The Great Pack

About

The Great Pack is a group of worgs, werewolves, and winter wolves who have gathered together — and are in the process of gathering packs of wolves and dire wolves — for the purpose of uniting to overthrow the civilization centers of the land. They are very antagonistic toward any humanoids, and find their captive brethren in Frost Giant fortresses to be prisoners of war. The White Dragon is an eventual target for the pack — the believe that if they can get enough pack members together to attack, there is nothing the White Dragon can do to prevent the attack.

Associated Classes

Ranger, Druid

Pack Wolf

Pack Wolf Level 1 Minion Skirmisher
Medium Natural Beast
HP 1; a missed attack deals no damage
AC 15; Fort 13, Ref 12, Will 13
Speed 8
Initiative +2
Perception +6; Scent
Standard Actions
(M) Bite * At-Will, Basic
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage. +2 damage for each ally adjacent to the target.
Skills: Endurance +6, Stealth +5
Str 10 (+0) Dex 10 (+0) Wis 13 (+1)
Con 13 (+1) Int 7 (-2) Cha 10 (+0)
Alignment Unaligned
Loot Wolf Pelt

Pack wolves are the basic footsoldiers of the Great Pack, wild wolves trained to work together to bring down bigger prey — prey like the entirety of humanoid civilization.

Worg

Worg Level 2 Skirmisher
Medium Natural Beast
HP 38; Bloodied 19
AC 16; Fort 14, Ref 13, Will 14
Speed 8
Initiative +3
Perception +8; Scent
Standard Actions
(M) Bite * At-Will, Basic
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10+4 damage. +2 damage if the worg is flanking.
Skills: Endurance +8, Intimidate +6, Nature +8
Str 11 (+1) Dex 11 (+1) Wis 14 (+3)
Con 14 (+3) Int 11 (+1) Cha 11 (+1)
Alignment Neutral Evil
Loot Wolf Pelt

Worgs are intelligent, organized wolves, much bigger and fiercer than their wild brethren. They make up the basic soldiers of the Great Pack

Dire Wolf

Dire Wolf Level 3 Brute
Large Natural Beast
HP 54; Bloodied 27
AC 15; Fort 16, Ref 15, Will 15
Speed 8
Initiative +1
Perception +6; Scent
Standard Actions
(M) Bite * At-Will, Basic
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d10+3 damage and the target is grabbed.
(m) Shake * At-Will
Target: One creature grabbed by the dire wolf.
Attack: Melee 1 (one creature); +6 vs. Fortitude
Hit: 4d10+6 damage.
Skills: Endurance +8, Intimidate +6, Nature +8
Str 11 (+1) Dex 11 (+1) Wis 14 (+3)
Con 14 (+3) Int 11 (+1) Cha 11 (+1)
Alignment Unaligned
Loot Dire Wolf Pelt

Dire wolves are the size of horses, and much stronger and tougher than their common wolf allies. Many have joined the Pack simply for the good life it leads to.

Werewolf

Werewolf Level 3 Elite Brute
Medium Natural Humanoid (lycanthrope)
HP 110; Bloodied 55
Immortality Werewolves cannot be reduced to 0 hp except by a silvered weapon.
Weakness Werewolves take 5 extra damage from attacks with a silvered weapon.
AC 15; Fort 15, Ref 14, Will 13
Speed 6 (8 in wolf form)
Initiative +1
Perception +6; Scent
Standard Actions
(M) Bite (disease) * At-Will, Basic
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d8+6 damage and the target contracts lycanthropy.
(M) Frenzied Blade * At-Will, Basic
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 2d8+5 damage.
(m) Savage Rend * Encounter
Attack: Melee 1 (one bloodied creature); +8 vs. AC
Hit: 5d8+6 damage.
Minor Actions
Change Shape (polymorph) * At-Will
Effect: The werewolf alters its physical form to appear either as a specific human, a specific wolf, or a hybrid of the two. It cannot use its bite attack in human form, and cannot use blade attacks in wolf form. In hybrid form, it can use both attacks.
Skills: Bluff +5, Endurance +8, Intimidate +5, Nature +6
Str 16 (+4) Dex 13 (+2) Wis 11 (+1)
Con 15 (+3) Int 7 (-1) Cha 8 (+0)
Alignment Chaotic Evil
Loot Wolf Pelt, Lycanthrope Blood

Werewolves are members of the Pack that serve as infiltrators and spies, learning about the bipeds and analyzing their weaknesses. Though slightly unreliable, they also serve as agents in disease warfare: spreading lycanthropy makes for potential new members of the Pack, or at least disruptions in the bipedal towns.

Lycanthropy (Disease)

An infected individual goes through the following stages, starting at Stage 1. At the end of each extended rest, the disease makes an attack at +5 vs. Will, and a hit advances a stage. If the attack fails, the victim can make an Endurance or Nature check (DC 15) to recover by one stage.

  • Recovery: The individual is no longer afflicted with lycanthropy.
  • Stage 1: The individual becomes irritable and easily provoked at night. They take a -2 penalty to their Will defense.
  • Stage 2: The individual begins to change form in the moonlight. They cannot wield weapons at night.
  • Stage 3: The individual becomes a werewolf.

Duskwolf

Duskwolf Level 5 Lurker
Medium Fey Beast (wolf)
HP 48; Bloodied 24
AC 19; Fort 17, Ref 17, Will 18
Speed 8
Initiative +7
Perception +9; Scent
Traits
Shadow Invisibility
Whenever the duskwolf has concealment, it is also invisible.
Standard Actions
(M) Duskbite * At-Will, Basic
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d10+8 damage. If the duskwolf is hidden from the target, the target takes an additional 5 points of damage.
Minor Actions
Hide * At-Will
Requirements: The duskwolf must have concealment.
Effect: The duskwolf is hidden until the end of its next turn. A Perception check (DC 18), performed as a minor action, allows the character who makes it to ignore the hidden status on the duskwolf for the duration of their turn.
(Bu) Unnerving Growl * Recharge 4, 5, 6
Attack: Close Burst 1 (all creatures in the burst); +8 vs. Will
Hit: The target is afraid of the duskwolf (save ends). While afraid of the duskwolf, the target grants combat advantage to the duskwolf, and cannot choose to enter squares adjacent to the duskwolf. If the target begins their turn adjacent to the duskwolf, they must use their first action to move away from the duskwolf.
Skills: Intimidate +9, Nature +9, Stealth +8
Str 12 (+3) Dex 12 (+3) Wis 15 (+4)
Con 12 (+3) Int 12 (+3) Cha 15 (+4)
Alignment Unaligned
Loot Wolf Pelt

Duskwolves are fearsome hunters used to pick off escaping humanoids, and to spy on them from the safety of the shadows.

Winter Wolf

Winter Wolf Level 5 Skirmisher
Medium Natural Beast (wolf)
HP 63; Bloodied 31
AC 19; Fort 17, Ref 17, Will 16
Speed 8
Resist 5 Cold; Vulnerable 5 fire
Initiative +8
Perception +8; Scent
Standard Actions
(M) Bite * At-Will, Basic
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d10+8 damage. If the winter wolf is flanking the target, the target takes an additional 2 points of damage.
(Bl) Winter Frost (cold) * Encounter
Attack: Close Blast 3 (each creature in the blast); +8 vs. Fortitude
Hit: 5d4+11 damage.
Miss: Half damage.
Skills: Endurance +9, Intimidate +9, Nature +8
Str 12 (+3) Dex 12 (+3) Wis 12 (+3)
Con 15 (+4) Int 15 (+4) Cha 15 (+4)
Alignment Neutral Evil
Loot Wolf Pelt

The Winter Wolves lead the Great Pack, commanding it both from a distance, and in battle. They hope first to take down the Frost Giants, who imprison their people.

Legendary Wolf

Legendary Wolf Level 7 Elite Skirmisher
Medium Natural Beast (wolf)
HP 160; Bloodied 80
AC 21; Fort 19, Ref 18, Will 19
Speed 8
Saving Throws +2; Action Points 1
Initiative +6
Perception +11; Scent
Standard Actions
(M) Bite * At-Will, Basic
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 3d6+4 damage. If the legendary wolf is flanking the target, the target takes an additional 2 points of damage.
(m) Inescapable Jaws * Encounter
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 6d6+4 damage and the target is grabbed. Until the grab ends, the target takes ongoing 5 damage.
Triggered Actions
(M) Snarling Rebuke * Encounter
Trigger: An enemy adjacent to the legendary wolf hits or misses it.
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 4d8+7 damage.
Skills: Endurance +9, Intimidate +9, Nature +8
Str 16 (+6) Dex 13 (+4) Wis 16 (+6)
Con 16 (+6) Int 13 (+4) Cha 16 (+6)
Alignment Unaligned
Loot Wolf Pelt

The Legendary Wolves are behind the Great Pack's formation, and are required to keep the less "aware" members of the pack (dire wolves and pack wolves) more in line.