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)|
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.
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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