Library / Bestiary

Wolf-in-Sheep's-Clothing

CR 8.00 Aberration N Medium HD 13
A small forest animal sits motionless atop a worn stump—and then the stump's face peels open into a maw of sharp teeth.

A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, given false life by tendrils springing up through its form, but by then it's too late, as the wolf-in-sheep's-clothing drags the would-be hunter into its waiting maw.

Though intelligent, these monsters see little need for the company of others. Their method of reproduction is as hideous as their tactic of using corpses as lures, for they implant their parasitic eggs in living hosts, giving their spawn a fresh meal to eat upon hatching.

A wolf-in-sheep's-clothing is usually about 4 to 5 feet across and weighs 200 pounds.

HP
97 (13d8+39)
AC
21, touch 10, flat-footed 21 (+11 natural)
Init
+4
Speed
5 ft., burrow 5 ft., climb 5 ft.
Fort
+9
Ref
+6
Will
+10
BAB
+9
CMB
+12 (+18 grapple)
CMD
22 (can't be tripped)
Melee
bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull)
Space
5 ft.
Reach
5 ft. (15 ft. with tentacle)
Racial Modifiers
+12 Disguise as tree stump
str
17
+3
dex
10
+0
con
17
+3
int
6
-2
wis
14
+2
cha
7
-2

constrict (tentacle 1d4+3)

Implant — A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep's-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg. The save DC is Constitution-based.

pull (tentacle, 5 ft.)

Corpse Lure — By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep's-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep's-clothing's tentacles. The largest corpse a wolf-in-sheep's-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep's-clothing). When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus.

Universal Monster Rules

Constrict (tentacle 1d4+3) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Pull (tentacle, 5 ft.) Ex from Universal Monster Rule
A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls an opponent closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

Special Abilities

Corpse Lure from text
By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep's-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep's-clothing's tentacles. The largest corpse a wolf-in-sheep's-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep's-clothing). When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus.
Implant from text
A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-in-sheep's-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg. The save DC is Constitution-based.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Greater Grapple from Feat

You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Calculated: +2 Maneuver Check Bonus

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Weapon Focus (tentacle) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +15, Disguise -1 (+11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9

Details
Type
Aberration
Alignment
N
Size
Medium
Environment
any forest
Organization
solitary
Treasure
incidental
Senses
all-around vision, darkvision 60 ft.; Perception +14
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
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