
Size/Type: Large Magical Beast
Hit Dice: 10d10 (110 hp)
Initiative: +2
Speed: 40 feet (8 squares)
Armor Class: 18 (-1 size, +5 natural, +2 Dex, +2 dodge bonus), touch 13, flat-footed 14
Base Attack/Grapple: +10/+20
Attack: Claw +14 (2d4+5)
Full Attack: 2 claws +14 (2d4+6 each) and bite +9 (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blasting Breath, Improved Grab, Improved Swallow Whole.
Special Qualities: Darkvision 90 ft., Low-light Vision, Regeneration 5, Scent.
Saves: +12 Fort, +9 Ref, +7 Will
Abilities: Str 23, Dex 14, Con 20, Int 14, Wis 18, Cha 17.
Skills: Bluff 10, Climb 13, Hide 9, Intimidate 10, Listen 11, Move Silently 9, Spot 11, Survival 11.
Feats: Combat Expertise (already factored into Attack and AC), Improved Trip, Improved Disarm, Track (bonus feat).
Environment: Temperate to Arctic Woodland.
Organization: Solitary.
Challenge Rating: 10
Treasure: Normal in lair, 1/4 on person.
Alignment: Usually Neutral Evil
Advancement: 11-14 HD (Large); 15-18 HD (Huge).
Level Adjustment: +5
The legendary Big Bad Wolf of fairy tale and legend is actually only one of many such creatures. These beings are actually dark spirits of consumption that have taken on a fleshy form through the power granted to them through the imaginations of mortals. Their lupine-appearing bodies are about 8 feet tall, or about 5 feet at the shoulder when on all-fours, covered in thick, shaggy fur, with forepaws that have perfectly servicable opposable thumbs, and have a slightly oversized set of wolfish jaws. Because of their special status as wicked nature spirits with a physical shape, big bad wolves have a strong affinity for the fey, and other fey regard them as equals, when the subject comes up.
Filled with dark passions, thanks to their dual natures, big bad wolves are constantly seeking ways to satisfy the never-ending lusts that drive their being. Despite this, however, and the constant, gnawing desires that force them ever onward to new and greater depravities, big bad wolves are able to use great cunning in getting what they want, and can display an almost infinite patience, as well as a wealth of seductive charm when they feel it will get them what they want better than brute force. Nevertheless, as soon as they can find a chance to use it, brute force is indeed their preferred way of snatching up what (and who) they want.
Besides gluttony, the sin for which big bad wolves are most famous, these fey-blooded beings are also consumed with all manner of other base desires, including lust, greed, and wrath. To sate these other desires, big bad wolves regularly keep dens with excellent security, often enlisting the aid of other evil fey to assist them. In these dens, big bad wolves often take prisoners, who serve as slaves or snacks, at the big bad wolf's whim, and also whatever loot the big bad wolf can rob from others.
Though big bad wolves get along fairly well with fey, most of whom regard them as close cousins, and do their best to avoid angering the various natural creatures in their areas (or at least those that are stronger than them), they do not get along with others of their kind, because their desires quickly overreach the bounds of any territory that they might use for hunting, and big bad wolves will almost immediately battle each other upon meeting, with the winner devouring the loser. Despite lacking any society of their own, however, many big bad wolves wear clothing and walk on two legs like humans (they are just as adept on two legs as on four), and are as able to breed with other races as easily as fey, though they are often too hungry to do so.
Combat:
In combat, a big bad wolf prefers helpless prey, and so will first try to disarm opponents of their weapons that could be used to cut their way out of its gullet. Once this is done, the big bad wolf will try to gulp down the physically weakest and smallest opponents first, tripping or use Gust of Wind on strong opponents if possible to get past them to those less able to get free of a grapple attack. They then subdue the stronger opponents next, killing them only if necessary, since big bad wolves prefer live prey whenever possible.
Blasting Breath (Sp): Three times per day as a free action, a big bad wolf can use Gust of Wind as a spell-like ability, as a 10th level sorcerer.
Improved Grab (Ex): If a big bad wolf hits with a bite attack, then it can start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, and can attempt to swallow the foe the following round.
Improved Swallow Whole (Ex): A big bad wolf may try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once swallowed, an opponent starts taking 2d4+5 of crushing damage per round, plus 4 acid damage from the big bad wolf's gullet. Alternatively, a big bad wolf can choose to simply hold an opponent inside of the gullet, without dealing damage, or else can stop dealing damage at any time. Either way, the opponent must make a DC 14 Fortitude save every round, or else be rendered unconscious. A swallowed creature can cut a way out by using a light slashing or piercing weapon to deal 16 damage to the big bad wolf's gullet. Once the creature exits, muscular action closes the hole, and any other swallowed opponents must cut their own ways out. A big bad wolf's oversized gullet, which is able to expand to a much greater degree than is normal for creatures that can swallow opponents whole, can hold 1 Large, 2 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Regeneration (Ex): Being spiritual creatures in physical bodies, big bad wolves are incredibly resiliant, though they take normal damage from acid and fire. If a big bad wolf loses a limb or other body part, that body part can be reattached immediately by holding it to the stump, or else will grow back in 3d10 minutes.