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Winter WolfCreature 5


NELargeBeast
Source Pathfinder Bestiary
Perception +14 (darkvision, scent (imprecise) 30 feet)
Languages Common, Jotun
Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation +11, Stealth +13, Survival +12
Str +6, Dex +4, Con +4, Int +2, Wis +3, Cha +2

AC 23; Fort +13; Reflex +15; Will +10;
HP 70
Speed 40 feet
Immunities cold
Weaknesses Fire 5

Jaws One Action +15 (+10, +5) to hit (cold) 1d6 Cold + 1d10+6 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.

Avenging Bite Reaction

Trigger A creature within reach of the winter wolf's jaws attacks one of the winter wolf's allies.


Effect The winter wolf makes a jaws Strike against the triggering creature.

Buck Reaction

DC 21 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Breath Weapon Two Actions (cold, evocation, primal)

The winter wolf breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic reflex save).

The winter wolf can't use Breath Weapon again for 1d4 rounds.

Pack Attack

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


Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins-provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons.


The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.