The Wolfbiter

The wolfbiter is a abomination that preys exclusively on the flesh of creatures that prey on others including the rotting flesh of the undead. Some say it feeds on the hunger for flesh, but it leaves very real toothmarks on the bones of its prey.  Its flat tombstone teeth and strong bone cracking jaw leave clear marks for any who know what to look for.

Even more so the sheepbiter’s native necromantic energies.  What it kills it eats. And what it eats it brings back to life as a twisted mockery of itself.  Although it will eventually clean the rotting meat from the bones of its victims, when pressed it will raise them as zombies. It will re-raise them as skeletons when they are too damaged function as zombies, and raise skeletons from scattered parts once enough are available.

Wolfbiter
Large undead,
neutral evil
Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR  19 (+4) DEX 6 (−2) CON 18 (+4) 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 understands-
Challenge 2 (450 XP)
Undead Fortitude. If damage reduces the wolfbiter 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

Savage Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Rise (recharge 2 turns): All creatures within a 180 ft must make a DC 12 Constitution saving throw. On a fail they take 1d4+2 necrotic damage. On a save they take 1 necrotic damage. Any dead creature within this range rises as a zombie. Any felled zombie rises as a skeleton.

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Posted in Characters

Forest Path

forestpath

Forest Path: full sized image available at roll20.com

The Elvesgates / Wolfbiter’s Pasture

This is an optional encounter while tracking the missing shepherd’s guild member and his guards.  The party may bypass it by going directly to the Wolfbiter’s Pasture where the skeletons they fought had been sent to check on reports of missing shepherds or by DM’s discretion. An alternative encounter may make use of this map if the party does so.

Standard Encounter

A boisterous fellow (Horatio) stands on top of the broken cart flexing his muscles as the party approaches.

When they get within 20 ft. he asks for a toll of 5 gold.  Have the party roll perception.  On 12 or above a character notices 3-5 bandits hiding in the trees. (make bandits rangers and fighters at the same level as the On an 18 or higher they notice something more animalistic watching the bandits and the party. Add wolf skeletons constituting a medium challenge rating encounter to the party.

The bandits will attempt to ambush the players when they come into range unless they pay the toll.  The wolf skeletons will stay back and attack whoever wins the fight, intending to maximize their kill count. They will attack the bandits as the party leaves if the party does not fight.

The bandits can be convinced to aid the party in their fight against the wolves, unless the party fails to convince them the wolves are unrelated to them.

When defeated the wolf skeletons display large, flat toothmarks. A party guide or the bandits will remark that this looks like the doing of a wolfbiter.  A DC 15 nature check will reveal the same.

Among the bandits’ possessions are 45 turnip, 34 silver,  2 x Banded agate (10 gp), Blue quartz (10 gp), Spell Scroll (Color Spray), and 3 x Potion of Healing (folks in this area rarely have 5 gold)

Horatio

Armor Class 16(leather armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR  17 DEX 15 CON  12 INT  8 WIS 12 CHA 16
Skills Lockpicking +1,
Senses passive Perception 14
Languages — Common, Elvish
Challenge 1 (200 XP)

Wolf Skeleton
Medium Undead, Lawful Evil
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR  12 (+1) DEX 15 (+2) CON  12 (+1) INT  2 (−4) WIS 12 (+1) CHA 6 (−2)
Skills Stealth +4
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.,

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Foggy Forest Path: full size at roll20 marketplace

Foggy Forest Path: full size at roll20 marketplace

Alternative Encounter (Uses Foggy Forest Path)

If the party gets lost, needs to transition to another campaign, or the DM has some other reason to separate them, feel free to use this encounter. The mechanics help sell the concept of being lost in the mist.

Wild magic has produced disorientation in the party.  Players and enemies are all represented by randomly assigned glowing light tokens (included in roll20 pack).  Players are assumed to have a torch or lantern.

Fog is heavy, providing full tohalf cover at more than 10 ft (depending on presence of light). At a range of 10 ft. a humanoid figures can be made out.

Party members take their turns simultaneously, giving their movement and any prepared or standard actions in writing to the DM and the DM moves everything.  It is the players’ goal to find each other and regroup. It is the DM’s goal to confuse them utterly.

Most lights are Dull O’ Hans. The remainder may be either Horatio and his bandits or up to 3 will-o-wisps as appropriate for the party level (I recommend 2 at max unless you are very confident in your players).

Dull O’ Han
Tiny undead, chaotic evil
Armor Class 19
Hit Points 2
fly 50 ft. (hover)
STR  1 (−5) DEX 28 (+9) CON  10 (+0) INT  4 (-3) WIS 14 (+2)  CHA  9 (+0)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12 L
Languages
Challenge 1/4 (50 XP)

Ephemeral. The Dull O’ Han can’t wear or carry anything.
Incorporeal Movement The Dull O’ Han can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination The Dull O’ Han sheds bright light in a 5 to 20 foot radius and dim light for an additional number of feet equal to the chosen radius. The Dull O’ Han can alter the radius as a bonus action.
Actions
Shock Melee Spell Attack: +0- to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility The Dull O’ Han and its light magically become invisible until it attacks or till it’s concentration ends (as if concentrating on a spell)

 

Non party members may be Horatio’s bandits

Posted in Quest, World

KNIFE OF BLOODLETTING

fancy ceremonial sacrificial +1d4 bleeding damage/round of contact with blade

Posted in Items

CULTIST’S JOURNAL

Contains hints giving advantage on vault cracking attempts and specifically describes it as the “Cursed Item Vault”.

Require an Arcana check. On a 15 or higher a lv1 spell is found in the margins depending on the reader’s alignment.

FALL REMNANT [EVIL] This LV 1 spell can be done as a ritual requiring 10 minutes, the blood of an orphan, a set of clothes and a bushel of leaves.  It creates a neutral evil construct that looks like the last person to wear the clothes. The construct lasts for a (day?) and does not listen well to instructions (but can be bargained with).  It has 8 hp and 12 strength.
FALL REMNANT [NEUTRAL/GOOD] LV 1 spell that can make a construct that follows orders. Can be done in 30 minutes, requiring fallen leaves as a component.  It has 4 hp and 8 strength and lasts for (8 hours?).  This construct has no will of it’s own and only can follow simple orders.

Posted in Items

Gold Skullcap

 

pretty sure this goes directly on the skull…

Gives holder mild urge to scalp the dead and place this skullcap. Will allow conversation with the dead, after you remove the flesh above the skull and seat it firmly.  Dark magic.  Very hard to sell. (melted 34 gp)

 

Posted in Items

BAD STATUE

Art piece depicting unknown deity? SOMEWHAT UNSETTLING 38 gp

This is linked to oscuro, not inheirantly cursed. His influence is not kind.

Posted in Items

GOLD WROUGHT GLASSES

Are these gold leafed lead shades? In a word, yes.

Well made: 80 gp

Posted in Items
Intro