The Kytharian Realm

  • Various breeds of winged wolves.
  • Winged Wolf

  • Size Medium
    Type Animal or Magical Beast
    Subtype(s) varies with breed
    Alignment typically good or neutral
    CR
    Patron Deity

    Basic Information

    Movement land, fly
    Senses low-light, scent
    Diet carnivore
    Lifespan 15-100 years (breed dependent)
    Locations Alskyr, Arcadia, Pern, Anarendor, Zion, Kythar
    Intelligence Average
    Language Common, Marl, regional languages
    Breeds Alskyrian, Arcadian, Canese, Elruvian, Pernese, Reririan, Zarish
    Climate any
    Terrain any above ground

    Breeding

    Maturity 2-3 years
    Breeding Maturity 1-2 years
    Gestation 2-3 months
    Reproduction Viviparous
    Litter Size 1-12, 4-6 average

    Bonding

    Bonding Rate Low
    Bonding Preferences humanoid
    Bonding Age 3 months - 1 year
    Bonding Type companion-bond

    Appearance

    Height 2-3 ft.
    Length 3-5 ft.
    Wingspan 10-12 ft.
    Weight 60-150 lbs.
    Coloration varies with breed
    Eye Color brown, gold, yellow, blue; magical breeds have a variety of colors
    Build average to lithe
    Distinctions varies with breed

Winges wolves are not something I can copyright - they are common and everywhere on the internet. However, the winged wolf species/breeds listed here I consider my own and should be seen/used outside the Kytharian Realm without my permission.

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Varieties

Alskyrian Winged Wolves

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Arcadian Winged Wolves

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Canese Winged Wolves

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Elruvian Winged Wolves

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Pernese Winged Wolves

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Reririan Winged Wolves

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Zarish Winged Wolves

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Ecology

Biology

Diet

Reproduction

Abilities

Society

Mating

Language

Religion

Diet

Relations

History

RPG Statblock

Stats presented are for a hatchling Sentran dragon. As the dragon ages, they gain abilities and increases in stats. The path of the dragon depends on their rider and themselves, with most becoming sorcerers but also being able to use magic found in other classes, such as druids, paladins, or bards.

Philippe Alan Ramsey CR 12

XP 25,600

Aasimar cleric 1

NG Medium outsider (native)

Init +0; Senses darkvision 60 ft.; Perception +5

Defense

AC 15, touch 10, flat-footed 15 (+5 armor)

hp 11 (1d8+3)

Fort +4, Ref +0, Will +5

Resist acid 5, cold 5, electricity 5

Offense

Speed 30 ft. (20 ft. in armor)

Melee heavy mace –1 (1d8–1)

Ranged light crossbow +0 (1d8/19–20)

Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)

Spell-Like Abilities (CL 1st)

1/day—daylight

Spells Prepared (CL 1st)

1st—bless, command (DC 14), protection from evil

0 (at will)—detect magic, guidance, stabilize

D domain spell; Domains Good, Healing

Statistics

Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14

Base Atk +0; CMB –1; CMD 9

Feats Turn Undead

Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common, Draconic

Ecology

Environment any land

Organization solitary, pair, or team (3–6)

Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)

Aasimars are humans with a signif icant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.