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.
|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)|
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)
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.
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 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 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 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.