex, +4 natural)
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 50 ft
Base attack/grapple: +6/+17
Attack: Bite +12 (1d8+10)
Full attack: Bite +12/+7 melee (1d8+10)
Face/Reach: 5 by 10/5 ft.
Special Attacks: Cold Subtype, Wolf’s freezy breath, trip
Special Qualities: Alternate Form, Wolf form special abilities
Saves: Fprt +8 Ref +7 Will +6
Abilities: Str 25 Dex 15 Con 17 Int 2 Wis 12 Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1
Environment: Forest, hill, mountains, plain, or underground
Organization: Solitary, pair or pack (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: ---
Level Adjustment: ---
A ferocious beast, this monstrous wolf seems to salivate in hunger. However, you feel quite cold around him, and his dark coat seems to give heat a little less in warmth. His cold, blue eyes seem to stare into your soul.
COMBAT:
Generally, a traditional wolf in sheep’s clothing will try and wait for its prey to get up close, or will try to get up as close as possible without scaring his prey away. Once he does that, he will switch to this form and usually follow with a cold breath attack, and if in a pack, usually only one wolf will freeze and the rest will try and focus on tripping as many as possible with their bite attacks.
SPECIAL ATTACKS:
Trip (Ex): A Wolf that hits with a bite attack can trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Cold Subtype: immunity to cold, takes double damage from fire. The Fire Resistance 10 still applies, though, but after the damage is doubled.
Freezy Wolf breath: Once per day as a standard action, a wolf may invoke a cone of cold erupting from its mouth. All within a 15 ft 180 degree arc take 3d6 cold damage, with a successful reflex save (DC 18) halving the damage.

Things to soon come to be (this is mainly placeholder, but I do not know CR)

Killer Monstrous Crow in Pigeon’s clothing
Burning Dire Rat in Rat’s clothing-
Dire Tiger in Cat’s Clothing

LeifVignirsson
2005-09-25, 01:46 AM
Very interesting... I think that would be a very odd little thing to throw out every once in a while...

By the by, you may want to add onto your label the word {Monster}, because people got left out the last time when they didn't label it properly.

halo
2005-09-25, 10:53 AM
Ooh, thanks for that-forgot about putting the {monster} in. :-[