Encounters by Locale: Storm Horns and Thunder Peaks - Thunder Peaks North
Winter Wolf (CR 5)
AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 6d10+18 (51 hp)
Fort +8, Ref +6, Will +3
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +14
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d8+6 plus 1d6 cold
Special Attacks: Breath weapon, freezing bite, trip
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Special Qualities: cold immunity, fire vulnerability
Feats: Alertness; Improved Initiative; Track
Skills: Hide -1*, Listen +6, Move Silently +7, Spot +6, and Survival +1*
Advancement: 7-9 HD (Large); 10-18 HD (Huge)
Climate/Terrain: Cold forest
Organization: Solitary, pair, or pack (2-5)
Treasure: 1/10 coins; 50% goods; 50% items
Source: Monster Manual
Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes.
Breath Weapon (Su): Cone of cold, 15 ft., every 1d4 rounds; damage 4d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting.
Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Cold Subtype: Cold immunity; double damage from fire except on a successful save.
Skills: Winter wolves receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. Their natural coloration grants winter wolves a +7 racial bonus to Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus to Survival checks when tracking by scent.