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Flame Wolf

by Jamie Baty

M3 9
Huge Magical Beast (Extraplanar, Fire)
Hit Dice: 22d10+154 (275 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 25 (-2 size, +2 Dex, +15 natural), touch 10, flat-footed 23
Base Attack/Grapple: +22/+39
Attack: Bite +30 melee (3d6 +9)
Full Attack: Bite +30 melee (3d6 +9)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., intense heat, low-light vision, scent
Saves: Fort +20, Ref +15, Will +9
Abilities: Str 29, Dex 15, Con 25, Int 3, Wis 14, Cha 14
Skills: Heal +6, Hide +7, Jump +12, Listen +7, Move Silently +15, Spot +7, Survival +6*
Feats: Cleave, Improved Bull Rush, Improved Critical (bite), Power Attack, Run, Self-Sufficient, Track, Weapon Focus(Bite)
Environment: The Red Realm
Organisation: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 23-44 HD (Huge); 45-66 HD (Gargantuan)
Level Adjustment: -

This 16ft long wolf appears to be glowing red and wreathed in flame.

The flame wolf is a gigantic wolf, usually between 16 and 20 ft long, with fur of curling flames. They are very cunning, if not overly intelligent, and are very dangerous hunters.
They are native to an isolated plane known as the Red Realm, where they are used as watchdogs by the lords of the realm. It is fortunate that their love of heat and flame draws them to planes in which those traits dominate; should they ever find a way to the Prime, the damage they could inflict would be immense.

Combat
Flame wolves will track their prey in order to find the best time and location to ambush them. They favour leaping into the ambush, breathing fire to damage as many creatures as possible. It will use hit and run tactics as a preferred method of combat.

Breath Weapon (Su): A flame wolf's breath weapon attack usually deals 6d10 fire damage in a 40' cone. Targets are allowed a Reflex save for half damage (DC 28 Con based). Flame wolves may use their breath weapon 3/day.
Intense Heat (Ex): Any character that successfully strikes a flame wolf takes 1d10 fire damage from the intense heat radiated from the creature.

Scent (Ex): This special quality allows a flame wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Fire Subtype: A flame wolf is immune to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A flame wolf has a +8 racial bonus on Hide, and Move Silently checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.