Sand Wolf
Creature 5 (uncommon) — air, beast, earth
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDAERIALSUBTERRANEANbeastairearth
A sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth that drift to, or have been conjured on, the Plane of Air. Occasionally, these creatures seep through planar rifts or are summoned by elementalists on the Material Plane. Sand wolves are prized as guardians for their relative intelligence, keen perception, and ability to disguise themselves, easily blending with the shifting sands in desert terrain. Cunning and agile, they fiercely pursue any creatures they
Source: the-enmity-cycle-bestiary (Pre-Remaster)
Perception +14; low-light-vision, tremorsense (imprecise) 30 feet
Languages petran, sussuran; (can't speak any language)
Skills athletics +12, performance +13, stealth +11 (+13 in deserts), survival +12
Str
+5
Dex
+4
Con
+2
Int
-2
Wis
+2
Cha
+3
AC 21
Fort +12
Ref +15
Will +9
HP 92
Resistances acid 5, electricity 5, piercing 5, slashing 5
Speed 30 feet, burrow 20 feet, fly 20 feet
Offense
Melee Jaws (unarmed) +14, Damage 2d6+5 piercing plus Grab
Ranged Sand Blast +12, range 30 feet, Damage 2d10 slashing
Abilities
Tremorsense 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Collapse Into Sand —
Water Vulnerability — Sand wolves take 5 additional damage from attacks and effects with the water trait.
Choking Sands (air, earth, primal) — The sand wolf discorporates into a cloud of whirling sand. It can Stride, moving freely through occupied spaces. Any creatures within those spaces take 2d10 untyped damage and must attempt a DC 19 Reflex save.
Critical Success The target takes no damage.
Success The target takes half damage.
Failure The target takes full damage and is Sickened 1.
Critical Failure As failure, but the effect is increased to Sickened 3.
Critical Success The target takes no damage.
Success The target takes half damage.
Failure The target takes full damage and is Sickened 1.
Critical Failure As failure, but the effect is increased to Sickened 3.
Susurrating Song (air, earth, primal, sonic) — The sand wolf sings a short, enchanting song. Any creature other than a sand wolf within 30-foot emanation{30 feet} must attempt a DC 19 Will save.
Critical Success The target is unaffected and is temporarily immune to further susurrating song exposures for 24 hours.
Success The target is Stupefied 1.
Failure The target is Stupefied 2.
Critical Failure As failure, and the target is Slowed 1.
Critical Success The target is unaffected and is temporarily immune to further susurrating song exposures for 24 hours.
Success The target is Stupefied 1.
Failure The target is Stupefied 2.
Critical Failure As failure, and the target is Slowed 1.
Grab —
WORKS WELL WITH
SniperLAND / AERIAL / SUBTERRANEANWhile this creature disrupts formation by moving freely through occupied spaces, a ranged partner can exploit the resulting scattered positioning.
SnareLAND / AERIAL / SUBTERRANEANA controller that isolates a single target lets this creature's enchanting effect resolve against a target with fewer allies able to break the save.
PUNISHES
✖ clumping✖ grouped positioning✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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