Fiendish Dire Wolf CR 4
Always LE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Move Silently +4, Spot +7, Hide +0, Survival +2*
Languages —
AC 14 (−1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 6d8+18 (45 hp); DR 5/magic
Fort Ref Will
Speed 50 ft. (10 squares)
Space/Reach 10 ft./5 ft.
Base Atk +4; Grp +15
Melee bite ()
Attack Options Trip, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 11
Abilities Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Feats Alertness, Run, TrackB, Weapon Focus (bite)
Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Advancement 7–18 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or pack (5–8)
Treasure None
Summon Monster: Summon Monster IV
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +6 extra damage against an good foe.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its 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 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.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Dire wolves are efficient pack hunters that will kill anything they can catch.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster IV.