Wolf (Fallout Supplement)
One of the few 'unmutated' animals left in the wasteland.
Wolf | |
---|---|
Size and Type: | Medium Animal(Quadruped) |
Hit Dice: | 4d8+8 (24 hp) |
Mas: | 15 |
Initiative: | +4 |
Speed: | 50 ft |
Defense: | 17(+4 Dex, +3 Natural), touch 14, flat-footed 13 |
Base Attack/Grapple: | +4/+7 |
Attack: | +7 melee(1d6+2, bite) |
Full Attack: | +7 melee(1d6+2, bite) |
Space/Reach: | 5 ft by 5 ft/5 ft |
Special Qualities: | Scent, low-light vision, Trip |
Saves: | Fort +5, Ref +5, Will +1 |
Abilities: | Str 15, Dex 18, Con 15, Int 3, Wis 14, Cha 6 |
Skills: | Hide +6, Jump +6, Listen +8, Move Silently +6, Spot +8, Survival +5 (+9 when tracking by scent) |
Feats: | Alertness, Track, Weapon Focus (bite) |
Possessions: | None |
Organization: | — |
Challenge Rating: | 4 |
Allegiances: | None |
Advancement: | 5-6(Medium) |
Level Adjustment: | None |
Wolves almost always travel in packs. Though they are less numerous than the horrible mongrels in Dogtown, wolves are much more individually dangerous and persistent.
Combat
Wolves have sharp teeth and will frequently knock a target over, then attack the head.
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
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