D&D Timber Wolf · 2:55am Oct 24th, 2013
Taking a break from writing a random silly idea to write up a much shorter random silly idea.
Presenting: Timber Wolves for D&D 3.5.
Timber Wolf
Size/Type: Large Plant
Hit Dice: 8d8+24 (60 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +13 melee (1d8+10)
Full Attack: Bite +13 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon (noxious fumes), trip
Special Qualities: Darkvision 60 ft., low-light vision, plant traits, regeneration 5, scent, vulnerability to fire
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +6, Spot +7, Survival +2*
Feats: Alertness, Run, Track, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary or pack (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-11 HD (Large)
Level Adjustment: —
Breath Weapon (Su)
15-foot cone, once every 1d4 rounds, subjects are Sickened for 1 minute, Fortitude DC 17 negates. The save DC is Constitution-based.
Regeneration (Ex)
Fire deals normal damage to a timber wolf. If a timber wolf loses a limb or body part while in a forested area, the lost portion regrows from the surrounding vegetation in 1d6 rounds. Otherwise, it takes 3d6 minutes. The creature can reattach the severed member instantly by pressing it to the stump.
Trip (Ex)
A timber wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timber wolf.
Plant
Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), except for Fear effects. Immune to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.
Skills
A timber wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
Timber Wolf King
As above, except for the following:
Hit Dice: 12d8+36 (90 hp)
Initiative: +6
Base Attack/Grapple: +9/+21
Attack: Bite +17 melee (1d8+11)
Full Attack: Bite +17 melee (1d8+11)
Special Qualities: Darkvision 60 ft., low-light vision, plant traits, regeneration 10, scent, vulnerability to fire
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 26, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +6, Spot +7, Survival +6*
Feats: Alertness, Improved Initiative, Run, Track, Weapon Focus (bite)
Challenge Rating: 8
Advancement: 12-18 HD (Large)
Breath Weapon (Su)
15-foot cone, once every 1d4 rounds, subjects are Sickened for 1 minute, Fortitude DC 19 negates. The save DC is Constitution-based.
Trip (Ex)
A timber wolf that hits with a bite attack can attempt to trip its opponent (+17 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timber wolf.