Name | Winter Wolf |
---|---|
Sorted Name | Winter Wolf |
Family | Winter Wolf |
Size and Type | Large Magical Beast (Cold) |
Hit Dice Count | 6 |
Hit Dice | 6d10+18 (51 hp) |
Random Hit Points | 6d10+18 - 18 |
Initiative | +5 |
Speed | 50 ft. (10 squares) |
Armor Class | 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
Base Attack/Grapple | +6/+14 |
Attack | Bite +9 melee (1d8+6 plus 1d6 cold) |
Full Attack | Bite +9 melee (1d8+6 plus 1d6 cold) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Breath weapon, freezing bite, trip |
Special Qualities | Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire |
Saves | Fort +8, Ref +6, Will +3 |
Abilities | Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 |
Skills | Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1* |
Feats | Alertness, Improved Initiative, Track |
Environment | Cold forests |
Challenge Rating | 5 |
Organization | Solitary, pair, or pack (3-5) |
Treasure | 1/10 coins; 50% goods; 50% items |
Alignment | Usually neutral evil |
Advancement | 7-9 HD (Large); 10-18 HD (Huge) |
Level Adjustment | +3 (cohort) |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Winter wolf; CR 5; Large magical beast (cold); HD 6d10+18; hp 51; Init +5; Spd 50 ft. (10 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +14; Atk +9 melee (1d8+6 plus 1d6 cold, bite); Full Atk +9 melee (1d8+6 plus 1d6 cold, bite); Space/Reach 10 ft./5 ft.; SA Breath weapon, freezing bite, trip; SQ Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire; AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 Skills and Feats: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*; Alertness, Improved Initiative, Track |
Winter Wolf
A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds. Winter wolves can speak Giant and Common. CombatWinter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes. 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +9 melee (1d8+6 plus 1d6 cold), or Bite +9 melee (1d8+6 plus 1d6 cold)
feats: ALERTNESS, IMPROVED INITIATIVE, TRACK, ,