WOLF
Medium Animal
Hit Dice : 2d8+4 (13 hp)
Initiative : +2
Speed : 50 ft. (10 squares)
Armor Class : 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple : +1/+2
Attack : Bite +3 melee (1d6+1)
Full Attack : Bite +3 melee (1d6+1)
Space/Reach : 5 ft./5 ft.
Special Attacks : Trip
Special Qualities : Low-light vision, scent
Saves : Fort +5, Ref +5, Will +1
Abilities : Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills : Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats : TrackB, Weapon Focus (bite)
Environment : Temperate forests
Organization : Solitary, pair, or pack (7-16)
Challenge Rating : 1
Advancement : 3 HD (Medium); 4-6 HD (Large)
Level Adjustment : -
Wolves are pack hunters known for their persistence and
cunning.
Combat
A favorite tactic is to send a few individuals against the
foe's front while the rest of the pack circles and attacks from
the flanks or rear.
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.
WOLF (Companion of a 20th level Druid)
Medium Animal
Hit Dice : 14d8+28 (91 hp)
Initiative : +5
Speed : 50 ft. (10 squares)
Armor Class : 31 (+5 Dex, +16 natural), touch 15, flat-footed 26
Base Attack/Grapple : +10/+14
Attack : Bite +14 melee (1d8+4)
Full Attack : Bite +14 melee (1d8+4)
Space/Reach : 5 ft./5 ft.
Special Attacks : Trip
Special Qualities : Low-light vision, scent, Improved Evasion, Link, Share Spells
Devotion
Saves : Fort +11, Ref +9, Will +9
Abilities : Str 19, Dex 21, Con 15, Int 2, Wis 12, Cha 6
Skills : Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats : TrackB, Imp'v'd Natural Weapon (bite), Multiattack,
Improved Trip, Dodge, Mobility, Spring Attack
Tricks : (9)
DIRE TIGER
Large Animal
Hit Dice : 16d8+48 (120 hp)
Initiative : +2
Speed : 40 ft. (8 squares)
Armor Class : 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple : +12/+24
Attack : Claw +20 melee (2d4+8)
Full Attack : 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)
Space/Reach : 10 ft./5 ft.
Special Attacks : Improved grab, pounce, rake 2d4+4
Special Qualities : Low-light vision, scent
Saves : Fort +13, Ref +12, Will +11
Abilities : Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills : Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats : Alertness, Improved Natural Attack (claw), Improved Natural Attack
(bite), Run, Stealthy, Weapon Focus (claw)
Environment : Warm forests
Organization : Solitary or pair
Challenge Rating : 8
Treasure : None
Alignment : Always neutral
Advancement : 17-32 HD (Large); 33-48 (Huge)
Level Adjustment : -
Dire tigers prey on just about anything that moves. They
will patiently stalk a potential meal, striking whenever the
creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up
to 6,000 pounds.
Combat
A dire tiger attacks by running at prey, leaping, and
clawing and biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger must
hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide and Move
Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide bonus improves to +8.