N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +4
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +1
Speed 40 ft.
Melee gore +2 (1d4/18–20), bite +2 (1d4)
Special Attack horrific critical, shadow mark (see above)
Str 10, Dex 15, Con 15, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+26 when jumping), Perception +4, Stealth +7; Racial Modifiers +20 Acrobatics when jumping
Environment cold or temperate forest
Organization solitary, pair, or nest (3–12)
Horrific Critical (Su) A dire wolpertinger's gore attack threatens a critical hit on an 18–20. If a dire wolpertinger kills a humanoid foe with a critical hit, it can tear open the victim's throat with its sharp teeth as a free action. Any creature that witnesses this savage event must make a DC 11 Fortitude save or be shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based, and includes a +4 racial bonus.
Shadow Mark (Su) As a free action, a wolpertinger can make a ranged touch attack by jumping over a humanoid target—the maximum range of this attack is 30 feet. If the wolpertinger hits, its shadow transforms to match the shadow of the creature struck. Once a wolpertinger has established this link, it gains a +2 morale bonus on attack rolls and damage rolls made against that target.