Shadow Wolf by Rex
Medium Magical Beast (Shapechanger)
Hit Dice: 1/4d10+1.25 (2 hp)
Initiative: +9 (+9 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 29 (+9 Dex, +10 natural), touch 19, flat-footed 20
Base Attack/Grapple: 0/+8
Attack: Claws +8.25 melee (2d6 +8)
Full Attack: Claws +8.25 melee (2d6 +8) or claw +3.25 melee (1d6 +4) or cris +8.25 melee (2d6 +8) or gore +3.25 melee (1d6 +4) or horns +3.25 melee (2d4 +4) or shadow blade +8.25 melee (2d10 +8) or slam +3.25 melee (1d4 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, frightful presence, poison
Special Qualities: Change shape, darkvision 60ft., fast healing 2, low-light vision, regeneration, telepathy
Saves: Fort +7, Ref +13, Will +3
Abilities: Str 26, Dex 29, Con 20, Int 20, Wis 17, Cha 18
Skills: Concentration +10, Control Shape +13, Hide +19, Listen +3, Move Silently +19, Spot +3
Feats: Lightning Reflexes

Environment: Shadows
Organization: Solitary, Pair, Bevy (2-5), Swarm (5-20), Flotillia (20-40), Plauge (40-60), or Army (60+)
Challenge Rating: 1/8
Treasure: None
Alignment: Always chaotic evil
Advancement: 1.25-0.5 HD (Medium); 1.5-0.75 HD (Large)
Level Adjustment: 5


An enormous were wolf shaped shadow.

A masive were wolf shaped shadow with horns of one foot long each, stands at the height of 7 feet, and powerful claws. It eats anything living besides it's own kind. When not fighting it is either training, studying, eating, or sleeping. The only place and time that you can find it is at night in the darkest shadows of any place.

Combat
It fights very aggressively, it prefers to use it's poisonous shadow blade, and if it is lost or broken it will give a deadly strike from it's claws and massive horns. The mind of the shadow wolf works very fast, it times every attack while dodging them, and when an attack is timed just right it will use to it's advantage and find a weak point to strike upon. It's favorite tactic is to hide and wait for unexpecting beings and then strikes repeadiatly until it is dead.


Energy Drain (Su): This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.A creature with a poison attack is immune to its own poison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.
Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
    Regeneration (Ex): A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.A creature must have a Constitution score to have the regeneration ability.
    Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.

    Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype. Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.

  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

    Society
    It acts like a normal human would with it's own kind:it communicates, plays, drinks, eats, work, trade, and sleeps. It is very protective for it's family, it would die for it's own kind, and there are differences in either genders strength and speed. The males are larger and darker in their shadowy color. They do not wear any type of armor or clothes for they are most agile that way.

    This creature has been play tested.
    This is not a kender type creature.

     



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