KING
Dire Wolf Alpha with Orc Warlord

Dire Wolf Alpha with Orc Warlord

Monstrosity · Crown of Wrath

T3d8Major

Savage partnership of beast and warrior, orc warlords ride dire wolves into battle, their bond forged in blood.

Tier 3  ·  Role Major  ·  Pool Vigor 6 / Vitality 6  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg d8

AC1310 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+4d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit17+Cunning 16
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense16+3d6
Heart16+3d6
Cunning16+3d6
Fate14+2d4

Passives

Passive

Mounted Pair

Rider and wolf fight as one and cannot be separated except by death. Attacks have advantage when an ally is within 5 ft of the target.

Maneuvers

Maneuver

Savage Charge

Moves up to double speed and the wolf drives into a creature at the end of the line: the target makes a Body save (DC 15) or is knocked prone.

Reactions

Reaction

Mounted Defense

When the rider would be hit, the wolf takes the hit instead.

Tactics

GM tactics

Leads orc war parties. Uses Savage Charge to close and flatten the front rank. Rider and wolf fight as one, taking advantage wherever the pack has a foe surrounded, and Mounted Defense keeps the warlord alive while the wolf bleeds. Never retreats unless the pack is destroyed.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.