Legendary Wolf (CR 7)
Alignment: Always neutral
Initiative: +9 (Dex); Senses: low-light vision, scent, Listen +12, and Spot +12
AC: 24 (+9 Dex, +5 natural), touch 19, flat-footed 15
Hit Dice: 14d8+70 (133 hp)
Fort +14, Ref +18, Will +11
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +17
Attack: Bite +19 melee
Full Attack: Bite +19 melee
Damage: Bite 2d6 +10
Special Attacks/Actions: Trip
Abilities: Str 25, Dex 28, Con 21, Int 2, Wis 15, Cha 10
Feats: Alertness; Endurance; Stealthy; Track; Weapon Finesse
Skills: Hide +16, Listen +12, Move Silently +15, Spot +12, and Survival +4*
Advancement: 15-30 HD (Medium-size)
Climate/Terrain: Any forest, hills, mountains, plains, and underground
Organization: Solitary or pack (5-8)
Monster Manual II
Legendary animals are no larger than normal animals of the same kind, but they are considerably more dangerous in combat.
A legendary wolf encountered singly may fight, or may retreat to assemble the pack. Whenever possible, legendary wolves live, move, and hunt in packs.
Trip (Ex): A legendary wolf that hits with a bite attack can attempt to trip the opponent as a free action (see Trip in Chapter 8 of 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 legendary wolf.
Scent (Ex): A legendary wolf can detect approaching enemies, sniff our hidden foes, and track by sense of smell.
Skills: A legendary wolf receives a +2 racial bonus on Listen, Move Silently, and Spot checks, and a +4 racial bonus on Hide checks. It also receives a +8 racial bonus on Survival checks when tracking by scent.
Saving Throws: A legendary animal has all good saves.