Winter Wolf (CR 5)
Large Magical Beast (Cold)
Alignment: Usually neutral evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +6, and Spot +6
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/Actions: 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
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.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.