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Worg, Winter Wolf Class

This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.

Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon. A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.

Alignment: Any

Hit Die: d10.

Class Skills

The winter wolf’s class skills are Appraise (Int), Climb (Str), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis) and Swim (Str); Racial Modifiers: +2 Perception, +2 Stealth (+8 in snow), +2 Survival.

Skill Ranks per Level: 2 + Int modifier.

Table: Worg, Winter Wolf

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Feat, +2 Str, +2 Con, +2 Natural Armor, Medium Size, Immune cold, Weaknesses vulnerability to fire, +4 vs. trip, bite (1d6) breath weapon (every 1d4 rounds, 15-ft. cone, d6 cold damage)
2nd +2 +3 +3 +0 +2 Str,+2 Con, Trip, breath weapon (every 1d4 rounds, 15-ft. cone, 2d6 cold damage)
3rd +3 +3 +3 +1 Feat, +2 Str, +2 Dex, +2 Natural Armor, breath weapon(every 1d4 rounds, 15-ft. cone, 3d6 cold damage)
4th +4 +4 +4 +1 +2 Str,+2 Con, bite (1d6 plus 1d6 cold and trip), breath weapon (every 1d4 rounds, 15-ft. cone, 4d6 cold damage)
5th +5 +4 +4 +1 Feat, +2 Str,+2 Con, breath weapon (every 1d4 rounds, 15-ft. cone, 5d6 cold damage)
6th +6 +5 +5 +2 +2 Wis, +3 Natural Armor, Large Size -1 AC, Space 10 ft.; Reach 5 ft., bite (1d8 plus 1d6 cold and trip), breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage)

Class Features

All of the following are class features of the winter wolf

Weapon and Armor Proficiency

A Winter Wolf has proficiency with its natural weapons, but not with armor or shields.

Senses: darkvision 60 ft., low-light vision, scent

Languages: Common, Giant

Speed: 30 ft.

Attack (Bite): The Winter wolf has a bite attack that is a natural weapon dealing the indicated damage plus strength bonus.

Trip (Ex)

A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Scent (Ex)

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Breath Weapon (Su)

Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.