Some Dragonlance goodies
Posted: Thu Feb 08, 2007 2:26 pm
Dear all,
here are some things "Dragonlancey" which might interest you. They should appear in my next installment of my Dragonlance Adventures C&C sourcebook. Enjoy!
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8 )
MOVE: 45 ft.
AC: 1 4
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within one hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
For further information see "Create Dread Wolf", in the "Spells of High Sorcery" section.
CREATE DREAD WOLVES, Level 5 wizard
CT 1 hr.; R: touch; D: permanent; SV: n/a; SR n/a; Comp: V, S, M
The spell transforms up to 12 wolves that have been dead for no more than a day. The spell combines modified versions of animate dead, dismissal and the summoning of a shadow, which is broken into parts which are infused in the dead wolves. If the spell is interrupted, the energies of the shadow's separate parts are unleashed and the wizard suffers 3d10 points of damage (no save) from the blast. Attempting to cast the spell on dogs also inflicts damage as described above.
Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
Dread wolves can be given commands of up to three short sentences (up to 30 words total) that they will unrelently execute unto death.
A wizard cannot have more than one group of wolves under his control at a given time, and control cannot be given over to others. Either of the actions causes the cessation of the spell and the permanent destruction of the creatures. For complete dread wolf stats, see "Wolf, Dread" in the "Monsters" section.
The material components for this spell are the bodies of up to 12 wolves, dead for no more than one day; a bit of smoky quartz to summon the shadow; a circle of bright light sources to control the shadow.
here are some things "Dragonlancey" which might interest you. They should appear in my next installment of my Dragonlance Adventures C&C sourcebook. Enjoy!
Wolf, Dread
NO. ENCOUNTERED: 3-12
SIZE: Small
HD: 4 (d8 )
MOVE: 45 ft.
AC: 1 4
ATTACKS: 1 bite (1d10)
SPECIAL: Disease, Immunity to Cold, Regeneration 3, Trip, Scent, Track, Twilight Vision,
Mental Link, Resilience, Stink
SAVES: P
INT: Average
ALIGNMENT: Neutral Evil
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP:
Dread wolves are magically animated undead, originally created from the bodies of dead wolves by the renegade wizard Galan Dracos, during the Third Dragon War. These undead beasts are the eyes and ears of any wizard who creates them.
Trip, Scent, Track, Twilight Vision: As wolf (M&T p.83).
Stink: Dread wolves reach a state of rotten decay soon after they are created. Their fur falls out, showing the dead-white skin, which exudes a rotting stink which can be smelled up to 120 feet downwind.
Disease: Those bitten must pass a constitution save within one hour, or contract a rotting disease which inflicts 1 hit point of damage per hour until death. Treatment within the first hour (by healing, herbalism etc.) gives a +2 bonus to the saving throw. Only a cure disease spell can stop the disease.
Immunity to Cold: Dread Wolves are immune to all forms of cold, both natural and magical.
Regeneration: The round after being wounded, dread wolves start regenerating 3 hit points per round. Only acid, fire or dismemberment can permanently kill the creature. To completely dismember the monster it must be brought to negative hit points total equal to or greater than its positive total.
Resilience: Dread wolves fight until they reach -10 hit points, at which point they go down, until they regenerate to at least 0 hit points.
Mental Link: Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
For further information see "Create Dread Wolf", in the "Spells of High Sorcery" section.
CREATE DREAD WOLVES, Level 5 wizard
CT 1 hr.; R: touch; D: permanent; SV: n/a; SR n/a; Comp: V, S, M
The spell transforms up to 12 wolves that have been dead for no more than a day. The spell combines modified versions of animate dead, dismissal and the summoning of a shadow, which is broken into parts which are infused in the dead wolves. If the spell is interrupted, the energies of the shadow's separate parts are unleashed and the wizard suffers 3d10 points of damage (no save) from the blast. Attempting to cast the spell on dogs also inflicts damage as described above.
Dread wolves share a mental link with their creator, which is able to hear and see everything that the creatures experience; furthermore he can speak through their mouths, although the voice is strongly altered. The link is effective up to 50 miles of distance, and within this range the dread wolves's actions can be directly controlled, otherwise the wolves use their normal pack tactics.
Dread wolves can be given commands of up to three short sentences (up to 30 words total) that they will unrelently execute unto death.
A wizard cannot have more than one group of wolves under his control at a given time, and control cannot be given over to others. Either of the actions causes the cessation of the spell and the permanent destruction of the creatures. For complete dread wolf stats, see "Wolf, Dread" in the "Monsters" section.
The material components for this spell are the bodies of up to 12 wolves, dead for no more than one day; a bit of smoky quartz to summon the shadow; a circle of bright light sources to control the shadow.