Wolf, Thunder (CR 7)
Large Magical Beast (Electricity)
Alignment: Always chaotic evil
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: scent, Listen +7, and Spot +7
AC: 18 (+4 Dex, -1 size, +5 natural), touch 13, flat-footed 14
Hit Dice: 8d10+24 (69 hp)
Fort +9, Ref +12, Will +3
Speed: 50 ft., fly 30 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +8; Grapple +7
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 1d8+4
Special Attacks/Actions: Breath weapon, thunder howl, trip
Abilities: Str 16, Dex 19, Con 17, Int 9, Wis 13, Cha 10
Special Qualities: Electricity immunity
Feats: Improved Initiative; Lightning Reflexes
Skills: Hide +7, Listen +7, Move Silently +10, Spot +7, and Survival +7
Advancement: 9-12 HD (Large); 13-24 (Huge)
Climate/Terrain: Temperate and warm land
Organization: Solitary, pair, or pack (2-12)
Treasure/Possessions: None
Source:
Dragon #293
If a thunder wolf senses prey, it unleashes its thunder howl, hoping to deafen its opponent. After that, it releases a blast of lightning before closing in for melee. Because it can fly, a thunder wolf usually tries to remain out of reach before diving into melee.
A pack of thunder wolves attacks at the same time, using their howls to stun and deafen opponents before attacking en masse. A few wolves remain at a distance, attacking with their breath weapon while others close in for close combat.
Breath Weapon (Su): Line of lightning 5 feet wide, 5 feet high, and 20 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 17.
Thunder Howl (Su): Once per day, a thunder wolf can let loose a howl that sounds like crashing thunder. Those within a 100-foot radius of the thunder wolf must succeed at a Fortitude saving throw (DC 14) or be stunned for 1d4 rounds.
Stunned opponents must make a second Fortitude saving throw (DC 14) or be deafened for 1d4 hours. For each additional wolf that howls at the same time, the range increases 50 feet. This is a sonic, mind-affecting attack; deafened creatures are not subject to it.
Trip (Ex): A thunder 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 thunder wolf.
Skill: Thunder wolves receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *A thunder wolf has a +4 racial bonus to Survival checks when tracking by scent.