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Worg, Winter Wolf

CR 5.00 Magical Beast NE Large HD 6
This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.

Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon.

A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.

HP
57 (6d10+24)
AC
17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
Init
+5
Speed
50 ft.
Fort
+9
Ref
+6
Will
+3
BAB
+6
CMB
+12
CMD
23 (27 vs. trip)
Melee
bite +10 (1d8+7 plus 1d6 cold and trip)
Space
10 ft.
Reach
5 ft.
Racial Modifiers
+2 Perception, +2 Stealth (+8 in snow), +2 Survival
str
20
+5
dex
13
+1
con
18
+4
int
9
-1
wis
13
+1
cha
10
+0

breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)

Universal Monster Rules

Breath Weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Trip (bite) Ex from Universal Monster Rule
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Run from Feat

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Situational: when making a jump after a running start: +4 untyped Acrobatics
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Perception +11, Stealth +4 (+10 in snow), Survival +5

Details
Type
Magical Beast
Alignment
NE
Size
Large
Environment
cold forests and plains
Organization
solitary, pair, or pack (6-11)
Treasure
standard
Senses
darkvision 60 ft., low-light vision, scent; Perception +11
Languages
Common, Giant
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
View references and cross-links for Worg, Winter Wolf

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