Created By Dla to protect his people, these large animals represent a gigantic cross between a panther and a large black wolf. They are trained young, and exceptionally loyal.


Size/Type: 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 Intimidate + 13
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Environment: Warm forests
Challenge Rating: 9
Alignment: Always neutral
Advancement: 17-32 HD (Large); 33-48 (Huge)
Improved Grab (Ex)

To use this ability, a night wolf 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 night wolf charges, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +18 melee, damage 2d4+4.
Trip (Ex)

A night wolf that hits with a bite attack can attempt to trip its opponent (+11 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 night wolf.

Night Wolves 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.
Night Wolves also have a + 13 Natural Bonus on Intimidate checks This increases by +2 every other hit dice.
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