Loping along the treeline just at the edge of your periphrial view, the canine shape moves with grace and familiarity that even the most familiar elven hunter may envy. You keep your wits about you, for if there is one wolf, there will be others. It seems to be escorting you, or more likely, keeping tabs on someone new and odd smelling that has entered its pack's territory. A reminder that you are indeed a guest in these lands. | |
Perception | 1d20+8 |
Languages | N/A |
Skills | Athletics: 1d20+6 , Stealth: 1d20+8 , Survival: 1d20+4 |
STR +2 , DEX +4 , CON +1 , INT -4 , WIS +2 , CHA -2 | |
AC | 17 |
Saving Throws | Fort 1d20+5 , Ref 1d20+6 , Will 1d20+4 , Power Save (Strength): 1d20+4 , Logic Save (Intelligence): 1d20-2 , Ego Save (Charisma): 1d20 |
HP | 10 1d10+5 - Immunities N/A - Weaknesses N/A - Resistances N/A |
Speed | 35 feet |
Melee | Melee, Bite: 1d20+6 to hit. 1d6+2 piercing damage. |
Special Abilities | Armored Hide (1): +1 Natural Armor Boost to AC Lowlight Vision: 30 feet Scent: +2 to Perception rolls where sense of smell can apply, within 60 feet Pack Tactics: Wolves gain +2 to attack and damage rolls when attacking a target that is engaged in melee with and counting as outnumbered by two of its allies. Tripping Assault: If the wolf critically hits a target with their bite attack, they may attempt a Trip action, should they have an action left to spend, without taking the -5 for multi-attack penalty. Environmental Familiarity (Forests): This creature is naturally very comfortable in the forest and never has any challenge with that terrain in its natural form. It cannot suffer any movement penalties from any natural effects of terrain within forests or woodland, so long as it stays on land. |
Alteration/Advancement Options |