Winter Wolf | CR 5 |
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Usually NE Large Magical Beast (Cold) Init +5; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6 Languages Common, Giant |
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AC 15, touch 10, flat-footed 14 hp 51 (6 HD) Immune cold Fort +8, Ref +6, Will +3 Weakness vulnerability to fire |
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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 |
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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) |
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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. |