🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

The Prince of WolvesCreature 19


UniqueMediumBeastBeastkinChaoticEvilHumanHumanoid
Source Pathfinder #191: The Destiny War
Perception +32 (low light vision, scent (imprecise) 30 feet)
Languages Chthonian, Common, Draconic, Empyrean, Necril, Varisian
Skills Arcana +33, Athletics +36, Deception +33, Intimidation +36, Occultism +33, Performance +33, Religion +32, Society +30
Str +9, Dex +5, Con +6, Int +3, Wis +5, Cha +6

AC 42; Fort +35; Reflex +30; Will +32; +1 to all saves vs. magic, +2 item to saves vs. fear and effects that render him clumsy, doomed, drained, enfeebled, or fatigued
HP 400
Speed 25 feet

Morningstar One Action +36 (+31, +26) to hit (magical, versatile p) 3d6+15 Bludgeoning + 1d6 Bleed
Gloom Blade One Action +36 (+32, +28) to hit (agile, finesse, magical, versatile s) 3d6+13 Piercing
Jaws One Action +33 (+29, +25) to hit (agile, finesse, unarmed) 3d6+13 Piercing

+1 Status to All Saves vs. Magic+2 Item to Saves Vs. Fear and Effects That Render him Clumsy, Doomed, Drained, Enfeebled, or FatiguedRejuvenation (divine)

When the Prince of Wolves dies, his soul immediately travels to the crystalline shadow stele in his Den. His body rejuvenates over 24 hours, emerging fully formed from the shadow stele. He can be permanently slain only if the shadow stele is destroyed.

Change Shape One Action (concentrate, polymorph)

The Prince changes into his humanoid shape, hybrid shape, or wolf shape. While in hybrid shape, he gains a jaws Strike. While in animal shape, he gains the effects of a 5th-rank casting of Animal Form to become a canine. He prefers fighting in hybrid shape.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Hunt Prey One Action (concentrate)

The Prince designates one or two targets he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks to Seek and Track his prey. If he uses Hunt Prey against a third creature when he already has two designated, a prior creature of his choice loses the designation. His designation lasts until his next daily preparations.

Pack Tactics

If an enemy is within reach of the Prince and at least two of his allies, that enemy is Off-Guard against him.

Skirmish Strike One Action

The Prince either Steps and then Strikes, or Strikes and then Steps.

Sneak Attack

The Prince deals an extra 4d6 precision damage to Off-Guard creatures.

Tear Fate Two Actions (curse, mental, misfortune, occult)

Requirements The Prince of Wolves' previous action was a successful melee Strike


Effect The Prince of Wolves twists his weapon in the wounds inflicted on the creature he just struck, then rips the weapon free. As he does so, he tears free fragments of that creature's fate, leaving them with ill fortune. The creature takes 12d6 mental damage (DC 38 will save); on a failure, the creature also becomes Doomed 1 (Doomed 2 on a critical failure). The creature is thereafter immune to Tear Fate.

Twin Parry One Action

Requirements The Prince is wielding two melee weapons, each in a different hand


Effect The Prince gains a +1 circumstance bonus to AC until the start of his next turn, as long as he continues to meet this ability's requirement.

Effect: Twin Parry

Twin Takedown One Action

Frequency once per round

Requirements The Prince is wielding two melee weapons, each in a different hand


Effect The Prince makes two Strikes against his hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply his multiple attack penalty to each Strike normally.


Occult Innate Spells (DC 38, +30 to hit)

Cantrips (10th Level): Shield, Telekinetic Projectile
3rd Level: Paralyze
4th Level: Dimension Door, Fly, Phantasmal Killer, Suggestion
6th Level: Teleport, True Seeing



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Beastkin

Humanoids that can partially or fully transform into animal forms.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.