| Dune Wolf | |
| Large Magical Beast | |
| Hit Dice: | 5d8+15 |
| Initiative: | +5 (Dex) |
| Speed: | 50 ft. |
| AC: | 18 (-1 size, +5 Dex, +4 Natural) |
| Attacks: | 2 Claws +5 melee; bite +1 melee |
| Damage: | Claw 1d6 +2; bite 1d4 +1 |
| Face/Reach: | 5 ft. by 10 ft./5 ft. |
| Special Qualities: | Scent, Camouflage |
| Saves: | Fort +8, Ref +7, Will +2 |
| Abilities: | Str 15, Dex 20, Con 17, Int 16, Wis 18, Cha 12 |
| Skills: | Listen +11, Spot +11, Move Silently +6, Hide +8 |
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| Climate/Terrain: | Desert |
| Organization: | With Bothrain |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | - |
Camouflage: In desert areas, a Dune Wolf gains +15 to Hide checks due to their natural molted brown coloring and slow, halting gait. At will, the Dune Wolf is able to stand perfectly still in desert terrain and completely disappear from sight. This affect is a mind affecting supernatural ability. Characters trying to see the Dune Wolf must succeed at a Search check (DC = 34). The affect ends if someone physically comes in contact with the wolf or the wolf moves.