Blood WolfCreature 3
Source Pathfinder #151: The Show Must Go On
Perception +9 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +10, Intimidation +8, Stealth +8, Survival +9
Str +5, Dex +3, Con +2, Int -4, Wis +2, Cha -1
AC 18; Fort +11; Reflex +9; Will +7;
HP 50
Speed 30 feet
Weaknesses Holy 3
Resistances Electricity 5, Poison 5
Jaws
+12 (+7, +2) to hit (unarmed, unholy) 1d8+5 PiercingAttack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Aggressive Rush
(move)The blood wolf moves up to half its Speed. This movement doesn't trigger reactions. At the end of the movement, it attempts an Intimidation check to [/act demoralize] a target within 5 feet of it. This Intimidation check doesn't take the -4 circumstance penalty for the wolf not speaking a language.
Pack AttackThe blood wolf's Strikes deal an extra 1d6 damage to creatures within reach of at least two of the wolf's allies.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.