Marrow Wolf
Designed by
Adversary overview
An undead wolf with menacing teeth often in the service of a Vampyr of House Sylvanus
An undead wolf with menacing teeth often in the service of a Vampyr of House Sylvanus.
Blood Taint Points
1 – No effect
2 – +1 to Strength or Agility players choice
3-5 Disadvantage on rolls against the charm or suggestion of a Vampyr
6-8 Addiction, whenever a player marks a hit point or a stress they must make an INSTINCT roll 12 or immediately drink a tainted health or stamina potion if they have one.
9-10 Blood Rage, whenever a player marks a hit point or a stress they must make a KNOWLEDGE roll 15 or fly into a rage where they do not recognize friend from foe.
Removing the Taint: During a Long Rest a player may elect as one of their actions to PURGE, which will remove 1d4+1 taint from them.
Stat block
Standard attack
Features
Passives
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Tainted Bite
When a target marks a Hit Point from the Marrow Wolf's bite attack they must make a Presence (DC 16) reaction roll or mark a Blood Taint Point.
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Pack tactics
If the Marrow Wolf makes a successful standard attack and another ally is within Melee range of the target, deal 3d6+5 physical damage instead of their standard damage and you gain a Fear.
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Undead Fortitude
Due to their undead nature Marrow Wolves are Resistant to physical damage.
Actions
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Hobbling Strikestress 1
Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
Reactions
Motives & tactics
Experiences
- Keen Senses +3
Marrow Wolf
Tier 2 skulk
An undead wolf with menacing teeth often in the service of a Vampyr of House Sylvanus
Motives & Tactics: Defend territory, Harry, Surround, Trail
Difficulty: 13 | Thresholds: 8/18 | HP: 4 | Stress: 4
ATK: +4 | Bite: Melee | 2d6+3 Physical
Experience: Keen Senses +3
HP:
STRESS:
Features
Marrow Wolf
An undead wolf with menacing teeth often in the service of a Vampyr of House Sylvanus.
Blood Taint Points
1 – No effect
2 – +1 to Strength or Agility players choice
3-5 Disadvantage on rolls against the charm or suggestion of a Vampyr
6-8 Addiction, whenever a player marks a hit point or a stress they must make an INSTINCT roll 12 or immediately drink a tainted health or stamina potion if they have one.
9-10 Blood Rage, whenever a player marks a hit point or a stress they must make a KNOWLEDGE roll 15 or fly into a rage where they do not recognize friend from foe.
Removing the Taint: During a Long Rest a player may elect as one of their actions to PURGE, which will remove 1d4+1 taint from them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Marrow Wolf Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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