Wolfbiter’s Pasture

Wolfbiter Pasture [full resolution available through roll20.net]

Wolfbiter Pasture [full resolution available through roll20.net]

The Elvesgates or Forest Path /Alindas

The pasture is occupied by a number of scattered bones sheep corpses and the remaining members of the flock. The party gets one round of investigation.  If they remember the necromancy of the wolfbiter they may be compelled to damage and destroy the dead sheep.

You hear a howl, a phlegmy burbling sound emanating from a strand of nearby trees and feel the sting of necromantic corruption.

A dark glowing pair of eyes emerge from the shadows under the tree, on a hulking four-limbed figure somewhere between a toothy warthog and a toad.

Around you the sheep bleat in pain and the dead sheep rise from the ground as zombies.

Prepare to face the Wolfbiter.

  • The Wolfbiter is not overly dangerous on its own, but its ability to summon a near endless stream of reinforcements is (the zombie sheep are especially dangerous).
  • The wolfbiter can only summon skeletons from decapitated or dismembered sheep.
  • Vary the number of living and dead sheep to suit your party level.
  • Remember the wolfbiter can and will prioritize killing and reanimating party members

When calculating encounter challenge, consider dead sheep to be an 0.75 level challenge as the first instance of the wolfbiter’s RISE ability should reanimate most of them, and when felled they will animate as a skeleton. Skeletons are 0.25 level challenges.  The party should have at most, time to desecrate one sheep each.

Consider living sheep to be a timed penalty.  They should take about 6 turns before they become hostile if protected.  Calculate potential additional difficulty using the same 0.75 level stat, but remember they take time to rise and do it in a trickle so this number might be over-inflated.

Individual bodies rise after damage at DM’s discretion. Dead party members will also rise.

The party receives 50 gold and a shepherd’s staff that functions as a quarterstaff and repels snow and rain in a 5 ft radius in Alindas. This was the intended payment for the shepherd’s guild member. There is no sign of the disappeared shepherds.

After defeating the wolfbiter, you’re party should be about out of quests in the area around Alindas.

Enemies:

Sheep
Medium beast, unaligned
Armor Class 9
Hit Points 4 (1d8)
Speed 40 ft.
STR 10 (+0) DEX  10 (+0) CON  12 (+1) INT 2 (−4) WIS 10 (+0) CHA 10 (0)
Senses
passive Perception 10
Languages —
Challenge 0 (10 XP)
Actions Bludgeon Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Zombie Sheep
Zombie Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 15 ft.
STR  13 (+1) DEX 6 (−2)  CON  16 (+3) INT  3 (−4) WIS 6 (−2) CHA  5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.,
Passive Perception 8
Languages –
Challenge 1/2 (100 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Cracked Sheep Skeleton
Medium Undead, Lawful Evil
Armor Class 13 (natural armor)
Hit Points 8 (2d6 + 2)
Speed 25 ft.
STR  12 (+1) DEX 15 (+2) CON  12 (+1) INT  2 (−4) WIS 12 (+1) CHA 6 (−2)
Senses passive Perception 8
Languages —
Challenge 1/4 (50 XP)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.,
Actions Bludgeon Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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Posted in Quest, World

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