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Dire WolfCreature 3


LargeAnimal
Source Pathfinder Monster Core
Perception +10 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +10, Stealth +8, Survival +10
Str +5, Dex +3, Con +4, Int -4, Wis +3, Cha -2

AC 18; Fort +11; Reflex +8; Will +8;
HP 50
Speed 35 feet

Jaws One Action +12 (+7, +2) to hit (reach 10, unarmed) 1d10+5 Piercing

Buck Reaction

DC 20 reflex


Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.


Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Pack Attack

The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies.

Worry One Action (attack)

Requirements The dire wolf has a creature Grabbed or Restrained in its jaws


Effect The dire wolf fiercely shakes the creature with its teeth, dealing (1d10+2) piercing damage with a DC 20 fortitude save.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Knockdown One Action

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.


Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare. Dire wolves are far more likely to prey on humanoids than ordinary wolves, considering them nothing but another kind of smaller, nutritious animal.


Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An 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.