Neutral Man-sized Animal (mammal)
FREQUENCY: Common
NO. APPEARING: 2-20
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 2 + 1 (hp 10)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d4 + 1)
SPECIAL ATTACKS: howling - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +12%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 89 or 50 + 3 per hp)
These carnivores are found in wild forests from the arctic to the temperate zones. They always hunt in packs and if hungry (75%) they will not hesitate to follow and attack prey, always seeking to strike at an unguarded moment. They love horsemeat.
Their howling is 50% likely to panic herbivores which are not being held by humans and calmed.
If encountered in their lair there is a 30% chance that there will be 1-4 cubs per pair of adult wolves. Cubs do not fight and can be trained as war dogs or hunting beasts.
Environment. Arctic (Wolf/Winter. plain, rough, cauldrons); Sub-arctic (Wolf. plain, scrub, forest, hills, mountains; Winter. hills, mountains); Temperate and sub-tropical, uninhabited/wilderness areas (Wolf/Worg. plain, scrub, forest, rough, hills, mountain; Wolf. desert); Temperate and sub-tropical, inhabited and/or patrolled areas (Wolf. plain, scrub, forest, rough, desert, hills, mountain); Temperate, faerie and sylvan settings (Wolf. plain, forest, hills, mountains); Tropical and near-tropical, uninhabited/wilderness areas (Wolf. plain, scrub, rough, desert, hills); Pleistocene (Dire. plain, scrub, forest, rough, hills, mountain)
Neutral Man-sized Animal (mammal, pleistocene*)
FREQUENCY: Rare
NO. APPEARING: 3-12
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 3 + 3 (hp 16)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (2d4)
SPECIAL ATTACKS: howling - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +18%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 173 or 85+4 per hp)
* These wolves are more common in pleistocene settings.
This variety of wolf is simply a huge specimen typical of the Pleistocene Epoch. They conform to the characteristics of normal wolves.
Neutral Evil Large Monster (mammal)
FREQUENCY: Rare
NO. APPEARING: 3-12
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 6
MOVE: 18"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 10%
TREASURE TYPE: nil
THAC0: 15
MELEE: bite (2d4)
SPECIAL ATTACKS: howling - Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Worg
LEVEL: III (XP 300 or 130 + 5 per hp)
Evil natured, neo-dire wolves are known as worgs. These creatures have a language and are often found in co-operation with goblins in order to gain prey or to simply enjoy killing. They are as large as ponies and can be ridden. They otherwise conform to the characteristics of wolves.
Neutral (Evil) Large Monster (mammal)
FREQUENCY: Very Rare
NO. APPEARING: 2-8
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 18"
HIT DICE: 6 (hp 27)
% IN LAIR: 10%
TREASURE TYPE: I (pelt is worth 5,000 g.p.)
THAC0: 13
MELEE: bite (2d4)
SPECIAL ATTACKS: howling, howling frost - Hits As: +1
SPECIAL DEFENSES: Immune cold
WEAKNESS: vulnerability to fire (+1 per die of damage)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +30%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Winter Wolf, Worg
LEVEL: IV (XP 512 or 350 + 6 per hp)
The coat of the winter wolf is glistening white or silvery, and its eyes are very pale blue or silvery.
The winter wolf is a horrid carnivore which inhabits only chill regions. It is of great size and foul disposition. The pelt of the creature is valued at 5,000 gold pieces.
Winter wolves can use their savage jaws or howl forth a blast of frost which will coat any creature within 1" of their muzzle. This frost causes 6-24 hit points damage — half that amount if a saving throw versus dragon Breath is successful. The winter wolf is able to use the howling frost but once per 10 melee rounds.
Cold-based attacks do not harm them, but fire-based attacks cause +1 per die of damage normally caused.
They have their own language and can also converse with worgs.