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Fey-Touched Great WolfCreature 7


RareLargeAnimalChaoticFey
Source Pathfinder Society Scenario #4-99: Blessings of the Forest
Perception +17 (darkvision, scent (imprecise) 60 feet)
Languages Fey
Skills Acrobatics +14, Athletics +17, Deception +17, Stealth +16, Survival +14
Str +6, Dex +3, Con +4, Int -2, Wis +2, Cha +4

AC 23; Fort +18; Reflex +13; Will +15;
HP 145
Speed 35 feet
Weaknesses Cold Iron 10, Fire 5

Jaws One Action +18 (+13, +8) to hit (reach 10, unarmed) 2d8+8 Piercing

Opportune Bite Reaction

Trigger A creature within the great wolf's reach critically fails a Strike against it


Effect The great wolf makes a jaws Strike against the triggering creature.

Sudden Charge Two Actions

The great wolf Strides twice and makes a melee Strike.

Tickle Bite Three Actions (emotion, mental)

The fey-touched great wolf makes a jaws Strike. If successful, after taking the normal damage from the Strike, the target must succeed at a DC 22 will save or become Slowed 1 for 1 minute as it becomes overcome with fits of laughter.

Topiary One Action (concentrate)

Until the next time it acts, the fey-touched great wolf appears to be a topiary in the shape of a wolf. It has an automatic result of 37 on Deception checks and DCs to pass as a bush.

Worry One Action (attack)

Requirements The great wolf has a creature Grabbed with its jaws


Effect The great wolf shakes the grabbed creature with its teeth, dealing (2d8+4) piercing damage (DC 25 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.


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.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

Fey

Creatures of the First World are called the fey.