Fiendish Wolf (3.5e Creature)

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Fiendish Wolf
Size/Type: Medium Magical Beast (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
Special Qualities: Low-light vision, scent, Darkvision 60 ft., Resistance to cold 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: Temperate forests in an evil-aligned plane
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment:

Fiendish Wolf.png

Wolves are pack hunters known for their persistence and cunning.

Combat[edit]

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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.

SEE WIKIPEDIA ENTRY: Wolf



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