Vukodlak
Medium Undead (Shapeshifter)
HD:10d12(65hp)
Init:+4 (+4 dex)
Speed: 40ft human form, 50ft wolf form (the dead travel fast)
AC:19(+4 dex, +5 natural) Touch 14, Flat-footed 15
BAB/Grapple:+5/+8
Attacks: Scythe+8 melee or Crossbow +9 ranged(humanoid form), Bite+9 melee (wolf form) plus blood drain plus
Damage: Scythe 2d4+3 (20/x3), crossbow 1d8(20/x2) Bite 1d8+3 (20/x2)
(I know, I'm mixing 3.0 and 3.5 stat block rules. Just call it Pi edition)
Special Attacks: blood drain, transform, create spawn, disease
Special Qualities: Undead Traits, Light Sensitivity, Cold Resistance 10, Turn Resistance+2, diet dependent (blood, see libris mortis), undead allergies, vulkodlak vulnerabilities, DR10/silver, scent, darkvision 90ft
Abilities:Str17,Dex19,Con-,Int8,Wis14,Cha12
Skills: Spot+7, Listen+7, Move Silently+9, Hide+9, wilderness lore+3
Feats: Alertness, Stealthy, weapon focus(bite), track
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Environment: cold forests and mountains
Organization: Solitary, pack (3-6), nightmare (2-4 plus 3-7 spawn), or agreement (1 vulkodlak plus 2-4 humanoid bandits and/or spawn)
CR:6
Alignment: Usually Neutral Evil
Treasure: Standard
Advancement: 11-18HD(medium), 19-20HD(large in wolf form, medium in human form)
Vulkodlak have curly red hair, pale skin full of spider-veins, full red lips, breath like corpses, and bright blue eyes. In their wolf form, the cold blue of their eyes is a phosphorescent glow. The hair is matted and rank, the teeth grotesquely overlarge, curved, and almost translucent. Clumps of mangy flesh continually fall off, and yet somehow the creature still has more tissue to shed.
Vulkodlak are ferocious creatures that rise from the graves of humanoids and lupinoids alike. An omega wolf killed for savaging pups, a worg that chokes to death on the entrails of its own parents, and for some reason, any wolf or wolf-like creature killed during a gibbous moon in a quartz grotto, has a good chance of becoming a vulkodlak. Likewise, certain evil humanoid clerics have unpleasant rites performed with live wolves where they do things that can't be discussed in polite circles. Some evil druids turn into wolves in order to savage children and livestock, only to have real wolves suffer the consequences. Anyone engaging in these activities, or anyone who drowns to death in a vat of wolf blood, is likely to come back to life as a Vulkodlak.
Vulkodlaks are intelligent enough to value property and occasionally mingle with civilization, but they are too slow to aspire to a stable role in large societies. They prefer nomadic lives where they can obtain new hunting grounds and prey long enough to prevent suspicion falling on them. Despite their taste for fresh blood and limited intellect, vulkodlaks are entirely at home with killing for non-dietary motivations, and often supplement or combine their feast on the blood of the innocent with banditry and extortion.
Combat: vulkodlaks are uncomplicated creatures. In combat they try
Blood Drain(ex): a vulkodlak that successfully grapples an opponent can make another grapple check, as if to pin, in order to begin draining blood from them. This deals 2 points of constitution damage per round, and the vulkodlak heals twice that amount, gaining excess as temporary hit points.
A vulkodlak's hollow fangs reflexively siphon blood when triggered by their jaw muscles. In addition to normal bite damage, they deal 1 point of constitution damage and heal 1d4 hp when damage is inflicted in this manner (provided the subject has blood to drink).
Disease(su): A creature bitten by a vulkodlak must make a fortitude save dc:16 or contract full moon fever. Washing the wound with holy water before moonrise will cure it instantly.
Create Spawn(su): A humanoid, lupine, or canine creature slain by a vulkodlak's blood drain will rise as a vukodlak spawn.
Transform(su): a vulkodlak can change form as long as it is touched by moonlight. It takes a full-round action to transform to or from it's humanoid and lupine form, provoking an attack of opportunity. It can choose to appear in its humanoid form as a member of any race (examples include elf, hobgoblin, lizardfolk) provided that it is the same size class. It maintains the blue eyes and pale spider-veined skin, and hair growth unusual to its current form (hairy palms on humans, hairy armpits on elves, hairy heads on lizardfolk, etc.). It can also take on the appearance of any subspecies of wolf or wolf-kin (worg, winter wolf, etc). Its humanoid stats and lupine stats remain the same, regardless of what sub-species it appears to be.
The vulkodlak can change it's apparent species, but it cannot customize the form with respect to other details (hair color, height, etc.). It merely alters its morphology enough to pass as a member of that species. This transformation is a bit more rough and crude than a Polymorph spell. Clothing and equipment are shed instead of merging and the disguise bonus for attempts to pass as a member of said species is only +8.
Undead Allergies: a vulkodlak can eat ordinary food, but it cannot digest anything other than blood, raw meat, or food that contains a large quantity of blood (such as black pudding). Indigestible food, such as cooked meat or vegetables, is painlessly regurgitated at the vulkodlak's earliest convenience. There are however some foods that it simply cannot ingest. A vulkodlak will immediately be set about projectile-vomiting if it ingests food containing rye or garlic. Salt sets a vulkodlak to fits of sneezing, the way pepper would on a human.
Vulkodlak Vulnerabilities: A vulkodlak cannot cross running water. Turnign attempts using silver holy symbols bypass a vulkodlak's turn resistance and destroy them when they would otherwise turn them.
Full Moon Fever(supernatural disease)
Infection: injury (bite)
Incubation: time until next full moon
Save dc: 19
Damage: 1d6 dex
Special: the damage takes place at moonrise at any time other than a full moon. When the ability damage occurs, the subject grows coarse brown hair, their facial features become distorted and feral. As a result of this, they gain a racial bite attack that deals 1d4 base piercing damage and a +1 increase to natural armor. They gain the benefits of awareness feat and scent. They suffer a -6 penalty to intelligence and gain the benefits of an emotion(rage) spell.
The heightened rage and pain of this affliction makes them aggressive and irrational, they must make a will save dc:19 or attack the nearest creature they can sense (humanoid-looking creatures are attacked before animals, and a whiff of scent or a glimpse is enough to set them tracking). If they fail to find any such creatures to attack they snarl and bite themselves, dealing 1d6 damage and preventing any restful sleep. This transfiguration ends when true sunlight hits them.
During the waxing gibbous, they have a -2 luck penalty to their saving throw. During the waning crescent, they have a +2 luck bonus to their saving throw.
When the disease reduces their dexerity to zero, they are polymorphed into a full wolf. The disease is cured, and the dexterity damages vanishes after this occurs.
Cures: a sprig of belladonna eaten before the disease takes effect cures it instantly (keep in mind belladonna is still poisonous so you have that to deal with). A diet rich in rye grants a +2 circumstantial bonus to the saving throws. A family member striking them on the head with a silver object gives them another fortitude save with a +3 holy bonus although this can be attempted only once per day.
VULKODLAK SPAWN TEMPLATE
This template can be applied to any humanoid, canid (dog or dog-like creature), or lupinoid (wolf or wolf-like creature). The creature type changes from humanoid, animal, beast, or magical beast to undead.
HD: racial hit dice and class hit dice change to undead hit dice (d12)
Speed: Increase land speed by 10ft
AC: increase natural armor by 2 if base creature has it, otherwise creature gains +2 natural armor
Attacks: Bite
Damage: Small creatures gain a bite dealing 1ed4 base damage, medium creatures gain a bite dealing 1d6 damage, large creatures have a bite dealing 1d10 damage, and huge creatures have a bite dealing 1d12 damage
Special Attacks: The creature loses all special attacks other than trip and improved grab.
Special qualities: The creature uses all special qualities other than racial and elemental subtypes. They gain scent, undead limits, cold resistance 10, DR5/silver, diet dependent (meat, see libris mortis), darkvision 90ft, and light sensitivity., master link
Abilties: Str+4,Dex+4,Con-,Int1,Wis+2,Cha-2
Saves: Poor fortitude, good reflex and will
Skills: receives skills as undead
Feats: receive the track feat, retains feats
Treasure: None
Alignment: Always Neutral
CR total hd divided by two plus one
Advancement: advances one or two sets of four hit dice, plus one size increase with two more hit dice
Sample Vulkodlak Spawn
This is created with a dire wolf as the base creature.
Large Undead
HD: 6d12(39hp)
Init:+4
Speed: 60ft
AC:18 (-1size,+4dex,+5 natural) touch 13, flat-footed 14
BAB/Grapple: +3/+15
Attacks: Bite+11 Melee
Damage: bite 1d10+8 plus trip and avulsion
Special Attacks: Trip, Avulsion
Special Qualities: scent, undead limits, cold resistance 10, DR5/silver, diet dependent (meat, see libris mortis), darkvision 90ft, and light sensitivity., master link
Saves: Fort+2, Ref+6, Will+7
Abilities: Str29, Dex19,Con-,Int1,Wis14,Cha8
Skills: Spot+6, Listen+6, Hide+4, Move Silently+4, Survival+3
Feats: alertness, run, track, weapon focus (bite)
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Environment: Cold and Mountain Forests
Organization: Solitary, pack (5-8 ), or nightmare (2-4 plus 3-7 spawn), or agreement (1 vulkodlak plus 2-4 humanoid bandits and/or spawn)
CR: 4
Treasure: None
Alignment: Always Neutral
Advancement:7-10HD(large), 11-12HD(huge)
The vulkodlak spawn is a nearly-skeletal wolf with numerous snaggle fangs protruding from its obscenely human face. Dull pinpricks of blue light take refuge somewhere in its one unblocked eye socket, the other is obscured by a filmy white eyeball half-swollen shut.
Vulkodlak spawn are dumb moldy brutes. They hunger for meat. They fear sun and fire. They have an unsightly mixture of lupine and human features, all driven by the intelligence of a lizard. They savage livestock and lone children, but unless driven by a vulkodlak they are unlikely to show much open aggression.
Combat: vulkodlak spawn are simple predators. They prefer to flank opponents when possibly, and recoil from light and fire unless directly commanded by a vulkodlak.
Avulsion(ex): when hit by a vulkodlak spawn’s bite, the creature struck must make a fortitude save dc17 (dex-based) or take half the damage dealt as semipermanent damage when the flesh is rent from their bones. This damage is ordinary physical damage, except that it heals at the same rate and by the same means as ability damage. A regenerate spell or other effect that regrows lost tissue will heal it as well.
Trip(ex): a vulkodlak spawn (dire wolf) that hits with a bite attack can attempt to trip the opponent (+11 modifier) as a free action without making a touch attack or provoking attack of opportunity. The opponent cannot respond to trip the vulkodlak spawn.
Light Sensitivity(ex): vulkodlak spawn are dazzled in a radius of bright light, such as direct sunlight or a daylight spell.
Undead Limits: A vulkodlak spawn cannot cross running water, nor can it enter a holy building (church, temple, big ominous stone circles, etc.) or a rye field.
Master’s Link(su): A turning attempt with a silver holy symbol destroys vulkodlak spawn when ti would otherwise only turn them. If the master is successfully destroyed or controlled, the vulkodlak spawn under that vulkodlak’s control suffer the same fate.
Another Sample Vulkodlak Spawn
This vulkodlak spawn is created from a level four human peasant
HD:4d12(26hp)
Init:+2
Speed: 40ft
AC:14 (+2 dex, +2 natural)
BAB/Grapple:+2/+5
Attacks: Bite+5 melee
Damage: Bite 1d6+3 plus avulsion
Special Attacks: avulsion
Special Qualities: scent, undead limits, cold resistance 10, DR5/silver, diet dependent (meat, see libris mortis), darkvision 90ft, and light sensitivity., master link
Saves: Fort+1, Ref+3, Will+5
Abilties:Str16,Dex15,Con-,Int1,Wis13,Cha8
Skills: Spot+5, Listen+5, Hide+5
Feats: Skill focus profession(farmer), alertness, track
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Environment: Cold forests and mountains
Organization: Solitary, pair, nightmare (2-4 plus 3-7 spawn), or agreement (1 vulkodlak plus 2-4 humanoid bandits and/or spawn)
CR: 3
Alignment: Always Neutral
Treasure: None
Advancement: 5-8HD(medium), 9-10HD(large)
The vulkodlak wears the tattered remains of farmer’s clothing on its blue-grey flesh. It’s skull is obscenely elongated. Gaping fangs show beneath the permanently peeled-back lips and corners of the mouth split by a skull too oblong for its skin fix the hairy face in grotesque grin. The eyes are too solid orbs of metallic blue.
Vulkodlak spawn are dumb moldy brutes. They hunger for meat. They fear sun and fire. They have an unsightly mixture of lupine and human features, all driven by the intelligence of a lizard. They savage livestock and lone children, but unless driven by a vulkodlak they are unlikely to show much open aggression.
Combat: vulkodlak spawn are simple predators. They prefer to flank opponents when possibly, and recoil from light and fire unless directly commanded by a vulkodlak.
Avulsion(ex): when hit by a vulkodlak spawn’s bite, the creature struck must make a fortitude save dc17 (dex-based) or take half the damage dealt as semipermanent damage when the flesh is rent from their bones. This damage is ordinary physical damage, except that it heals at the same rate and by the same means as ability damage. A regenerate spell or other effect that regrows lost tissue will heal it as well.
Trip(ex): a vulkodlak spawn (dire wolf) that hits with a bite attack can attempt to trip the opponent (+11 modifier) as a free action without making a touch attack or provoking attack of opportunity. The opponent cannot respond to trip the vulkodlak spawn.
Light Sensitivity(ex): vulkodlak spawn are dazzled in a radius of bright light, such as direct sunlight or a daylight spell.
Undead Limits: A vulkodlak spawn cannot cross running water, nor can it enter a holy building (church, temple, big ominous stone circles, etc.) or a rye field.
Master’s Link(su): A turning attempt with a silver holy symbol destroys vulkodlak spawn when ti would otherwise only turn them. If the master is successfully destroyed or controlled, the vulkodlak spawn under that vulkodlak’s control suffer the same fate.
Knowledge about Vulkodlaks
DC (Religion/Local
14/10: Vulkodlaks combine many features of werewolves and vampires.
19/13: Vulkodlaks hate silver, garlic, and rye. They cannot cross running water, and creatures they bite suffer horrible transformations. They feed on the blood of humans and wolves.
24/17: Vulkodlak drain blood and transmit a werewolf-like disease with their every bite. Vulkodlak and their spawn have a weakness to silver, and they cannot transform or fight well in sunlight, but they do not share any other lethal weaknesses of the vampire. Humans, wolves, or dogs drained of blood by a vulkodlak will rise as creeping carnivorous corpses. Vulkodlak spawn have wolf and human features, and they cannot enter holy places or rye fields.
