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The Prince Of Wolves, Abyssal Crime Lord

The Prince of Wolves was once no more than a midlevel beastkin crime lord named Khaaroz, a conniving conspirator who'd spent nearly two decades building up a criminal network in the Abyssal city of Alushinyrra. His plans crumbled to ashes when the ruler of the city, Nocticula, left the Midnight Isles to ascend from demon lord to goddess. Khaaroz fled Alushinyrra as it fell into chaos, hijacking a warship from the city harbor. After securing command over the crew by killing their previous captain, Khaaroz made his way to a relatively tiny island on the outskirts of the Midnight Isles, where he led his crew on a raid that resulted in the capture of the isle's previous ruler—a vavakia tyrant named Mogaran.

In the treasury of the fallen ruler's keep, Khaaroz discovered a collection of harrow cards, including ancient Varisian versions of several lost cards. He became fascinated and obsessed, particularly with a rare card called the Prince of Wolves—a card he felt symbolized him to perfection. Khaaroz learned more about the history of the cards, and he sent agents beyond the Abyss into Golarion to acquire them if possible. To many of his minions, Khaaroz was known only as the Prince of Wolves, a name he took from that intriguing harrow card he found among Mogaran's treasures.

From his fixation on the harrow, Khaaroz became convinced that a great transformation awaited him in the future. At first, he suspected this transformation was an ascension from his mortal form into that of a full-fledged demon. After ensuring his new island home, now called “The Den,” was secure, Khaaroz left the Abyss to travel to Golarion in search of this great change.

Not long after, he was contacted by a man named Drustan. Khaaroz thought Drustan something of a fool but was intrigued by his offer to join a group who sought to use the harrow to remake reality. Soon enough, as the Prince of Wolves, Khaaroz became one of the three leaders of the Unmatched. In the Varisian harrower Raven, Khaaroz found all the wisdom and intellect he sought, and while outwardly he appeared to work with the others, his true goal was always to seize the Deck of Destiny for himself and to use it to unlock his true potential. When the Scattering spread the Deck of Destiny throughout the world, Khaaroz only just managed to resist attacking the other Unmatched in a fit of frustration. Once again, he faced what he felt was an unfair disruption to his plans, similar to what had occurred years before with Nocticula's abandoning of Alushinyrra. Yet, he hid his anger and set off on his own to gather up as many of the cards as he could, reasoning that he'd be able to take those gathered by Raven and Drustan when the time came.

Campaign Role

The Prince of Wolves has already gathered some cards from the Deck of Destiny when this adventure begins. While he loans three of these to his agents in the first part of the adventure in order to aid their invasion of the Harrow Court, he retains three others (in addition to, potentially, any that may have slipped through the PCs' fingers over the course of the Adventure Path). He is this adventure's primary antagonist and unlikely to survive the events of “The Destiny War.” If he does, he can continue to vex the PCs into the next adventure, potentially joining up with Raven to help her finish her plans.

Recall Knowledge - Beast (Arcana, Nature): DC 49
Recall Knowledge - Humanoid (Society): DC 49
Unspecific Lore: DC 47
Specific Lore: DC 44

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak The Prince Of WolvesCreature 18

Legacy Content

Unique CE Medium Beast Beastkin Human Humanoid 
Source Pathfinder #191: The Destiny War pg. 90
Male beastkin ranger
Perception +32; low-light vision, scent (imprecise) 30 feet
Languages Abyssal, Celestial, Common, Draconic, Necril, Varisian
Skills Arcana +31, Athletics +34 (+37 to Climb; High Jump; Long Jump; or Disarm), Deception +31, Intimidation +34, Occultism +31, Performance +31, Religion +30, Society +28
Str +9, Dex +5, Con +6, Int +3, Wis +5, Cha +6
Items +2 greater striking gloom blade, +2 greater striking wounding morningstar, The Cyclone, The Keep, The Waxworks, +2 greater resilient full plate
AC 40; Fort +33, Ref +28, Will +30; +1 to all saves vs. magic, +2 item to saves vs. fear and effects that render him clumsy, doomed, drained, enfeebled, or fatigued
HP 380
Rejuvenation (divine, necromancy) When the Prince of Wolves dies, his soul immediately travels to the crystalline shadow stele in his Den (see page 63). His body rejuvenates over 24 hours, emerging fully formed from the shadow stele. He can be permanently slain only if the shadow stele is destroyed.
Speed 25 feet
Melee [one-action] morningstar +34 [+29/+24] (magical, versatile P), Damage 3d6-2+15 bludgeoning plus 1d6 persistent bleedMelee [one-action] gloom blade +34 [+30/+26] (agile, finesse, magical, versatile S), Damage 3d6-2+13 piercingMelee [one-action] jaws +31 [+27/+23] (agile, finesse), Damage 3d6-2+13 piercingOccult Innate Spells DC 36, attack +28 (-4 dmg); 9th phantasmal killer; 8th dimension door, suggestion, teleport; 7th fly, paralyze; 6th true seeing; Cantrips (9th) shield, telekinetic projectile
Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The Prince changes into his humanoid shape, hybrid shape, or wolf shape. While in hybrid shape, he gains a jaws Strike. While in animal shape, he gains the effects of a 5th-level casting of animal form to become a canine. He prefers fighting in hybrid shape.Hunt Prey [one-action] (concentrate) The Prince designates one or two targets he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks to Seek and Track his prey. If he uses Hunt Prey against a third creature when he already has two designated, a prior creature of his choice loses the designation. His designation lasts until his next daily preparations.Pack Tactics If an enemy is within reach of the Prince and at least two of his allies, that enemy is flat footed against him.Skirmish Strike [one-action] The Prince either Steps and then Strikes, or Strikes and then Steps.Sneak Attack The Prince deals an extra 4d6 precision damage to flat-footed creatures.Tear Fate [two-actions] (curse, enchantment, mental, misfortune, occult) Requirement The Prince of Wolves' previous action was a successful melee Strike; Effect The Prince of Wolves twists his weapon in the wounds inflicted on the creature he just struck, then rips the weapon free. As he does so, he tears free fragments of that creature's fate, leaving them with ill fortune. The creature takes 12d6 mental damage (DC 36 basic Will save); on a failure, the creature also becomes doomed 1 (doomed 2 on a critical failure). The creature is thereafter immune to Tear Fate.Twin Parry [one-action] Requirement The Prince is wielding two melee weapons, each in a different hand; Effect The Prince gains a +1 circumstance bonus to AC until the start of his next turn, as long as he continues to meet this ability's requirement.Twin Takedown [one-action] Frequency once per round; Requirement The Prince is wielding two melee weapons, each in a different hand; Effect The Prince makes two Strikes against his hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply his multiple attack penalty to each Strike normally