Fiendish Dire Wolf (3.5e Creature)

Dire wolves are efficient pack hunters that will kill anything they can catch.

Fiendish Dire Wolf
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 11, Damage Reduction 5/magic
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Environment: Temperate forests in an evil-aligned plane
Organization: Solitary or pack (5–8)
Challenge Rating: 4
Treasure: None
Alignment: Always evil (any)
Advancement: 7–18 HD (Large)
Level Adjustment:
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Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

COMBAT

Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

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.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

SEE WIKIPEDIA ENTRY: Dire Wolf



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