Wolf-in-Sheep's-Clothing
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)
- Speed
- 5 ft., burrow 5 ft., climb 5 ft.
- Init
- +4
- Melee
- bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull)
- Space
- 5 ft.
- Reach
- 5 ft. (15 ft. with tentacle)
- BAB
- +9
- CMB
- +12 (+18 grapple)
- CMD
- 22 (can't be tripped)
- Fort
- +9
- Ref
- +6
- Will
- +10
- Racial Modifiers
- +12 Disguise as tree stump
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.
Great Fortitude, Greater Grapple, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (tentacle)
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +15, Disguise -1 (+11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9
- 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
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Grapple (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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