Wolf In Sheeps Clothing


Medium Aberration
Hit Dice: 9d8+18 (58 hp)
Initiative: +4
Speed: 5 ft. (1 square)
Armor Class: 15 (+5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +6/+9
Attack: Tentacle +9 melee (1d4+3)
Full Attack: 7 tentacles +9 melee (1d4+3), bite +4 melee (2d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Improved grab, constrict, rend (2d4+1)
Special Qualities: Lure-growth, all-around vision, darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 17, Dex 10, Con 15, Int 6, Wis 14, Cha 8
Skills: Hide +6*, Listen +7, Spot +7
Feats: Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes
Environment: Any temperate land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Medium), 17-27 HD (Large)
Level Adjustment: –

The wolf-in-sheep’s-clothing is perhaps the single strangest monster sages have catalogued to date. It appears as a gray-brown tree stump about 3-4 feet in diameter. Two 10-foot long eyestalks protrude from the creature’s base. Each eyestalk is brownish-green in color and is topped by a violet flower-like eye. Seven to ten root tentacles, black-brown in color, give the monster its means of locomotion. Its mouth is located on its trunk-like body and appears to be nothing more than a deep scar, except when the creature opens it. The mouth is lined with razor-sharp and jagged greenish-white teeth. Its strangest and perhaps deadliest characteristic is its ability to “sprout” a growth on its top that resembles a small furry animal (such as a rabbit or squirrel). The wolf-in-sheep’s-clothing uses this ability to lure in its prey, when it strikes with deadly force and aim.

The wolf-in-sheep’s-clothing uses its lure-growth ability to draw in prey. When a creature moves within 10 feet of the wolf in sheep’s clothing, it lashes out with a tentacle. If it hits, it drags the prey to its mouth and bites until the creature dies.
Improved Grab (Ex): To use this ability, the wolf-in-sheep’s-clothing must hit a Large or smaller opponent with a slam attack. If it gets a hold, it can constrict.
Constrict (Ex): A wolf-in-sheep’s-clothing deals 1d4+3 points of damage with a successful grapple check. A single attack with a slashing weapon that deals at least 10 points of damage severs a tentacle (AC 20). Severed tentacles grow back in 1d4 weeks.
Rend (Ex): A wolf-in-sheep’s-clothing automatically hits a held opponent with its bite attack each round it maintains the hold.
Lure-Growth (Ex): This ability allows the wolf-in-sheep’s-clothing to sprout a small furry animal that lures in its prey. A creature viewing the growth can attempt a DC 16 Willpower save to detect the deception.
All-Around Vision (Ex): The wolf-in-sheep’s-clothing’s 7-foot long eyestalks allow it to look in any direction, bestowing a +4 racial bonus to Search and Spot checks. A wolf-in-sheep’s-clothing cannot be flanked.
Skills: *A wolf-in-sheep’s-clothing receives a +8 racial bonus to Hide checks when in forested surroundings.

Wolf-in-Sheep’s-Clothing from the Tome of Horrors, ©2002, Necromancer Games, Inc.; Author Scott Greene, based on original material from Gary Gygax.

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