Wednesday, May 07, 2008

The Witch's Watchdog

This is one of the first encounters in "Anointing the Seer", an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch's gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.

The Witch's Watchdog (EL 12)

Here, an awakened dire wolf named Black Fang guards the entrance to the farm.

There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, "Who goes there?"

Creatures: An awakened dire wolf named Black Fang is the farm's first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100' iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.

Black Fang, CR 12
male
awakened advanced dire wolf
chaotic evil large magical beast

Initiative:
+7

Senses:
Listen +32, Spot +32

Languages:
common, sylvan, giant

AC:
22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP:
225 (HD 25d8 + 100)
Fort
: +18 Ref: +17 Will: +8

Speed
: 50 ft.
Attack
: bite +20 (2d6 + 19) - 7 point power attack, 7 point Combat Expertiese
Attack Options
: combat expertiese, power attack, spring attack
Space / Reach
: 10 ft. / 5 ft.
Base Attack
: +25 Grapple: +37

SQ
: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack

Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills
: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*

Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 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 Black Fang.

Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.

Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.

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