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4e Wolfen

Back in 2004, I think it was, I saw some very cool minis in Orc’s Nest – they were giant wolf-men called wolfen made by a company called Rackham for a French miniatures skirmish game called Confrontation. I bought a couple, painted them, and ended up liking them so much I bought quite a few more. Having gone to all the trouble of buying and painting these miniatures, I knew I had to put them into one of my campaigns so the wolfen appeared in the Lands of Intrigue campaign, prowling the Wealdath in Tethyr. Later still, I managed to sneak a wolfen Lone Wolf called Rhorlief from this campaign into monkeyking’s Wrath of the River King adventure for 4e D&D which I ran for the Black Horse Parsantium group.

Last weekend I added a pack of wolfen to the Garden of Graves adventure I am running for the Juma Gang. Their 4e stats are below, unfortunately saved as images as I can’t figure out how to get the Monster Builder to produce stat blocks as text.

The intro text below is adapted from the Confrontation/Rackham website, now sadly defunct. They don’t seem to be producing their miniatures any more which is a real shame.

In the Feywild, one can hear howls like no other. Like those of the other wolves, they greet the appearance of the moon, but it is impossible to  confuse them: those howling in this way are not mere animals. Behind these bloodcurdling cries one senses a conscience, a frightening and formidable presence. Who has awakened the old fears buried deep in the heart of men?  Who has given a face and a soul to their most terrifying legends?

The Wolfen are the children of Yllia, the goddess of the Moon, a goddess as cold as the celestial body she symbolises, as dark as the night, and terribly  demanding. A curse or a blessing? She gave the Wolfen the force and the instinct  of a predator. But she also gave them an incredible thirst for blood and carnage. Ever since, they tirelessly track down their prey, pushed by a hunger  that is never satisfied and an uncontrollable need to kill. Every night they  offer their goddess her due, the precious fluid of life. But to find grace  in Yllia’s eyes is an almost insurmountable challenge, so every day the hunt  continues… 
  
 
 

 

EDIT: see comments for added v3.5 stats!

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richgreen01
Feb. 29th, 2012 10:36 pm (UTC)
Here are the 3.5 stats!

Wolfen
Large Monstrous Humanoid

Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Reaper +10 melee (2d6+5/19-20/x2) or bite +9 melee (1d8+5) or crossbow +6 ranged (2d8/19-20/x2)
Full Attack: Reaper +10 melee (2d6+5/19-20/x2) or bite +9 melee (1d8+5) or crossbow +6 ranged (2d8/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Low-light vision, DR 5/silver, scent
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 11, Cha 8
Skills: Listen +4, Move Silently +4, Spot +4, Survival +2*
Feats: Alertness, Weapon Focus (reaper), TrackB
Environment: Temperate forests
Organization: Solitary, pair or pack (6-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

Adult Wolfen stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from pale grey to black. Wolfen speak Sylvan and those specimens who boast Intelligence scores of at least 12 also speak Elven. Wolfen worship a fierce aspect of Selune, known as Yllia.

*Wolfens have a +4 racial bonus on Survival checks when tracking by scent.

Wolfen Characters
Wolfen are often barbarians or rangers. Sorcerors are known as Lone Wolves. Female wolfen sometimes become clerics of Yllia, known as Sacred Vestals.


Wolfen Lone Wolf
Sorceror 5
Large Monstrous Humanoid

Hit Dice: 4d8+8 plus 5d4+10 (48 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 16 (–1 size, +2 Dex, +4 natural, +1 armour), touch 11, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: +1 warning staff +12 melee (1d8+6) or bite +11 melee (1d8+5) or bastard sword +11 melee (1d10+5/19-20/x2)
Full Attack: +1 warning staff +12 melee (1d8+6) or bite +11 melee (1d8+5) or bastard sword +11 melee (1d10+5/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells
Special Qualities: Low-light vision, DR 5/silver, scent, summon familiar
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 11, Cha 16
Skills: Concentration +6, Knowledge (arcana) +2, Listen +4, Move Silently +4, Spellcraft +2, Spot +4, Survival +2*
Feats: Alertness, Brew Potion, Combat Casting, Spell Focus (Evocation), TrackB
Challenge Rating: 8
Alignment: Chaotic neutral

Spells Known (6/7/5; DC 13+ spell level):
0 – daze, dowsing, mage hand, ray of frost, read magic, touch of fatigue.
1st – cause fear, mage armour, magic missile, sleep, stone blast.
2nd – blur, ice bolt.

Possessions: large +1 warning staff, bastard sword, bracers of armour +1, potion of blur, potion of cure moderate wounds, potion of haste, sleepweed pod.

*Wolfens have a +4 racial bonus on Survival checks when tracking by scent.


Edited at 2012-02-29 10:42 pm (UTC)

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