Dream Wolves


Homebrew and House Rules


I am currently prepping a sandboxy campaign in the Darkmoon Vale and I read about the Dream Wolves there, who, sadly, never got stats. So I created them. Any comments, critique, ideas? Especially for a better ability than my forced daydream and about one or two more SLAs.

Stat Block:

Dream Wolf CR 3
XP 800
NG medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)
hp 28 (4d10+4)
Fort +5, Ref +6, Will +5

Speed 50 ft.
Melee bite +5 (1d6+1 plus trip)
Special Attacks forced daydream
Spell-Like Abilities (CL 4th; concentration +7)
At Will—detect thoughts (DC 15)
1/day—dream

Str 13, Dex 15, Con 12, Int 12, Wis 15, Cha 16
Base Atk +4; CMB +5; CMD 17
Feats Iron Will, Skill Focus (Perception)
Skills Perception +12, Stealth +9, Survival +9 (+13 tracking with scent); Racial Modifiers +4 Survival when tracking by scent
Languages Common, Sylvan; telepathy 100 ft.

Forced Daydream (Su) As a standard action, a dream wolf can force a creature to experience a maddening daydream. The target must succed on a DC 15 Will Save or take 1d3 Wis damage and be confused for 1d4 rounds. The save DC is charisma-based.


And now that I am at it, I wrote up other creatures in the Guide to the Darkmoon Vale...

Caustic Drake:

Caustic Drake CR 4
XP 1,200
CE large dragon (earth)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9

AC 17, touch 11, flat-footed 15
(+2 Dex, +6 natural, −1 size)
hp 50 (5d12+15)
Fort +6, Ref +6, Will +5
Immune acid, paralysis, sleep

Speed 30 ft., climb 30 ft.
Melee bite +8 (1d8+4 plus 1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. line, DC 14, 5d6 acid)

Str 19, Dex 15, Con 14, Int 9, Wis 12, Cha 10
Base Atk +5; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +20, Intimidate +8, Perception +9, Stealth +6, Survival +9; Racial Modifiers +8 Climb
Languages Draconic

Thunder Drake:

Thunder Drake CR 6
XP 2,400
CE large dragon (air)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11

AC 20, touch 22, flat-footed 17
(+3 Dex, +8 natural, −1 size)
hp 77 (7d12+35)
Fort +9, Ref +8, Will +6
Immune paralysis, sleep

Speed 20 ft., fly 60 ft. (good)
Melee 2 talons +10 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 talons, 1d8+6), sonic blast

Str 19, Dex 17, Con 18, Int 8, Wis 12, Cha 10
Base Atk +7; CMB +12; CMD 25
Feats Fly-by Attack, Improved Initiative, Power Attack, Toughness
Skills Fly +15, Intimidate +10, Perception +11, Stealth +9, Survival +11
Languages Draconic

Sonic Blast (Su) A thunder drake can, as a standard action, release a focused scream that explodes into powerful sonic waves when it hits an object. This attack has a range of 60 ft. and deals 7d4 points of sonic damage (DC 17 Reflex half) to all creatures in a 20 ft. burst. Every creature that does not make its save is also knocked prone. Once a thunder drake has used sonic blast, it cannot do so again for 1d6 rounds. The Reflex save is constitution-based.

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