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Amarok

This enormous black wolf’s eyes gleam with a cunning intellect, and its fangs glow with the light of a cold moon.

Amarok CR 12

XP 19,200
LN Huge magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent, see in darkness, true seeing; Perception +28

DEFENSE

AC 28, touch 13, flat-footed 23 (+5 Dex, +15 natural, –2 size)
hp 172 (15d10+90)
Fort +15, Ref +14, Will +13

OFFENSE

Speed 50 ft.
Melee bite +23 (4d6+15/19–20 plus grab and trip)
Space 15 ft.; Reach 10 ft.
Special Attacks grab, soul bite, trip
Spell-Like Abilities (CL 12th; concentration +15)

Constantdiscern lies, true seeing
3/dayremove curse

STATISTICS

Str 30, Dex 21, Con 22, Int 15, Wis 23, Cha 16
Base Atk +15; CMB +27 (+35 grapple); CMD 42 (44 vs. grapple, 46 vs. trip)
Feats Alertness, Cleave, Combat Reflexes, Greater Grapple B, Improved Critical (bite), Improved Grapple B, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Perception +28, Sense Motive +25, Stealth +19, Survival +21; Racial Modifiers +4 Stealth
Languages Common, Sylvan; speak with animals

SPECIAL ABILITIES

Soul Bite (Su)

As a standard action, an amarok can bite directly into the soul of any creature it can see. A shadowy image of the bitten creature appears next to the amarok, and the amarok makes its bite attack as if the creature were within reach. A soul bite deals the same amount of damage as a normal bite attack, and ignores hardness and damage reduction. If its bite attack hits, the amarok can attempt to trip and grab the target. When the amarok grabs a creature in this way, the creature doesn’t move, but the amarok visibly wrestles with the shadowy image and the creature appears to be grappling with thin air. This ability doesn’t work against creatures that don’t have souls (like most constructs) or that don’t have a separate body and soul (like outsiders).

ECOLOGY

Environment cold forests or tundra
Organization solitary
Treasure none

These powerful, wolf-like creatures live in northern forests and on the vast, open tundra. Amarok are typically 12 feet long with midnight-black fur. Their eyes and sharp teeth glow with the color of moonlight, and their tails are longer and much more flexible than those of wolves.

Unlike wolves, amaroks hunt alone, coming together only to breed and raise cubs. Amaroks are great hunters, and legends say nothing remains concealed from their gazes.

When fighting, they rush forth and use their jaws to rip out the throats of their prey or attack their enemies’ souls.

Amaroks don’t hunt people for food, but they relish the thrill and strategy of the chase, and enjoy teaching lessons to those who foolishly hunt alone at night. The amaroks stalk hunters, then attack suddenly from the shadows.

They bring their prey to the edge of unconsciousness, then depart back into the woods. Those who seek to improve their hunting techniques after these harrowing encounters earn the amaroks’ approval, and amaroks are excellent, if harsh, instructors of stalking, tracking, and wrestling techniques. They are also implacable foes of those who commit the one act they cannot forgive—a foolish person who slays an amarok’s pups faces a swift and brutal death at the amarok’s jaws.

An amarok is 29 feet from nose to the tip of its tail, stands 9 feet high at the shoulder, and weighs 9 tons.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.