C13

Scout: These low plains seem to have a worn, but less traveled road running through them, probably connecting the City of Tymon with the Town of Greyside.

As you come upon a turn in the road, you see a small clearing on the side of the road with a man in it being attacked by a Creature with long, tentacle like arms (Choker).

For this encounter, the monster is puppetting both a Choker and a Human, with the Choker attacking the Human atop a tree trunk on the side of the road in utter silence as the PC’s approach. Attacking the Choker feels like hacking at a corpse (AC of 13) and results in the Wolf in Sheep’s Clothing (WiSC) beginning its assault with only its tentacles and its smite good. At this point, the PC’s receive a DC 23 Knowledge Dungeoneering. A successful check reveals the name of the creature, that it is an abberation, and that it uses corpses to lure creatures in to feed on and/or breed in, the actual creature takes the form of a stump (and that they do not normally smite good). The WiSC does not use its bite because it is actually five feet beneath the tree stump that the PC’s can see, using the mundane stump as a further disguise. After the PC’s attack the stump, the WiSC shows its true form, rising slowly from the earth, not caring a whit for any PCs atop its Huge size form.

Wolf-in-Sheep’s-Clothing CR 10
XP 4,800
N Huge aberration
Init +4; Senses all-around vision, darkvision 60 ft.; Perception +14

DEFENSE

AC 23, touch 6, flat-footed 23 (17 natural)
hp 149 (13d8
91)
Fort +9, Ref +6, Will +10
DR 5/Good, Resistance Fire and Cold 10
SR 15

OFFENSE

Speed 5 ft., burrow 5 ft., climb 5 ft.
Melee bite 19 (1d811), 8 tentacles 18 (1d69 plus grab and pull)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle 1d6+11), implant, pull (tentacle, 5 ft.)

STATISTICS

Str 29, Dex 6, Con 25, Int 6, Wis 14, Cha 7
Base Atk 9; CMB +17 (21 grapple); CMD 26 (can’t be tripped)
Feats Great Fortitude, Greater GrappleB, Greater Weapon Focus (tentacle), Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus (Perception), Weapon Focus (tentacle)
Skills Climb 15, Disguise -1 (11 as tree stump), Knowledge (nature) +4, Perception +14, Sense Motive +8, Stealth +9; Racial Modifiers +12 Disguise as tree stump
SQ corpse lure

SPECIAL ABILITIES

Smite Good (Su)

Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.

Corpse Lure (Ex)

By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep’s-clothing can crudely maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is instead used to lure larger prey within range of the wolf-in-sheep’s-clothing’s tentacles. The largest corpse a wolf-in-sheep’s-clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-in-sheep’s-clothing). When a wolf-in-sheep’s-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its normal racial bonus.

Implant (Ex)

A wolf-in-sheep’s-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the monster as a corpse lure automatically becomes implanted. Alternatively, up to three times per day, a wolf-in-sheep’s-clothing can implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a DC 19 Fortitude save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host before finally exploding free of its host’s gut. The parasite can be cut free of the host’s belly with a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an implanted egg.

Wolf-in-Sheep’s-Clothing Egg: Infestation—ingestion; save Fort 19; onset 1 day; frequency 1/day; effect 1d4 Str damage until host reaches 0, then 3d6 damage as parasite bursts free; cure 3 consecutive saves. The save DC is Constitution-based.


LOOTSSS
While the corpse which was being used by the WiSC has only a a small locket with a woman’s picture and a mere 23 silver, if the PC’s search the surrounding area, a DC 10 Perception Check finds a merchants cart which belonged to the dead man. The canopy has been torn off and the horse is nowhere to be found, but beneath are a number of trade supplies and an invoice stating they were to be delivered to Greyside for a CoD of 5000 gp. Furthermore, woman from the locket co-owned the Greyside General Store with her now late husband. Should the PC’s head to Greyside, she approaches them on recognizing the cart, and offers a 20% discount on any one item in her store for the return of the locket (though she is clearly offended by any attempts to barter)

C13

Totally Not GG KeenanJones