Winter Wolf

Monster Class: Winter Wolf

Ability Scores: +4 Str, +2 Con, -2 Int, +2 Wis, +2 Dex
Natural Armor: +2
Base speed: 50 feet land
Darkvision 60 feet, Low-Light Vision, Scent, Track
+2 Perception, +2 Stealth (+8 in snow), +4 Survival
Automatic languages: Common, Giant (possibly switched for something of the players choosing?)
Small Magical Beast
d10 Hit Die
Winter Wolves have the Cold subtype.

Level BAB Fort Ref Will Features
1 +1 +2 +2 +0 Breath Weapon 2d6, Freezing Bite 1d6, Immunity to Cold, Vulnerability to Fire
2 +2 +3 +3 +0 Breath Weapon 3d6, +1 Natural Armor, +1 Str, +1 Con,
3 +3 +3 +3 +1 Breath Weapon 4d6, +1 Natural Armor, +1 Str, +1 Con, Growth (Medium Size)
4 +4 +4 +4 +1 Breath Weapon 5d6, Freezing Bite 2d6, +1 Natural Armor, +1 Str, +1 Con
5 +5 +4 +4 +1 Breath Weapon 6d6, +2 Natural Armor, +1 Str, +1 Con
6 +6 +5 +5 +2 Breath Weapon 7d6, +2 Str, +2 Con, Growth (Large Size)

Class skills:
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Perception, Stealth, Survival, Swim.

Breath Weapon (Su)
15-foot cone, once every 1d4 rounds, Cold damage equal to 1d6 + another 1d6 for every Hit Dice the character possesses (20d6 Cold at level 20). Reflex (DC 10 + 1/2 HD + Con Mod) half. The save DC is Constitution-based.

Freezing Bite (Su)
A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, this damage increases by +1d6 for every 4 Hit Dice the character possesses. (+6d6 at level 20)

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.

Growth (Ex)
Winter wolves start off as a puppy and then grow in size as they age and grow in experience. They become medium sized at 3 Racial Hit Dice and Large at 6 Racial Hit Dice. You do not gain an adjustment in attribute stats for growing, however improved size dependent bonuses to trip/grapple/overrun (etc), improved reach and similar are normally gained.

Variant: Seasonal Wolves

A wolf may choose to instead be a Summer, Spring, or Fall wolf.

Summer Wolf
Summer Wolves gain the Fire sub-type (and corresponding immunity to fire, and weakness to cold) instead of cold and deal fire damage with their elemental attacks.

Spring Wolf
Spring Wolves gain the Air sub-type (and corresponding immunity to electricity, and weakness to acid) instead of cold and deal lightning damage with their elemental attacks.

Fall Wolf
Fall Wolves gain the Earth sub-type (and corresponding immunity to acid, and weakness to electricity) instead of cold and deal acid damage with their elemental attacks.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License