Creature Catalogue Overhaul Project Revisited

Cleon

Legend
The abilities all look ok. If you'd like to differentiate them a little more, we could bump Int to 20 or 21 along with a slight decrease to Cha.

I'm reluctant to give them mental ability scores that result in different bonuses, since all the Animal Lords in the AD&D source material have the same Intelligence.

So let's keep them at that.

That would mean we're ready to start a Working Draft. I'll just copy-and-paste the Lizard Lord for the raw format.

Have to get back to you on the weapon...

Any ideas? Apart from making it a keen and/or wounding weapon and giving it a nastier poison I'm not coming up with anything.

That might do, I suppose.
 

log in or register to remove this ad

Cleon

Legend
Any ideas? Apart from making it a keen and/or wounding weapon and giving it a nastier poison I'm not coming up with anything.

That might do, I suppose.

Hmm, we could give it returning like we did the Lizard Monarch's trident. That'd help balance his lack of a ranged weapon.
 

Cleon

Legend
Wolf Lord

Wolf Lord, Human Form

Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+111 (277 hp)
Initiative: +13
Speed: 30 ft. (6 squares)
Armor Class: 56 (+9 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +4 natural), touch 52, flat-footed 47
Base Attack/Grapple: +37/+42
Attack: wolf's fang dagger +48 melee (1d4+6 plus 1 Con/17-20) or wolf's fang dagger +48 ranged (1d4+6 plus 1 Con/17-20)
Full Attack: wolf's fang dagger +48/+43/+38/+33 melee (1d4+6 plus 1 Con/17-20) or wolf's fang dagger +48/+43/+38/+33 ranged (1d4+6 plus 1 Con/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon wolves
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., evasion‡, low-light vision, scent, spell resistance 36, telepathy 100 ft.
‡ from ring of evasion
Saves: Fort +23, Ref +29, Will +24
Abilities: Str 21, Dex 28, Con 17, Int 19, Wis 18, Cha 24
Skills: Concentration +23, Diplomacy +31, Intimidate +47, Jump +29, Knowledge (nature) +28, Knowledge (the planes) +24, Hide +53, Listen +49, Move Silently +53, Sense Motive +44, Search +44, Spot +49, Survival +28 (+32 on other planes, +32 following tracks, +36 following tracks by scent), Tumble +41, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Sunder, Improved Trip, Mobilityᴮ, Multiattackᴮ, Power Attack, Runᴮ, Superior Expertise, Trackᴮ, Weapon Focus (dagger)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 wolves, 3-18 dire wolves, 2-12 legendary wolves)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Wolf Lord, Wolf Form
Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+185 (351 hp)
Initiative: +16
Speed: 50 ft. (10 squares)
Armor Class: 59 (+12 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +4 natural), touch 55, flat-footed 47
Base Attack/Grapple: +37/+44
Attack: Bite† +53 melee (2d6+14/15-20×3 plus throat-ripping)
Full Attack: Bite† +53/+53 melee (2d6+14/15-20×3 plus throat-ripping)
† includes amulet of mighty fists +4
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented bite, bite alacrity, throat-ripping, trip, spell-like abilities, summon wolves
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., evasion‡, low-light vision, scent, spell resistance 36, telepathy 100 ft.
‡ from ring of evasion
Saves: Fort +25, Ref +32, Will +24
Abilities: Str 25, Dex 34, Con 21, Int 19, Wis 18, Cha 24
Skills: Concentration +23, Diplomacy +31, Intimidate +47, Jump +39, Knowledge (nature) +28, Knowledge (the planes) +24, Hide +56, Listen +49, Move Silently +56, Sense Motive +44, Search +44, Spot +49, Survival +28 (+32 on other planes, +32 following tracks, +36 following tracks by scent), Tumble +44, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Sunder, Improved Trip, Mobilityᴮ, Multiattackᴮ, Power Attack, Runᴮ, Superior Expertise, Trackᴮ, Weapon Focus (dagger)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 wolves, 3-18 dire wolves, 2-12 legendary wolves)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Wolf Lord, Dire Wolf Form
Large Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+185 (351 hp)
Initiative: +16
Speed: 50 ft. (10 squares)
Armor Class: 59 (-1 size, +12 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 54, flat-footed 47
Base Attack/Grapple: +37/+51
Attack: Bite +52† melee (4d6+19/15-20×3 plus throat-ripping)
Full Attack: Bite +52/+52† melee (4d6+19/15-20×3 plus throat-ripping)
† includes amulet of mighty fists +4
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented bite, bite alacrity, throat-ripping, trip, spell-like abilities, summon wolves
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., evasion‡, low-light vision, scent, spell resistance 36, telepathy 100 ft.
‡ from ring of evasion
Saves: Fort +25, Ref +32, Will +24
Abilities: Str 31, Dex 34, Con 21, Int 19, Wis 18, Cha 24
Skills: 480 SPs (12*40)
Concentration +23, Diplomacy +31, Intimidate +47, Jump +42, Knowledge (nature) +28, Knowledge (the planes) +24, Hide +56, Listen +49, Move Silently +56, Sense Motive +44, Search +44, Spot +49, Survival +28 (+32 on other planes, +32 following tracks, +36 following tracks by scent), Tumble +44, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Sunder, Improved Trip, Mobilityᴮ, Multiattackᴮ, Power Attack, Runᴮ, Superior Expertise, Trackᴮ, Weapon Focus (dagger)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 wolves, 3-18 dire wolves, 2-12 legendary wolves)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Wolf Lord, Hybrid Form
Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+185 (351 hp)
Initiative: +16
Speed: 30 ft. (6 squares)
Armor Class: 59 (+12 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +4 natural), touch 55, flat-footed 47
Base Attack/Grapple: +37/+44
Attack: Bite† +53 melee (2d6+11/15-20×3) or wolf's fang dagger +51 melee (1d4+8 plus 1 Con/17-20) or wolf's fang dagger +51 ranged (1d8+8 plus 1 Con 1d4+6 plus 1 Con/17-20)
Full Attack: wolf's fang dagger +51/+46/+41/+36 melee (1d4+8 plus 1 Con/17-20) and 2 bites† +51/+51 melee (2d6+7/15-20×3) and claw +51† melee (1d6+7); or 2 bites† +53 melee (2d6+11/15-20×3) and 2 claws† +51 melee (1d6+7); or wolf's fang dagger +51/+46/+41/+36 ranged (1d8+8 plus 1 Con)
† includes amulet of mighty fists +4
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented bite, bite alacrity, trip, spell-like abilities, summon wolves
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., evasion‡, low-light vision, scent, spell resistance 36, telepathy 100 ft.
‡ from ring of evasion
Saves: Fort +25, Ref +32, Will +24
Abilities: Str 25, Dex 34, Con 21, Int 19, Wis 18, Cha 24
Skills: Concentration +23, Diplomacy +31, Intimidate +47, Jump +39, Knowledge (nature) +28, Knowledge (the planes) +24, Hide +56, Listen +49, Move Silently +56, Sense Motive +44, Search +44, Spot +49, Survival +28 (+32 on other planes, +32 following tracks, +36 following tracks by scent), Tumble +44, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Sunder, Improved Trip, Mobilityᴮ, Multiattackᴮ, Power Attack, Runᴮ, Superior Expertise, Trackᴮ, Weapon Focus (dagger).
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 wolves, 3-18 dire wolves, 2-12 legendary wolves)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

A human youth, barely older than a boy, armed only with a dagger. His bright eyes and sharp features seem alive with intelligence.

A bright-eyed grey wolf who looks in peak condition; its great size and confident posture suggests this might be a pack leader.

The wolf lord is the animal lord who has dominion over wolves everywhere. His behavior seems a lot more human than most animal lords. However, he can be alarmingly savage and wily, although he is no more evil than a timber wolf. The lord of wolves spends much of his time running across the Beastlands with enormous packs of his lupine followers.

The Lord of Wolves may appear on the Prime Material Plane wherever wolves are being threatened with extinction, especially if the danger comes from intelligent or unnatural entities. He is cunning and ruthless, and is as willing to solve problems with diplomacy as brutality. Like all animal lords, the wolf lord has little interest in natural threats to the lives of individual animals. He is a guardian of all wolf-kind.

The exact dimensions of the wolf lord varies depending on what type of wolf or humanoid he takes the form of. In humanoid form, the wolf lord stands 6 feet tall and weighs 150 pounds, in hybrid form he has the same height but weighs 200 pounds. His wolf form is 4 or 5 feet long and weighs 200 pounds. His dire wolf form is 9 feet long and weighs some 800 pounds.

The wolf lord can speak Common and Sylvan and can also communicate telepathically with any intelligent creature.

COMBAT
The wolf lord prefers to fight in dire wolf form, but switches to hybrid form if his wolf's fang dagger is his most effective choice. He trips his opponents at every opportunity and loves it when a throat ripping bite stops an enemy using verbal spells.

A pack of wolves often fights alongside the wolf lord, helping him with Aid Another and flanking actions, or just by milling around so much it's unclear which of the wolves is the actual wolf lord.

Alternate Form (Su): The wolf lord can assume the form of a humanoid, a wolf, a dire wolf, or a wolf-humanoid hybrid (which appears similar to a werewolves' hybrid form). When in animal or hybrid form, the wolf lord gains the use of Multiattack and Mobility as bonus feats.

Augmented Critical (Ex): The wolf lord's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Bite Alacrity (Su): When the wolf lord is in wolf or hybrid form he may make one extra bite attack when making a full attack.

Throat-Ripping (Ex): When in dire wolf form, if the wolf lord makes a successful critical hit with his bite attack the target must succeed at a Fortitude save (DC 38) or the wolf lord's jaws rip their throat, causing 2d10 Con damage from tissue loss and shock. On each following round, the victim must succeed at DC 38 Fort save or take 1d10 Con damage from blood loss. This blood loss damage continues until the victim makes the Fort save or the injury is successfully treated. The blood loss can be staunched with a DC 38 Heal check, a cure critical wounds or heal spell, or by healing the initial 2d10 Con damage caused by the bite. The save DC is Strength-based.

A creature whose throat has been ripped cannot speak and is unable to use any abilities that employ the throat or mouth (bite attack, breath weapon, harpy song, spells with verbal components, et cetera) until the throat-ripping bite's initial Con damage is healed.

Spell-Like Abilities: At will—astral projection, cure serious wounds, detect evil, detect good, dimension door, displacement, ethereal jaunt, greater invisibility, greater teleport, hold animal or person (as hold animal but also affects humanoids), tongues. Caster level 20th. The save DCs are Charisma-based.

Summon Wolves (Sp): The Wolf Lord can summon 2d10+12 wolves, 3d6 dire wolves, or 2d6 legendary wolves* as a full round action, once per day. The summoned animals arrive at the beginning of the Wolf Lord’s following round and are completely loyal to the Wolf Lord, as if under the effects of an animal friendship spell cast at 20th level.

*The legendary wolf appears in Monster Manual II. If that product is unavailable the Wolf Lord can summon 10d6 wolves, 3d6 dire wolves, or 1d2 paragon wolves.

Trip (Ex): If the wolf lord hits with a bite attack when in animal or hybrid form he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity (check modifier +7 in wolf or hybrid form, +14 in dire wolf form). If the attempt fails, the opponent cannot react to trip the wolf.

Wolf's Fang: This ivory-white +1 dagger of venom has the keen, wounding, seeking, returning and ghost touch properties.

The dagger of venom poison effect can be invoked six times per day. When wielded by the Wolf Lord, the poison has initial damage of 1d10 Con and its secondary damage is death, each instance of damage can be negated by a DC 24 Fort save (the save DC uses the Wolf Lord's caster level and Wisdom modifier). Other wielders use the poison effect of a standard dagger of venom (1d10 Con/1d10 Con, Fort DC 14).

Skills: The wolf lord has a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*He also has a +4 racial bonus on Survival checks when tracking by scent.

Equipment: wolf's fang, amulet of mighty fists +4, ring of evasion, ring of three wishes.

Originally appeared in Planescape Monstrous Compendium Appendix (1994)

[WolfLord] Skills Ranks: Concentration 20, Diplomacy 20, Intimidate 40, Jump 24, Knowledge (nature) 20, Knowledge (the planes) 20, Hide 40, Listen 40, Move Silently 40, Sense Motive 40, Search 40, Spot 40, Survival 24, Tumble 32, Use Magic Device 40
 
Last edited:

Cleon

Legend
Just noticed a couple of errors in the Lizard Lord's Reflex saves - they were a few points too high.

It's been fixed.

I had to give the Wolf Lord quite the same NAs as an SRD Wolf and Dire Wolf in those forms to make the ACs match, which means it has a higher NA in human or hybrid forms.

Don't think I like that much. Any objection to me tweaking it to:

Humanoid AC 56 with Dex +9, NA +4
Wolf Form AC 59 with Dex +12, NA +4
Dire Form AC 59 with Dex +12, NA +5
Hybrid Form AC 59 with Dex +12, NA +4
 

freyar

Extradimensional Explorer
Those ability scores and NA will work for me.

I like wounding and a really nasty poison for the dagger. I lean toward returning as well. I feel like there might be some weapon properties in the Magic Item Compendium we could mine for ideas, too.
 

Cleon

Legend
Those ability scores and NA will work for me.

I'll update the Wolf Lord Working Draft.

I like wounding and a really nasty poison for the dagger. I lean toward returning as well. I feel like there might be some weapon properties in the Magic Item Compendium we could mine for ideas, too.

Okay, so returning and wounding are in. What about keen?

For the poison, I'm not that bothered if the damage isn't that "nasty", but I'm thinking it's more important to give it an effective Fort DC.

It should certainly be better than DC 14 of a standard dagger of venom.

Hmm, we could say its venom has a really hefty DC bonus if it scores a critical hit?
 

freyar

Extradimensional Explorer
Okay, so returning and wounding are in. What about keen?

For the poison, I'm not that bothered if the damage isn't that "nasty", but I'm thinking it's more important to give it an effective Fort DC.

It should certainly be better than DC 14 of a standard dagger of venom.

Hmm, we could say its venom has a really hefty DC bonus if it scores a critical hit?

Keen is good. So returning, wounding, keen is +4 worth of bonuses (vs +6 for the qualities of the lizard lord's trident). What if we say the poison effect is in the DC 25-30 range and use the same Con damage as the dagger of venom/poison spell?
 

Cleon

Legend
Keen is good. So returning, wounding, keen is +4 worth of bonuses (vs +6 for the qualities of the lizard lord's trident). What if we say the poison effect is in the DC 25-30 range and use the same Con damage as the dagger of venom/poison spell?

So 1d10 Con/1d10 Con? That might be a bit wimpy for an epic weapon, especially for an effect that only occurs on a critical. I was toying with the idea of 1d10 Con/death or 2d6 Con/death.

Hold on, I just noticed something - the 3.5 version of the poison spell uses a non-standard Fort save:

Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wis modifier)

We could solve the DC issue if we just say that when wielded by the Wolf Lord, the poison effect uses the Wolf Lord's caster level and Wisdom modifier, for a DC of 24, but other wielders use the standard dagger of venom DC of 14. We could also have it so the poison is more damaging or plain lethal when the dagger's wielded by the Wolf Lord.

Also, the original AD&D dagger of venom could hold up to six doses of venom, so how about allowing the "wolf fang" to poison opponents 6 times per day instead of just once?
 


freyar

Extradimensional Explorer
So 1d10 Con/1d10 Con? That might be a bit wimpy for an epic weapon, especially for an effect that only occurs on a critical. I was toying with the idea of 1d10 Con/death or 2d6 Con/death.

Hold on, I just noticed something - the 3.5 version of the poison spell uses a non-standard Fort save:

Each instance of damage can be negated by a Fortitude save (DC 10 + ½ your caster level + your Wis modifier)

We could solve the DC issue if we just say that when wielded by the Wolf Lord, the poison effect uses the Wolf Lord's caster level and Wisdom modifier, for a DC of 24, but other wielders use the standard dagger of venom DC of 14. We could also have it so the poison is more damaging or plain lethal when the dagger's wielded by the Wolf Lord.

Also, the original AD&D dagger of venom could hold up to six doses of venom, so how about allowing the "wolf fang" to poison opponents 6 times per day instead of just once?

I guess you're right; I haven't played enough at high levels to get to the point where 1d10 Con/1d10 Con soudns "not lethal." :p I'd be happy with the fix you propose --- it is a plain dagger of venom for anyone else but a keen, wounding, returning dagger of venom with the Wolf Lord's DC set as above and 1d10 Con/death or maybe 2d10/2d10 Con damage or 1d10/1d10 Con drain. I'm also amenable to 6 "poisons" per day.

With that fix, do we still want all of keen, wounding, returning?



are these gathered into a wiki or index anywhere ?

and as always, good work.

I'm afraid not outside the CC website which is down currently, and our organization in the forum has changed a bit in the last couple of years. If there is something specific you want, try google searching with site:enworld.org attached.

And thanks!
 

Remove ads

Top