Velthuryn — World Atlas

Explore state borders, world lore, factions, and campaign frames for the Daggerheart RPG system.

Codex Fracture Argument-Wolf

Tier 2 Standard

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Codex Fracture Argument-Wolf

Tier 2 Standard

*"Six wolves. None of them were the same wolf. They were all hunting the same thing."*

Motives & Tactics: ## Description An Argument-Wolf is recognizably a wolf, but no two in a pack agree on the details. One is half again as large as the others. One has six legs (the disproven theory of wolf anatomy from the eleventh century never quite let go). One's coat is the wrong color. One walks slightly out of phase with itself, as if the world has not yet committed to which version of the wolf is real. Their eyes are all the same — inkwell-black, like a margin's pupil. ## Motives Hunt. The pack does not consider its own internal contradictions a problem. They consider hungry travelers a solution. ## Tactics Pack hunting. They flank, they isolate, they bring down the loudest target first. The contradictions in the pack work to the pack's advantage in combat: each wolf moves and strikes slightly differently, so a PC who has learned to read one wolf's movements cannot reliably predict the next one's.

Difficulty: 13 | Thresholds: 7/14 | HP: 5 | Stress: 3

ATK: 3 | Bite: Melee | 1d10+3 phy

Features

Pack Tactics - Passive: When an Argument-Wolf attacks a target with at least one ally within Very Close range of that target, it has advantage on the attack roll.

Unstable Anatomy - Passive: Each wolf in the pack is built slightly differently. The first time a PC attacks each wolf, the PC has no idea which conventional anatomical weak point to aim for; subsequent attacks against the same wolf in the same scene are normal. PCs with the Druid class, or with a Knowledge specialization in Resonant Beasts, are exempt from this disadvantage.

Bring Down the Loudest - Passive: The pack targets the PC who has been loudest in the scene — most attacks, biggest spell, loudest weapon, most aggressive shouting. The PC carrying a hymn-note (if known to the GM) counts as 'loud' to the pack regardless of behavior. The wolves can hear the resonance.

Contradiction Howl - Action: Mark 1 Stress. One wolf in the pack lets out a howl in which two different wolf-voices overlap. All non-pack creatures within Far range must succeed on a Presence roll (DC 12) or be Frightened until the end of their next turn.