Monster Encyclopaedia I: Ravagers of the Realms
| Author | August Hahn, Gareth Hanrahan, Lizard |
| Publisher | Mongoose Publishing |
| Publish date | 2004 |
| OGL Section 15 | me1 |
The material below is designated as Open Game Content
Pack Totem (Template)
There are enchanted woods and places where the magic of other realms or secret kingdoms leaks through into the world. Such places become haunted by undead or fey, or even twisted aberrations formed from the normal inhabitants of the region. These are places of magic and wonder and terror. Pack totems are supernatural animals that manifest from the combined will and fear of the wildlife in such places. A herd of deer hunted by blood- thirsty wraiths might unconsciously conjure a magnificent shining stag to drive back the undead. A wolf pack hunting in faerie-touched woods might be led by a great wolf with silver-touched fur that can see through all the illusions and tricks of the fey.
Pack totems are champions and defenders of nature conjured by such magical regions. They always appear as particularly fine and strong examples of the base creature and can usually be identified as supernatural beings by some magical tell, such as a glowing aura or shining eyes, strange fur colour, or the power of speech.
‘Pack totem’ is a template that can be applied to any animal, magical beast or vermin, referred to hereafter as the base creature.
Size and Type: Animals and vermin change to magical beast.
Hit Dice: Change to d10s and increase Hit Dice by one-third.
Speed: Unchanged.
Armour Class: The base creature’s natural armour bonus increases by +4.
Attack: As per the base creature, adjusted for new type and Hit Dice.
Full Attack: As per the base creature, adjusted for new type and Hit Dice.
Damage: As per the base creature.
Special Attacks: The base creature retains all of its special attacks and gains those described below:
Bane (Su): The pack totem is especially suited for defeating one particular kind of foe. It gains a +2 enhancement bonus to attacks against that foe type and deals an extra 1d6 damage when it hits. The foe type is selected from the same range of favoured enemies available to rangers.
Special Qualities: The base creature retains all of its special attacks and gains those described below:
Spell-Like Abilities: Three times per day, a pack totem may cast tree stride as a druid of level equal to its Hit Dice. Once per day, a pack totem may cast animal growth as a druid of level equal to its Hit Dice.
Spell Resistance (Su): The pack totem gains spell resistance 10.
Draw on the Pack (Su): For every ten Hit Dice of creatures from the pack totem’s pack within 360 feet, the totem gains a +1 morale bonus to Strength and its spell resistance increases by one.
Abilities: The abilities of the base creature are modified as follows: Wisdom +2, Charisma +4
Skills: As per the base creature
Feats: As per the base creature
Environment: As per the base creature
Organisation: Always Solitary, but always encountered with a group of the base creature
Challenge Rating: Same as the base creature +2
Treasure: None
Alignment: As per the base creature
Advancement: As per the base creature
Level Adjustment: —
Wolf Pack Totem
Medium Magical Beast
Hit Dice: 3d10+4 (20 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armour Class: 18 (+2 Dex, +6 natural), touch 12, flat-
footed 16
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane (fey), trip
Special Qualities: Draw upon the pack, low-light vision,
scent, spell-like abilities, spell resistance 10,
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 14, Cha 10
Skills: Hide +2, Listen +4, Move Silently +3, Spot +4,
Survival +2*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organisation: Solitary
Challenge Rating: 3
Advancement: 4 HD (Medium); 5–7 HD (Large)
Level Adjustment: —
A glowing wolf stands before you. Tattered strands of silver sprite-wing hang from its slavering jaws.
This wolf is a pack totem created by fey-touched woods. It defends the wolf pack from the predations of fey hunters and helps them bring down magical prey. It is accompanied by a pack of 15 wolves.
Combat
The wolf pack totem sends its fellows to encircle and trip the enemy while it goes in for the kill.
Bane (fey) (Su): The wolf pack totem has a +2 attack bonus when attacking a fey and deals an extra 1d6 damage when it hits.
Draw upon the Pack (Su): The wolf pack totem is accompanied by 30 Hit Dice of wolves; this gives it a +3 bonus to Strength and Constitution and increases its spell resistance to 13.
Spell-Like Abilities: Three times per day, a pack totem may cast tree stride as a 3rd level druid. Once per day, a pack totem may cast animal growth as a 3rd level druid.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
