Alright, a more permanent version of the Big Bad Wolf has been slowly forming. Here are the semi-official stats I have so far. I don't have anything for any of his wolf forms, or a list of his specific BBW powers (his bonus feats have been added in, but not his Spell Like Abilities like Gust of Wind that the afflicted BBWs get, this will just get added in a later update.)
Overall the Big Bad Wolf is designed as a creature intended to be able to move away from any situation. It should be nearly impossible for the wolf to be cornered or forced into a tactical situation he doesn't want to be in simply based on his movement powers and spells.
His weapon, the Fang of the Wolf is a dagger forged from one of his own fangs. If stolen, the magical abilities of it will fade within a month. If it is given to someone however, perhaps as a trophy or gift for an impressive act of savagery or intelligence, the magic is sustained. It's also intentionally a dagger to be misleading as to how dangerous his strikes can truly be.
I do not yet have stats for a Dire Wolf or Huge Wolf form for him, this is currently a humanoid/hybrid form possibility.
As always, critiques are welcome and I hope there are folks in the Kingmaker Forums that find this useful in their own games in some way.
Damage Reduction 10/Silver, Cold Iron and Epic
Mythic Power - 6/day +1d8 to any d20 roll.
Flat Footed: 23
(+10 Natural, +3 Dex, "Wild" Wolf Pelt +3)
CMD: 27 (BAB+9, Str+5, Dex+3)
"Fang of the Wolf" Dagger - +1 Huntsman Dagger
(Arcane Strike +3/+3)
(Power Attack -3/+9)
(Inspire Courage +3/+3)
adjusted attack = +18/+13 d4+21
(from the PRD)
A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.
CMB:+14 (BAB+9, Str+5)
Skills...honestly I'm not working out all the skill points. Adjust as each individual sees fit. He's a mythical creature, fit him to your campaign with whatever skills would be appropriate.
1. Arcane Strike +3/+3 (swift action)
1. Bonus - Power Attack (Mythic) -3/+9
1. Bonus - Improved Sunder
3. Combat Reflexes
5. Combat Expertise -3/+3
7. Improved Unarmed Strike
9. Vital Strike (Mythic) (allows the BBW to double his static numbers when making a Vital Strike)
11. Deflect Arrows (Mythic) Can deflect up to 3 attacks per round, or spend a Mythic Power to deflect a single Ray from a Ray spell as an immediate action.
Bardic Abilities (DC 20) (30 Rounds Available)
Bardic Knowledge +6
Performance abilities as a Move Action to begin
Inspire Courage +3
Inspire Competence +4
Dirge of Doom
Inspire Greatness - 2 Targets
1. Detect Magic
2. Ghost Sound
3. Know Direction
4. Read Magic
5. Mage Hand
1. Charm Person
3. Vocal Alteration
4. Cure Light Wounds
6. Disguise Self
1. Animal Messenger
2. Dimension Leap (eberron specific spell)
3. Locate Object
1. Charm Monster
3. Crushing Despair
1. Dimension Door
2. Shadow Step
3. Locate Creature
4. Primal Scream
1. Greensight 60 feet.
2. No One Of Consequence - Permanent nondetection effect at Caster Level 18, Will DC 20 to overcome.
3. Imprinting Hand
4. Shadow Stealth - 100 feet, Move Action. 1 Mythic Point to use.
5. Menacing Whisper
6. Simple Divine Casting - 30 Spell Levels, nothing higher than an 8th Level Spell
Spells - 1/day each, at Caster Level 12
Transport Via Plants - 6th lvl Druid
Baleful Polymorph - 5th lvl Druid
Heal - 6th lvl Cleric
Find Traps - 2nd lvl Cleric
Find the Path - 6th lvl Cleric
Resist Energy 30 - 2nd lvl Druid
Spider Climb - 2nd lvl Druid
Charm Animal - 1st lvl Druid