Shadewolf
This bear-sized wolf is made out thick strands of shadow stuff and is dotted with stars within its dark fur. Its eyes are blood red sparking with a cunning intelligence.
SHADEWOLF
1,600 XP
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses Darkvision 60ft., low-light vision, scent; Perception +13
Aura unnatural aura (30 ft.)
DEFENSE AC 18; Touch 11; Flat-Footed 16; (+2 Dex, +7 natural, -1 size)
hp 57 (6d10+24)
Fort +12; Ref +9; Will +6
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10;
Weakness light sensitivity
OFFENSE Speed 50 ft.
Space 10 ft.; Reach 5 ft.
Melee Bite +11/+6 (1d8+7 plus trip and bleed)
Special Attacks bleed (1d2), shade strike
Spell-Like Abilities (CL 6th)
Base Atk +6; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Vital Strike
Skills Bluff +6, Perception +13, Sense Motive +7, Stealth +10, Survival +9; Racial Modifiers Perception +2, Stealth +2, Survival +2 12 points
Languages Abyssal, Celestial, and Draconic (can't speak telepathy 100 ft.
ECOLOGY Environment any (Abyss)
Organization solitary, pair, or pack (6–11)
Treasure standard
Shade Strike (Ex) A shadewolf can anticipate the moves of its opponents as a full-round action. The next time during that round that the shadewolf is attacked, it turns momentarily incorporeal, potentially evading the attack. If this ability triggers on a melee attack, the shadewolf may use its bite against that opponent. The shadewolf may move 5 foot without provoking attacks of opportunity as part of this attack. Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a shadewolf, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
SHADEWOLF CR 5
1,600 XPCE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses Darkvision 60ft., low-light vision, scent; Perception +13
Aura unnatural aura (30 ft.)
DEFENSE AC 18; Touch 11; Flat-Footed 16; (+2 Dex, +7 natural, -1 size)
hp 57 (6d10+24)
Fort +12; Ref +9; Will +6
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10;
Weakness light sensitivity
OFFENSE Speed 50 ft.
Space 10 ft.; Reach 5 ft.
Melee Bite +11/+6 (1d8+7 plus trip and bleed)
Special Attacks bleed (1d2), shade strike
Spell-Like Abilities (CL 6th)
At will — detect good, locate creature
1/day — summon monster (level 3, 1 shadewolf at 40%)
STATISTICS
Str 20, Dex 14, Con 18, Int 9, Wis 13, Cha 10Base Atk +6; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Vital Strike
Skills Bluff +6, Perception +13, Sense Motive +7, Stealth +10, Survival +9; Racial Modifiers Perception +2, Stealth +2, Survival +2 12 points
Languages Abyssal, Celestial, and Draconic (can't speak telepathy 100 ft.
ECOLOGY Environment any (Abyss)
Organization solitary, pair, or pack (6–11)
Treasure standard
Shade Strike (Ex) A shadewolf can anticipate the moves of its opponents as a full-round action. The next time during that round that the shadewolf is attacked, it turns momentarily incorporeal, potentially evading the attack. If this ability triggers on a melee attack, the shadewolf may use its bite against that opponent. The shadewolf may move 5 foot without provoking attacks of opportunity as part of this attack. Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a shadewolf, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
Genetic Ancestor(s)
Scientific Name
Outsider
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