Encounters: Goblin Marches - Open Plains (Night)
Wolf (CR 1)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +5, Will +1
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d6+1
Special Attacks: Trip
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Feats: Track; Weapon Finesse
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, and Survival +1*
Advancement: 3 HD (Medium-size); 4-6 HD (Large)
Climate/Terrain: Temperate forest
Organization: Solitary, pair or pack (7-16)
Source: Monster Manual
Wolves are pack hunters, infamous for their persistence and cunning.
A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A 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 wolf.
Skills: Wolves receive a +4 racial bonus to Survival checks when tracking by scent.