Wolf: Kazar (The Great Wolf)     

Species: Kazar Wolf. Breed/Type: Kazar Wolf. Class: Monster (Mammal). Align: Apathetic. Gender: Male.

 

Level: 31. Damage-Points: 1-D12 +31 x level.

Number encountered: 1.

Experience-Points: 1,550.

 

Characteristics:

Awareness: Hearing: 52, Sense of Smell: 45, Sixth Sense: 26, Taste: 30, Touch: 29, Vision: 35,

Charisma -: Appearance: See: "Description". Speech: 28, Constitution: 60, Coordination: 50, Dexterity: 50, Intelligence: 24, Mental-Strength: 60, Strength: 40, Wisdom: 23.

 

Movement:

Flying: Can't. Grounded: 20. Swimming: 6.

 

Luck: 310.

Oxygen-Points: 180.

Blood-Points: 180.

 

Attacks:

Bites ---------- : 3

Damage ------ : 1-D6 (+ 1-D6 per level) = up to 186.

Range -------- : 1 space (5').

Attack type - : Sharp.

Special ------- : None.

 

Defense: 60. Offense: 60.

 

Treasure: %Roll needed to have money and treasure:

01+ for 5-D6 +5 treasure checks.

Begin rolling on the UnCommon chart.

 

Description:

Annihilation Strike?: Yes. Sudden Death Strike?: Yes.

Description:  Eye color: Silver-gray. Eye shape: Medium-sized and slanted. Height: 7' 0".

Posture: Biped. Fur color: Gray and black. Fur texture: Course. Weight: 240 Lbs.

 

Dislikes ----- : Trapper / Hunters.

Disposition - : The Great Wolf is the King of all wolf kind, and proudly watches over his "children". This creature does not hunt mankind, but is quick to fight and defend his territory and children.

 

Fears -------- : None.

Habitat ------ : Forests.

Immunities - : Beguile, Charm and any power that captures the mind and enslaves. The Great Wolf is immune to disease and sickness.

 

Life-span --- : Immortal (lesser). This creature can be slain, but never dies.

Likes -------- : Druids and Forest-Knights.

Needs ------- : Basic necessities of life (food, water shelter, etc.).

Note --------- : None.

 

Special Abilities:

Tracking: This creature can track its prey (as the Forest-Knight's Tracking ability).

 

Wolf-Shift: This creature can take the form of the following creatures, and can shift in 3 turns (15 seconds): Common Wolf, Large Wolf, Giant Wolf, Human.

 

Wolf-Summons: The Great Wolf will howl, calling upon its children to aid it in times of need. This does not have to be only during combat. All wolf-kind willingly and gladly come to The Great Wolf's aid for any reason.

 

 

Special Defenses:

Enchantment-Resistance --- : 50%

Magic-Resistance ------------ : 70%

Mental-Attack-Resistance - : 50%

Spiritual-Resistance ---------- : 70%

 

Special Offenses:

This creature will have 100 Modification-Points that can be spent on any non-caster ability (no prerequisites enforced), which the GM will roll randomly, or pick (Game Master's choice).

 

Susceptibilities and Weaknesses: None.

Weapon Susceptibilities : Rank-0 non-magical weapon to harm.