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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH WOLF

 

Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

2d8+4 (13 hp)

Initiative:

+2

Speed:

50 ft. (10 squares)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+1/+2

Attack:

Bite +3 melee (1d6+1)

Full Attack:

Bite +3 melee (1d6+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Trip, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 7

Saves:

Fort +5, Ref +5, Will +1

Abilities:

Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6

Skills:

Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Feats:

TrackB, Weapon Focus (bite)

Environment:

Any Evil-aligned plane

Organization:

Solitary, pair, or pack (7–16)

Challenge Rating:

1

Alignment:

Always evil (any)

Advancement:

3 HD (Medium); 4–6 HD (Large)

Level Adjustment:

+2

Wolves are pack hunters known for their persistence and cunning.

Combat

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +2.

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