Fiendish Wolf CR 1
Always LE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +3
Languages —
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 2d8+4 (13 hp)
Fort Ref Will
Speed 50 ft. (10 squares)
Space/Reach 5 ft./5 ft.
Base Atk +1; Grp +2
Melee bite ()
Attack Options Trip, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 7
Abilities Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Feats TrackB, Weapon Focus (bite)
Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Advancement 3 HD (Medium); 4–6 HD (Large)
Environment Any evil-aligned plane
Organization Solitary, pair, or pack (7–16)
Treasure None
Summon Monster: Summon Monster II
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +2 extra damage against an good foe.
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.
Skills: *Wolves have 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.
Wolves are pack hunters known for their persistence and cunning.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster II.