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Tuesday, December 22, 2020

Revised Wolfen Race for Marth Ice World (Labyrinth Lord AEC)

I find myself tinkering on Labyrinth Lord Advanced Edition Companion races lately for my homebrewed ice world of Marth. I've always been a fan of werewolf / humanoid wolf races in D&D. They are somewhat based on the Palladium wolfen and I picture them having a quasi-Buddhist and shamanistic culture.

Setting Blurb: Marth is a dying world that has been locked in a perpetual ice age after the death of most of its gods due to their avarice and the powerful kingdom slaying rituals of mere mortals. There is a shread of hope though. Recently many have had recurring dreams of the last surviving goddess Fallosnimia waking up from her deep ages long slumber. Many believe the awakening of the nature deity means that there will be warmer days ahead.


Requirements: DEX 8, WIS 8 

Ability Modifiers: DEX +1, INT -1

Ability Min/Max: STR 3/18, DEX 8/19, CON 6/18, INT 3/18, WIS 8/18, CHA 3/18

Wolfen are covered in thick warm fur. They typically weigh about 185 pounds and are between 5 ½ to 6 feet tall. Though they tend to be peaceful friendly people, they defend their territory and families with their lives. Many wolfen meditate on the open tundra, listening for guiding wisdom on the colf wind.

Special Abilities

*Wolfen can use any weapon granted to them by class, but they are limited to natural armor made from materials like leather and hide.

*Cold Resistance: They take hald damage from cold and 150% damage from fire.

*Wolfen have excellent hearing. They hear noise as if they were a thief of the same level but with a +1 bonus.

*They can track as well as a ranger can due to their strong sense of smell.

*In addition to normal melee attacks wolfen get an extra free bite attack. The attack roll is modified by their DEX modifier. It deals 1D4 damage.

*Wolfen can speak common, elvish, gnoll, wolfen, and yeti.

Wolfen receive the following saving throw bonuses: 

• +4 save versus breath attacks 

• +1 save versus wands 

• +1 save versus spells or spell-like devices

• +6 save versus cold


Wolfen may select from the following classes, with the indicated level limits. 

Druid 10

Fighter 8

Monk Unlimited (wolfen monks deal +1D6 extra damage due to their claws)

Ranger Unlimited

Thief 8


Wolfen thieves receive the following bonuses and penalties to thief abilities: 

Pick Locks -15% 

Pick Pockets -10% 

Move Silently +15% 

Hide in Shadows +10% 


  1. I like them. Except for their fire resistance they are all bonuses. How about armor restrictions? Also minuses on pick locks, pick pocket and remove traps. Love the art.