Awakened Wolf

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FRAK & FRIK

Wolf, Dire Celestial creature/Clockwork Construct CR 5

XP 1600

Neutral Large Animal (Construct)

Init +8; Senses Low-light Vision, Scent

DEFENSE

AC 18, Touch 15, flat footed 14 ( No Armour, Shield, none)

(+4 Dex, +3 Natural, -1 size, +2 deflection)

hp 22 (5d8);

Fort +4, Ref +10, Will +1

Damage reduction 5/magic, Resistance to Acid, Cold, Electricity 5, Spell Resistance 5+CR, Vulnerability to electricity. Clockwork constructs take 150% as much damage as is normal from electricity attacks

OFFENSE

Speed 50

Melee

Single Attack Bite +6 (1d8+6) (Trip Can trip opponent as a free action +1 check modifier)

Full Attack

Bite +6 (1d8+6)(Trip Can trip opponent as a free action +1 check modifier)

Space 5ft.; Reach 5

Special Attacks

Smite Evil The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

STATISTICS

Str 19, Dex 19, Con 0, Int 7, Wis 10, Cha 10

Base Attack 3 CMB 8 ; CMD 24

Feats

Improved Initiative: +4 Initiative checks,

Lightning Reflexes: +2 reflex saves

Skills : Survival, Escape Artist, Kno: Nature; Stealth, Survival, Swim,perception.

Languages Celestial (understand)

ECOLOGY

Environment Temperate forests

Organization Solitary, Pair, Pack 7-16

Treasure None

SPECIAL ABILITIES

Clockwork traits

Winding The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible

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.

Clockwork traits:Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Vulnerability to:A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a -4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.

Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Scent: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 sources 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 quarrys 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.

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