Winter WolfCR 5

Usually NE Large Magical Beast (Cold)

Init +5; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6

Languages Common, Giant

AC 15, touch 10, flat-footed 14
(−1 size, +1 Dex, +5 natural)

hp 51 (6 HD)

Immune cold

Fort +8, Ref +6, Will +3

Weakness vulnerability to fire

Speed 50 ft.,

Melee Bite +9 (1d8+6 plus 1d6 cold)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Atk Options trip

Special Actions breath weapon

Abilities Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Feats Alertness, Improved Initiative, Track

Skills Hide −1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

Advancement 7-9 HD (Large); 10-18 HD (Huge)

Level adjustment +3 (cohort)

Breath Weapon (Su) 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

Freezing Bite (Su) A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex) A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Skills Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.