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Wolf, Arcticby Jamie Baty
Hit Dice: 6d8+24 (51 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armour Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d10 +7)
Full Attack: Bite +11 melee (1d10 +7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 25, Dex 15, Con 19, Int 2, Wis 12, Cha 12
Skills: Heal +4, Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +4*
Feats: Run, Self-Sufficient, Track (B), Weapon Focus (Bite)
Environment: Cold lands
Organisation: Solitary, or Pack (2-5)
Challenge Rating: 4
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -
These wolves look much like dire wolves, only with white coats blending with the snowy environment.
These great wolves are distantly related to dire wolves, but live in cold climates and have thick, pure-white fur coats. As with lesser wolves, they run in small packs. They may be trained as riding beasts. However, any attempts to train them suffer a +4 penalty to the DC to the Handle Animal check. They feed primarily upon giant reindeer, although they will attack humans if they are hungry.
Arctic wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Scent (Ex): This special quality allows an arctic wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: An arctic wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.