
What at first appears to be a white wolf the size of a small horse changes into a hulking humanoid wolf roughly the size of an ogre. Emphatically female its six large breasts are overshadowed only by the overripe gravid belly upon which the lowest pair rest. Frosty breath mists the air about its head but cannot conceal the lust in its bright yellow eyes.
Wolfmother CR6
Usually Neutral
Female or F-Herm
Large Mortal Shapechanger (cold)
Initiative: +8; Senses: darkvision, scent; Perception 21(+11)
Languages: Common, Giant
Flat-Footed: 13 / Defense: 14 / Reflex: 14 /Fortitude: 19 / Will: 15
DR: 11 silver penetrates
Immunities: Cold, Polymorph
Vulnerabilities: Fire
HP: 60 (6d10+27) Regen 1 silver penetrates
Speed: 40ft(4½mph)/ in quadrupedal form 60ft(7mph)
Attack Bonus: +10 /Grapple: +12 / Magic Attack Bonus: +4
Melee: bite or claw 2d6+7 p,s/20x2/10ft
Ranged: breath weapon 4d6+7 cold/20x2/15ft—4 round recharge/cone of freezing gas ref SV for ½ damage
Space-Reach: 10ft/10ft
Powers:
Change Shape(Su/at-will/standard): Can shift between quadrupedal form and bipedal form. Stats do not change but movement is faster in quadrupedal form. If slain do not change form, parts severed from the body do not change form.
Curse(Su/bite triggered): Any mortal humanoid bitten by a wolfmother must succeed on a dc d20+5 Fort save or fall prey to her curse. In 1d20 days (immediately if crits) the character transforms into a wolfmother themselves.
Strength 18(+4)/ Dexterity 13(+1)/ Constitution 16(+3)/ Intelligence 9(+0)/ Wisdom 13(+1)/ Charisma 10(+0)
Feats: Alertness, Extended Breath Weapon, Improved Initiative, Improved Natural Armor(2), Toughness
Skills Primary: Acrobatics +4, Athletics +13, Deception +3, Dungeoneering +3, Endurance +12, Heal +10, Insight +4, Larceny +4, Nature +4, Perception +11, Persuasion +3, Religion +4, Spellcraft +4, Stealth +13, Survival +14
Skills Secondary: Craft +3, Knowledge +3, Perform +3
Ability Explanations
Curse: The affected character's race becomes wolfmother, adjust numerical factors including the following as if multiclassing. Initiative, Saves, Attack/Grapple/Magic Bonuses, Skills. Female characters remain female male characters become female dominant herms. Wolfmother's are a living expression of natural fertility and constantly pregnant, roll 1d8 for litter size and 6+1d12 for interval between litters in months. Once the transformation of the wolfmother curse has occurred it may not be broken, due to the interference of the mystical bond between mother and gestating offspring always in effect from their perpetual pregnancy.
Wolfmother CR6
Usually Neutral
Female or F-Herm
Large Mortal Shapechanger (cold)
Initiative: +8; Senses: darkvision, scent; Perception 21(+11)
Languages: Common, Giant
Flat-Footed: 13 / Defense: 14 / Reflex: 14 /Fortitude: 19 / Will: 15
DR: 11 silver penetrates
Immunities: Cold, Polymorph
Vulnerabilities: Fire
HP: 60 (6d10+27) Regen 1 silver penetrates
Speed: 40ft(4½mph)/ in quadrupedal form 60ft(7mph)
Attack Bonus: +10 /Grapple: +12 / Magic Attack Bonus: +4
Melee: bite or claw 2d6+7 p,s/20x2/10ft
Ranged: breath weapon 4d6+7 cold/20x2/15ft—4 round recharge/cone of freezing gas ref SV for ½ damage
Space-Reach: 10ft/10ft
Powers:
Change Shape(Su/at-will/standard): Can shift between quadrupedal form and bipedal form. Stats do not change but movement is faster in quadrupedal form. If slain do not change form, parts severed from the body do not change form.
Curse(Su/bite triggered): Any mortal humanoid bitten by a wolfmother must succeed on a dc d20+5 Fort save or fall prey to her curse. In 1d20 days (immediately if crits) the character transforms into a wolfmother themselves.
Strength 18(+4)/ Dexterity 13(+1)/ Constitution 16(+3)/ Intelligence 9(+0)/ Wisdom 13(+1)/ Charisma 10(+0)
Feats: Alertness, Extended Breath Weapon, Improved Initiative, Improved Natural Armor(2), Toughness
Skills Primary: Acrobatics +4, Athletics +13, Deception +3, Dungeoneering +3, Endurance +12, Heal +10, Insight +4, Larceny +4, Nature +4, Perception +11, Persuasion +3, Religion +4, Spellcraft +4, Stealth +13, Survival +14
Skills Secondary: Craft +3, Knowledge +3, Perform +3
Ability Explanations
Curse: The affected character's race becomes wolfmother, adjust numerical factors including the following as if multiclassing. Initiative, Saves, Attack/Grapple/Magic Bonuses, Skills. Female characters remain female male characters become female dominant herms. Wolfmother's are a living expression of natural fertility and constantly pregnant, roll 1d8 for litter size and 6+1d12 for interval between litters in months. Once the transformation of the wolfmother curse has occurred it may not be broken, due to the interference of the mystical bond between mother and gestating offspring always in effect from their perpetual pregnancy.
Category Story / Transformation
Species Wolf
Size 50 x 50px
File Size 74.5 kB
if you play stock 3e it'll take some conversion. The stats are for the heavily modified house system I use in my campaigns.
Mods from 3e as follows:
Creature Types different
Initiative=1/2lvl+modifiers
Low-Light Vision & Darkvision no longer have a range limit they change visibility level
Spot/Listen/Etc now single Perception stat with assumed take ten as passive
Static Saves ala UA - Formula 1/2lvl+ 1(poor) +2(med) +3(good)
Defense takes place of AC is Ref+Shield modifier+other mods
Ref takes place of Touch AC
Flat-Footed derived from Ref like 3e derived from touch AC
Armor as DR - DR=half AC bonus + half hardness
Attack Bonus uses same progression as Saves with modifiers added like 3e.
Grapple is derived from Attack Bonus & used for grapple attacks
Size modifier is now Grappling Special Size Modifier/2
Magic Bonus is attack bonus for magic (since saves have been flipped) use same progression as saves
No iterative attacks gain 1/2lvl damage bonus
natural weapons mechanically identical to manufactured weapons, each size increase doubles base damage (size matters mod)
Various special abilities & attacks not under other headings are part of Powers section to consolidate
Feats-feat per level mod
Skills-Split into Primary and Secondary primary gets x+int mod trained skills, secondary gets 2+int mod trained
Skill System Details-like Star Wars Saga system except untrained =1/2lvl +mods trained=lvl+mods+3 so they work with existing 3e DCs. Consolidation of skills is between that of 4e and Saga, silos non-combat skills into separate category, but subsets of skills can be added like 3e knowledge skills to fill in where needed without upsetting the overall system's streamlining.
Mods from 3e as follows:
Creature Types different
Initiative=1/2lvl+modifiers
Low-Light Vision & Darkvision no longer have a range limit they change visibility level
Spot/Listen/Etc now single Perception stat with assumed take ten as passive
Static Saves ala UA - Formula 1/2lvl+ 1(poor) +2(med) +3(good)
Defense takes place of AC is Ref+Shield modifier+other mods
Ref takes place of Touch AC
Flat-Footed derived from Ref like 3e derived from touch AC
Armor as DR - DR=half AC bonus + half hardness
Attack Bonus uses same progression as Saves with modifiers added like 3e.
Grapple is derived from Attack Bonus & used for grapple attacks
Size modifier is now Grappling Special Size Modifier/2
Magic Bonus is attack bonus for magic (since saves have been flipped) use same progression as saves
No iterative attacks gain 1/2lvl damage bonus
natural weapons mechanically identical to manufactured weapons, each size increase doubles base damage (size matters mod)
Various special abilities & attacks not under other headings are part of Powers section to consolidate
Feats-feat per level mod
Skills-Split into Primary and Secondary primary gets x+int mod trained skills, secondary gets 2+int mod trained
Skill System Details-like Star Wars Saga system except untrained =1/2lvl +mods trained=lvl+mods+3 so they work with existing 3e DCs. Consolidation of skills is between that of 4e and Saga, silos non-combat skills into separate category, but subsets of skills can be added like 3e knowledge skills to fill in where needed without upsetting the overall system's streamlining.
I was using 3e lycanthropy and the Seawolf from Stormwrack as a model for the curse. I haven't decided entirely, the milk or other bodily fluids may have effects in story but not effects that would cause mechanic level changes in an RPG model. I'm strongly considering the staple of BE milk though (which would be a fluff rather than mechanical level effect).
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