Description: The Lantern Wolf is a spectral predator bound to its Fae Wolf Pack. It often appears at night on the road of fae touched areas such as mushroom patches or ancient forests. This beautiful black wolf with glowing yellow eyes will try to lead travelers astray with its glowing mouth. It is normally accompanied by 1d4 Fae Wolves and can summon more with its Howl of the Pack ability. Its packmates will ambush the travelers following the lights.
As a spectre, the Lantern Wolf is vulnerable to any ability or spell that does additional damage to undead.

Due to its dual nature as a ghost, the wolf can Evade at a 14.
Fairy Invisibility: As an action, the Lantern Wolf can become invisible except for its shadow. If the wolf performs an action that affects another creature, it immediately becomes visible and cannot become invisible again for one stretch.
When the pack loses half or more of its members, the remaining pack will step sideways into the Fae realm to escape and heal. This includes the Lantern Wolf. If the Lantern Wolf is reduced to 0 HP, it fades into the Spirit Realm and leaves its heart, a special glowing artifact, behind.
Ferocity: 2 Size: Medium
Movement: 16 Armor: 2 Natural HP: 18
MONSTER ATTACKS

D6 Attacks:
1: Lantern Lure: One target within 20 meters takes 1d4 Willpower Points psychic damage and the character must move as close to the Lantern Wolf as possible this turn. IF the character has already acted or has no actions left, only the damage is applied. Armor has no effect.
2: Howl of the Underworld: All creatures within 20 meters must succeed on a Fear check with a Bane on the roll. Anyone who fails is Scared and must roll on the Fear Table.
3: Beam of Scintillating Light: The Wolf opens its mouth and strikes one character within 30 meters with a beam that does 1d8 damage and leaves the target Dazed. Armor has no effect.
4: Cursed Bite: Attacks one character within 2 meters for 2d6 damage and leaves the victim cursed. The victim turns into wolf and gains stats as per Fae Wolf below. They cannot speak, but the player retains control of the character. Roll D4 every shift. On a 1, the effect wears off. If abandoned, the character joins the pack of Fae Wolves associated with the Lantern Wolf.
5: Illusory Pack: The Lantern Wolf disappears except for a glowing ball of light and summons 3 illusory Fae Wolves within 4 meters of itself. The illusory wolves act on the Lantern Wolf’s turn and disappear immediately when hit. They cannot attack. When all illusory wolves are destroyed or disbelieved, the Lantern Wolf becomes fully visible again. While disguised in this manner the Lantern Wolf causes a Bane to all regular missile attacks against it.
6: Howl of the Pack: The Lantern Wolf summons 1d4 Fae Wolves that act independently initiative turn.

Fae Wolf : Movement: 16
HP: 10
Bite (skill level 14, damage 2D6)
Awareness 14, Evade 12, Sneaking 14.
Fairy Invisibility: As an action, the Wolf can become invisible except for its shadow. If the wolf performs an action that affects another creature, it immediately becomes visible and cannot become invisible again for one stretch.
Fae Wolves (including the Lantern Wolf if any are present) always act on the same initiative turn unless otherwise noted.
When the pack loses half or more of its members, the remaining pack will step sideways into the Fae realm to escape and heal.
Fae Wolves are vulnerable to any ability or spell that does additional damage to undead.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

