The Prince of Wolves
Creature 19 (unique) — beast, beastkin, human, humanoid
Pre-Remaster content. May include legacy alignment.
FlankerCrasherLANDbeast
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +32; low-light-vision, scent (imprecise) 30 feet
Languages chthonian, common, draconic, empyrean, necril, varisian
Skills arcana +33, athletics +36 (+39 to Climb, High Jump, Long Jump, or Disarm), deception +33, intimidation +36, occultism +33, performance +33, religion +32, society +30
Str
+9
Dex
+5
Con
+6
Int
+3
Wis
+5
Cha
+6
Items Morningstar, +2 Greater Striking Gloom Blade, Full Plate, The Cyclone, The Keep, The Waxworks
AC 42
Fort +35
Ref +30
Will +32
+1 to all saves vs. magic, +2 item to saves vs. fear and effects that render him clumsy, doomed, drained, enfeebled, or fatigued
HP 400
Speed 25 feet
Offense
Melee Morningstar (magical, versatile-p) +36, Damage 3d6+15 bludgeoning plus 1d6 bleed
Melee Gloom Blade (agile, finesse, magical, versatile-s) +36, Damage 3d6+13 piercing
Melee Jaws (agile, finesse, unarmed) +33, Damage 3d6+13 piercing
Abilities
+1 Status to All Saves vs. Magic —
+2 Item to Saves Vs. Fear and Effects That Render him Clumsy, Doomed, Drained, Enfeebled, or Fatigued —
Rejuvenation (divine) — When the Prince of Wolves dies, his soul immediately travels to the crystalline shadow stele in his Den. His body rejuvenates over 24 hours, emerging fully formed from the shadow stele. He can be permanently slain only if the shadow stele is destroyed.
Change Shape (concentrate, polymorph) — The Prince changes into his humanoid shape, hybrid shape, or wolf shape. While in hybrid shape, he gains a jaws Strike. While in animal shape, he gains the effects of a 5th-rank casting of Animal Form to become a canine. He prefers fighting in hybrid shape.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Hunt Prey (concentrate) — The Prince designates one or two targets he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks to Seek and Track his prey. If he uses Hunt Prey against a third creature when he already has two designated, a prior creature of his choice loses the designation. His designation lasts until his next daily preparations.
Pack Tactics — If an enemy is within reach of the Prince and at least two of his allies, that enemy is Off-Guard against him.
Skirmish Strike — The Prince either Steps and then Strikes, or Strikes and then Steps.
Sneak Attack — The Prince deals an extra 4d6 precision damage to Off-Guard creatures.
Tear Fate (curse, mental, misfortune, occult) —
Twin Parry —
Twin Takedown — Frequency once per round
Requirements The Prince is wielding two melee weapons, each in a different hand
Effect The Prince makes two Strikes against his hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply his multiple attack penalty to each Strike normally.
Requirements The Prince is wielding two melee weapons, each in a different hand
Effect The Prince makes two Strikes against his hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply his multiple attack penalty to each Strike normally.
Occult Innate Spells DC 38, attack +30
6th Teleport, True Seeing
4th Dimension Door, Fly, Phantasmal Killer, Suggestion
3rd Paralyze
Cantrips (6th) Shield, Telekinetic Projectile
WORKS WELL WITH
AnvilLANDAn anvil that holds enemies in melee gives the Prince consistent flanking partners for Pack Tactics and Sneak Attack.
WeaverLANDA weaver that clusters enemy formations creates multiple off-guard targets through Pack Tactics.
MenderLANDA mender sustains the Prince during extended frontline skirmishing, letting him maintain flanking pressure.
PUNISHES
✖ clumping✖ debuff reliance✖ spell reliance
Another flanker competes for the same off-guard positioning without diversifying threat profile.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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