3e SRD:Wolf, Winter

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Winter Wolf

Size/Type: Large Magical Beast (Cold)
Hit Dice: 6d10+18 (51 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +9 melee
Damage: Bite 1d8+6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon, trip
Special Qualities: Scent, cold subtype
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Hide +6*, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +1*
Feats: Alertness, Improved Initiative
Climate/Terrain: Any cold land and underground
Organization: Solitary, pair, or pack (2-5)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)

Winter wolves can speak Giant and Common.


Winter 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): Cone of cold, 15 ft., every 1d4 rounds; damage 4d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting.

Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent 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.

Cold Subtype: Cold immunity; double damage from fire except on a successful save.

Skills: Winter wolves receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. Their natural coloration grants winter wolves a +7 racial bonus to Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus to Wilderness Lore checks when tracking by scent.

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