Runarcana

Part 4 · Monsters & Creatures

Wildclaw

“The vigor of a warhorse allied with the reckless savagery of a cat.”

Some people simply don’t know how many troubles exist in Freljord beyond the cold that’s there all the time. The first time I saw a Wildclaw, it was being used as a mount by one of those Winter’s Claw. My luck was being under the protection of a highly respected shaman among them, because I noticed that magnificent, gigantic feline wanted to taste the meat off my bones. Its eyes held the malice of an intelligent creature, not of a beast fully under control.

The second time I saw one made me not want the chance to see a third. During the journey back from my research, the small caravan was warned of a pack attacking along the way. A very old horse, already on the verge of being sacrificed, was positioned in the path, and when the Wildclaws attacked, a precise arrow took its life, without pain, without suffering.

So that pack fed from a distance while the caravan traveled at maximum speed, since as soon as we left their hunting territory, they would have finished picking the last piece of meat off that horse’s bones.

Rewards

Certain parts of a Wildclaw’s body can be obtained after it’s dissected and used for various purposes.

Crafting Items

The materials obtained from a Wildclaw’s body can be used to craft items:

  • The Fangs and Claws of a Wildclaw can be used by a creature with the Weaponsmith Craft to craft weapons that deal Piercing or Slashing damage.
  • The Fur of a Wildclaw can be used by a creature with the Fashionista Craft to craft fabrics and clothing, granting advantage on checks to resist the effects of extreme cold to creatures that wear them.

Wildclaw Statblocks

Wildclaw (Alpha Wildclaw by Sixmorevodka)
Wildclaw (Alpha Wildclaw by Sixmorevodka)

Wildclaw

CategorySoldier
CR6

Beast, Large

HP102 (18d10+3)
AC11
DR1
Proficiency+3
Initiative+2
Attributes
STR: 16+3
DEX: 14+2
CON: 12+1
INT: 5-3
WIS: 15+2
CHA: 9-1
Additional
Senses
Passive perception 15
Speed
50 feet of walking
Skills
Athletics +6, Perception +5
Languages
Sylvan
Experience
Collective575
Individual216

Saving Throws: Strength +6

Keen Smell. The Wildclaw has advantage on Perception checks related to smell.

Nimble Claws. When making a claw attack, the Wildclaw can make a second claw attack using its bonus action.

Thick Fur. The Wildclaw has advantage on saving throws to resist conditions caused by extreme cold.

Powerful Leap. With a running start of 10 feet, the Wildclaw can make a long jump of up to 50 feet.

Pack Tactics. The Wildclaw has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.

Claws. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 15 (3d8+2) Slashing damage.

Bite. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 16 (2d12+3) Piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or become Prone.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Wildclaw:

Claws and Fangs: It's possible to collect 10 (3d6) Claws and Fangs from the Wildclaw. The Wildclaw's Claws and Fangs can be used as raw material to craft Slashing or Piercing weapons for Large or smaller creatures.

Fur: It's possible to collect fur from a Wildclaw's body. The Wildclaw's Fur can be used as raw material to craft fabrics and clothing.

Runic Pulse: Agate Pulse (1d6 Slashing, Cold)

Runes: Ravenous, 2 uses.

Alpha Wildclaw

CategoryElite
CR6

Beast, Large

HP151 (27d10+3)
AC14 (Natural)
DR1
Proficiency+3
Initiative+2
Attributes
STR: 16+3
DEX: 14+2
CON: 12+1
INT: 5-3
WIS: 17+3
CHA: 8-1
Additional
Senses
Passive perception 16
Speed
50 feet of walking
Skills
Athletics +6, Perception +6
Languages
Sylvan
Experience
Collective1.150
Individual431

Saving Throws: Strength +6

Keen Smell. The Alpha Wildclaw has advantage on Perception checks related to smell.

Blood Frenzy. The Alpha Wildclaw has advantage on melee attack rolls against any creature that doesn't have all of its hit points.

Nimble Claws. When making a claw attack, the Alpha Wildclaw can make a second claw attack using its bonus action.

Thick Fur. The Alpha Wildclaw has advantage on saving throws to resist conditions caused by extreme cold.

Powerful Leap. With a running start of 10 feet, the Wildclaw can make a long jump of up to 50 feet.

Pack Tactics. The Alpha Wildclaw has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.

Claws. Melee Natural Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 20 (4d8+2) Slashing damage.

Bite. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 22 (3d12+3) Piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or become Prone.

The Alpha Wildclaw has 3 charges of epic actions, and can spend these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Alpha Wildclaw's turn, the number of charges returns to 3

The Alpha Wildclaw can take an action and restore its reaction (if spent)

The Alpha Wildclaw can spend all or the rest of its movement

The Alpha Wildclaw can repeat a Saving Throw against an effect affecting it

Cost. When the Alpha Wildclaw repeats its saving throw this way, it loses 3 hit points.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Alpha Wildclaw:

Claws and Fangs: It's possible to collect 10 (3d6) Claws and Fangs from the Wildclaw. The Alpha Wildclaw's Claws and Fangs can be used as raw material to craft Slashing or Piercing weapons for Large or smaller creatures.

Fur: It's possible to collect fur from a Wildclaw's body. The Alpha Wildclaw's Fur can be used as raw material to craft fabrics and clothing.

Runic Pulse: Agate Pulse (1d6 Slashing, Cold)

Runes: Ravenous, 2 uses.