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Monster · Heroic Beast

Faewolf

Legends say these wolves were once normal forest predators who stumbled upon a fey nexus or were subject to an otherworldly curse. Over generations, they’ve adapted, developing unique teleportation powers fueled by a blend of spiritual mana and wild fae energy.

Name
Faewolf
Type
Heroic Beast
Danger Level
F
Hp
55
Mana
5
Ap
4
Rp
7
Initiative
+5
Focus
4
Power
5
Agility
5
Toughness
3
Evasion
12 / 25
Guard
3 / 6
Movement Speed
20ft
Fitness
6
Cunning
5
Reason
4
Awareness
5
Presence
3
Notable Skills
Stealth+13, Perception+10
Light Attack
+5 Accuracy, 2d4+5
Heavy Attack
+5 Accuracy, 4d6+10
Strong Against
Ranged heavy parties
Weak Against
Anti-fae weapons
Appearance
Faewolves are lean, lupine beasts whose fur shimmers like astral mist. Their eyes burn with a fae-like glow, a sign of their internal magical reserves.
Habitat
They favor dense forests or snowy highlands close to fey rifts, where ambient magic saturates the environment. Lone Faewolves may venture farther if drawn by potent magical signatures—like adventurers bearing artifacts or high spirit cores.

Strategy

The faewolf will start the battle in Shimmer. If it can, it will teleport to the squishiest looking enemy and attack it with a Heavy attack and Arcane Fang.

Every turn while it has mana, it will repeat those moves and use the remaining AP on movement or light attacks.

Running this monster

A group of ~4 faewolves will provide a challenge to a party of 4.

Because of their nature as ambushers and their high mobility, be careful of how you run these. Three wolves teleporting in on anyone may very well down them. Likewise, three arcane fangs on the same target can add a lot of damage quickly. If running a high number of faewolves, skipping the stealth part may be best.

The wolves should all focus fire a target if you want to play them to be deadly, but otherwise you can also have them attack different targets.

Gather Parts: 500 units of Faewolf pelt

Faewolf