3e SRD:Wolf, Winter
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|This material is published under the OGL|
|Size/Type:||Large Magical Beast (Cold)|
|Hit Dice:||6d10+18 (51 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|AC:||15 (-1 size, +1 Dex, +5 natural)|
|Attacks:||Bite +9 melee|
|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)|
|Treasure:||1/10 coins; 50% goods; 50% items|
|Alignment:||Always neutral evil|
|Advancement:||7-9 HD (Large); 10-18 HD (Huge)|
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.
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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