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Blood WolfCreature 3


UncommonNEMediumAnimalFiend
Source Pathfinder #151: The Show Must Go On
Perception +9 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +10, Intimidation +8, Stealth +8, Survival +9
Str +5, Dex +3, Con +2, Int -4, Wis +2, Cha -1

AC 18; Fort +11; Reflex +9; Will +7;
HP 50
Speed 30 feet
Weaknesses Good 3
Resistances Electricity 5, Poison 5

Jaws One Action +12 (+7, +2) to hit 1d8+5 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Aggressive Rush One Action (move)

The blood wolf moves up to half its Speed. This movement doesn't trigger reactions. At the end of the movement, it attempts an Intimidation check to Demoralize a target within 5 feet of it. This Intimidation check doesn't take the -4 circumstance penalty for the wolf not speaking a language.

Pack Attack

The blood wolf's Strikes deal an extra 1d6 damage to creatures within reach of at least two of the wolf's allies.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.