Wolf, Shard (CR 5)

Large Magical Beast (Earth)
Alignment: Always neutral evil
Initiative: +1 (Dex); Senses: scent, tremorsense, Listen +8, and Spot +8


AC: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Hit Dice: 6d10+24 (57 hp); DR: 10/silver
Fort +9, Ref +6, Will +3
Speed: 30 ft., burrow 30 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +6
Attack: Bite +11 melee
Full Attack: Bite +11 melee
Damage: Bite 1d8+9
Special Attacks/Actions: Quaking howl, trample, trip
Abilities: Str 22, Dex 12, Con 19, Int 5, Wis 12, Cha 10
Special Qualities:
Feats: Cleave; Power Attack
Skills: Listen +8 and Spot +8
Advancement: 7-9 HD (Large); 10-18 (Huge)
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary, pair, or pack (2-12)
Treasure: None

Source: Dragon #293

Combat

Shard wolves stalk their prey for many miles before attacking. They prefer to use their quaking howls to open a fissure in the earth for their opponents to fall into, or at least knock their prey to the ground. They then charge in to trample opponents. Because most normal attacks bounce harmlessly off their pelt, shard wolves are rather careless about attacking dangerous-looking foes.

The incredibly tough and sharp claws of a shard wolf allows it to dig through the earth as fast as it can move on the surface. If it can get a victim to fall into a fissure created by its quaking howl, the shard wolf claws through the earth to attack the victim by surprise through the rock.

Quaking Howl (Su): Once per day, a shard wolf can let out a devastating howl that produces the effect of an earthquake spell. This effect takes the shape of a 15-foot cone originating from the shard wolf. The area within the cone is affected as though by an earthquake spell.

Trip (Ex): A shard wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shard wolf.

Trample (Ex): As a standard action during its turn each round, the shard wolf can literally run over an opponent at least one size category smaller than itself. A shard wolf can trample Small or smaller creatures for 1d8+6 points of damage. Opponents who do not make attacks of opportunity against the shard wolf can attempt a Reflex save (DC 19) to halve the damage.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.