It’s the start of another great year here at Necromancers of the Northwest, as we move on with more great free articles. We start things off with a new Exotic Encounters featuring the wolf-child, a terrifying mix of small humanoid and ferocious wolf. These pint-sized terrors have a great affinity for wolves, and are skilled in pack tactics. Rarely found alone, these monsters are designed to be encountered in small groups to provide a challenge to players through the power of cooperation.
This odd-looking creature is about 3 feet tall and has diminutive, childlike features and pale yellow skin, save for its head, which is covered in thick white fur and extends in the fearsome visage of a rabid, full-grown wolf, complete with huge teeth and gleaming yellow-red eyes.
WOLF-CHILD CR 5
CE Small monstrous humanoid
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 armor, +1 size)
hp 45 (6d10+12)
Fort +4, Ref +8, Will +6
Defensive Abilities strength of the pack
Speed 30 ft.
Melee bite +11 (1d4+6)
Special Attacks empower wolves, pack tactics, summon wolves
Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 6
Base Atk +6; CMB +9; CMD 22
Feats Dodge, Improved Initiative, Precise StrikeAPG
Skills Intimidate +7, Perception +10, Stealth +12
Environment temperate forests
Organization solitary, pair, or pack (3-10)
Treasure standard (+1 studded leather armor)
Animalistic (Ex): Because of its odd physiology, a wolf-child is considered to be both an animal and a monstrous humanoids for effects dependent on creature type.
Empower Wolves (Su): A wolf-child’s presence emboldens and strengthens wolves and dire wolves. All wolves and dire wolves within 30 feet of a wolf-child gain a +1 morale bonus to attack and damage rolls. If the wolf is within 30 feet of 3 or more wolf-children, this bonus is increased to +3.
Pack Tactics (Ex): A wolf-child is spectacularly skilled at fighting in a team of wolves and other wolf-children. When flanking with a wolf or another wolf-child, the wolf-child gains an additional +2 bonus to attack and damage rolls.
Strength of the Pack (Su): Wolf-children are emboldened by their pack and gain a +1 resistance bonus to all saving throws for every wolf-child within 30 feet of them.
Summon Wolves (Ex): A wolf-child can summon either 1d4 wolves or 1 dire wolf as a full-round action. The summoned wolf or wolves appear at the wolf-child’s side in the nearest unoccupied squares, and remain for 1 minute. This ability otherwise functions like summon nature’s ally I.
Wolf-children are said to be the descendants of men and evil wolves, or possibly some other wolf-like creatures. According to legend, after being rejected by mankind as abominations, the wolf-children found solace in various wolf packs in remote and mist-filled forests. They hunt alongside their primal brethren, mostly for the flesh of men, whom they hate with a passion. Whether the story about them being the offspring of men and wolves is true or not, the wolf-children’s hatred of man is easily confirmed, and they spend most of their time actively seeking out humans who enter their territories, in order to kill and eat them.
Not particularly clever creatures, wolf-children nonetheless are cunning hunters and boast exceptional teamwork skills, operating in small packs and attacking individuals as a group to utilize their natural advantages in numbers. They often use their ability to summon wolves to create distractions and overwhelm poorly prepared foes, or to isolate tougher enemies to be attacked by the pack at large.
While they are thoroughly evil creatures, delighting in the slaughter of intelligent creatures, wolf-children have a great fondness both for each other and for wolves, which they view as close kin. They will always go out of their way to help such creatures, and demonstrate uncommon kindness for them.