Post-Apocalyptic
The Algonquian Wasteland in 2297 is a fragmented, harsh, and deeply isolated land. The grand ambitions of previous decades have crumbled, replaced by a desperate struggle for local survival. The shadows of the Old World loom large, not as a source of knowledge, but as a collection of dangerous ruins, misinterpreted legends, and the root of the land's enduring contamination. This is a setting ripe for tales of survival, exploration, and the difficult choices made when the wasteland calls.
Author's Note: Start in Mender's Nook.
Played | 27 times |
Cloned | 3 times |
Created | 39 days ago |
Last Updated | 26 days ago |
Visibility | Public |

HP Range10 - 20 (Avg: 15)
AC13
XP100
Description
Snarlers are mutated wolves or coyotes, larger and more cunning than their ancestors. They hunt in packs, using coordinated tactics to overwhelm their prey, and their haunting howls instill fear in those who hear them.
Details
Size | Medium |
Type | Beast |
CR | 0.5 |
XP | 100 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 13 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Howl of Dread
The Snarler emits a terrifying howl. Each creature within 30 feet that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the Snarler's next turn.
Pack Tactics
The Snarler has advantage on an attack roll against a creature if at least one of the Snarler's allies is within 5 feet of the creature and the ally isn't incapacitated.