Twin Wolves of Wrath

"Terrorists and traitors. We should have hanged the lot of them."   ~Oskar Bürkli, Sheriff of Sacqueline

Structure

Bertulf Bloodmaw and Mylixe Foxhollow run the organization jointly, though the men typically defer to Bertulf if there is a disagreement about combat, and defer to Mylixe if there are ritual concerns. They lead a loosely organized band of brigands with an ever shifting, informal rank structure based on combat prowess and constant internal dueling.

Culture

There exists something akin to a personality cult centered around the "Twin Wolves." They have attracted a fine band of psychopaths, murderers, outcasts, and Hellions. They also breed a particularly nasty breed of near-feral Larghe

Public Agenda

The Twin Wolves seek to bring down the lawful authorities of Sacqueline and Port Hugo, and they are willing to wade through rivers of innocent blood to get their way.

Assets

Wealth Dice 2d6+5

History

When the Sheriffs were driven out of Sacqueline and Port Hugo, they opened the gates of their jails on their way out. They gathered some talent and escaped in the ensuing riots.   Bertulf Bloodmaw and Mylixe Foxhollow gathered these men together, gave them an identity in the wolf, and set themselves up as a small band of brigands.    At some point around the year 989, they merged with a band of Hellion Raiders, and Mylixe's manipulations rolled them up into the culture of the band. Ever since, they have been able to strike into the city itself thanks to several secret passages that bypass the Long Wall.

No Peace Without Blood

Founding Date
986
Type
Illicit, Rebel
Formation Type
Training Level
Semi-professional
Veterancy Level
Experienced
Demonym
Wolven
Related Ethnicities

Twin Wolves War Party CR: 8

Gargantuan horde of medium humanoids (human), any
Armor Class: Medium (AC 15)
Hit Points: 262 (25d20+0)
Speed: 30 ft

STR

20 +5

DEX

12 +1

CON

11 +0

INT

6 -2

WIS

10 +0

CHA

7 -2

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: Passive Perception 10
Languages: Common, Wolftongue
Challenge Rating: 8

Rampage. When the horde reduces a creature to 0 hit points with a melee attack on its turn, the horde can take a bonus action to move up to half its speed and use its Frenzy.   Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium human. Additionally, the horde is immune to any spell or effect that would alter its form.   Reactive. The horde can take one reaction on every turn in combat.   Stampede. When the horde moves through the space of a Large or smaller creature, the horde can force the creature to make a DC 16 Strength saving throw. On a failed save, the creature is knocked prone.

Actions

Multiattack. The horde makes four spear attacks, or two spear attacks if the horde has half its hit points or fewer.   Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.   Frenzy. Each creature of the horde's choice in the horde's space must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.   Volley. The horde launches a volley of spears at a point within 60 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

Reactions

Highway Robbery. If a creature falls unconscious in the horde's occupied space, the horde can immediately use its reaction to strip the fallen creature of all valuables; weapons, armor, easily located valuables, etc. The creature is left nearly naked and typically left to live or die on its own afterwards. 

 

Wolven Alpha CR: 3

Medium humanoid (human), any
Armor Class: Heavy (AC 18)
Hit Points: (4d8+)
Speed: 30 ft

STR

14 +2

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

12 +1

Skills: Athletics +8
Senses: Passive Perception 12
Languages: Common, Wolftongue
Challenge Rating: 3

Pack Tactics. The Alpha has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated.   Coordinated Strikes. When the Alpha successfully strikes an enemy, all allies deal an extra 1d6 damage to that enemy until the end of the Alpha's next round.

Actions

Multiattack. The Alpha makes two spear attacks, or a spear attack and a fighting knife attack. Additionally, they can make a thrown fighting knife attack as a bonus action, but they must recover their knife before doing so again.   Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.   Spear (Thrown). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: (1d6 + 2) piercing damage.   Fighting Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.   Fighting Knife (Thrown, Bonus Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Reactions

Grrrr. In response to an attack, the Alpha can unleash an intimidating growl. The attacker must make a DC 10 Wisdom save, or become frightened of the Alpha until the end of their next turn. This is a fear effect. Yap, yap!. When an ally or enemy is dropped to 0 HP in sight of the Beta, up to three allies within 30 ft. of the Alpha gain 5 Temporary HP until the end of the round. While they have this Temporary HP, they cannot fail Morale Checks.

Legendary Actions

The Alpha has one legendary action, which they must take at the end of another character's turn.   Auf, Auf... AUF. Up to three allies within 30 feet of the Alpha can take their reaction to move up to 30 feet.   AROOOO!. Every ally within hearing of the Alpha can use their reaction to immediately attack an enemy within 5 ft. of them with a melee attack.   Ruff Bark!. Every ally within hearing of the Alpha can use their reaction to throw their spears at a single target designated by the Alpha.

 

Wolven Beta CR: 1

Medium humanoid (human), any
Armor Class: Medium (AC 15)
Hit Points: 18 (3d8+6)
Speed:

STR

14 +2

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

10 +0

Saving Throws: Wisdom (Fear) +6
Skills: Athletics + 6
Senses: Passive Perception 10
Languages: Common, Wolftongue
Challenge Rating: 1

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   Middle of the Pack. Betas ignore all morale failures if either of the two situations are true: there are more than 5 Deltas within sight who have not failed morale checks OR there is at least one Alpha within sight that has not failed a morale check.   Beta Bravo. So long as either 5 Deltas or 1 Alpha is within sight, the Beta gains +2 on all damage rolls.

Actions

Multiattack. The Beta makes two spear attacks, or a spear attack and a fighting knife attack. Additionally, they can make a thrown fighting knife attack as a bonus action, but they must recover their knife before doing so again.   Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.   Spear (Thrown). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: (1d6 + 2) piercing damage.   Fighting Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.   Fighting Knife (Thrown, Bonus Action). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.    

Reactions

Grrrr. In response to an attack, the Beta can unleash an intimidating growl. The attacker must make a DC 10 Wisdom save, or become frightened of the Beta until the end of their next turn. This is a fear effect.   Yap, yap!. When an ally or enemy is dropped to 0 HP in sight of the Beta, up to three allies within 30 ft. of the Beta gain 5 Temporary HP per round. While they have this Temporary HP, they cannot fail Morale Checks.

 

Wolven Delta CR: 1/8

Medium humanoid (human), any
Armor Class: Light (AC 13)
Hit Points: 2 (Minion)
Speed: 30 ft

STR

12 +1

DEX

14 +2

CON

12 +1

INT

9 -1

WIS

12 +1

CHA

10 +0

Saving Throws: Wisdom (Fear) +5
Skills: Athletics +4
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 1/8

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.   Spear (Thrown). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.   Fighting Knife.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.   Fighting Knife (Thrown, Bonus Action).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.


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