Size/Type: Large Magical Beast (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 6d10+36 (96 HPs) 6d10+54 (114 HPs) when in Rage
Speed: 50ft. (10 squares)
Armor Class: 25 (+4 Defense Bonus, -1 size, +2 Dex, +4 natural, +6 +2 chainshirt barding), touch 15, flat-footed 23
Base Attack/Grapple: +6/+19
Attack: Bite +15 melee (1d8+9 plus 1d8 fire) or Claw +14 melee (1d8+9 plus 1d8 fire)
Full Attack: Bite +15 melee (1d8+9 plus 1d8 fire) and 2 Claws +9 melee (1d8+9 plus 1d8 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: breath weapon, fiery bite, improved grab, pounce, rage, improved grab, pounce, rage, rake, worry
Special Qualities: Low-light vision, scent, darkvision 60 ft., immunity to fire, resistance to cold 5, damage reduction 5/magic, spell resistance 11,
Saves: Fort +11 , Ref +7, Will +3
Abilities: Str 28(+9), Dex 15(+2), Con 22(+6), Int 4(-3), Wis 12(+1), Cha 12(+1)
Skills: Perception +12, Stealth +7
Feats: Weapon Focus Path (Bite), Enlarge Breath, Clinging Breath, Lingering Breath, Reckless Rage, Mad Foam Rager, Recall Breath
Treasure: See Possessions
Alignment: Lawful Evil
This heavily muscled creature stalks about on four limbs, its fluid movements and lupine grace belying its size. Its mottled, coal black fur is dotted with fiery red scales, scarred and chipped from past struggles, and its scowling visage hints at unchecked rage. A good 11 ft. long and 3,000 pounds.
Brutal, instinctive hunters, Helldrake Wolves hide and ambush their foes when possible. Beyond this instinctive hunting technique, Helldrake Wolves take a simple approach to the many battles they fight in their violent lives. When combat begins, a Helldrake Wolf will bite and trip the nearest foe. It will focus its attacks on the nearest or whichever foe attacked it last. When pressed, the Helldrake Wolf will bring its full power to bear with its Improved Grab. If over-matched in combat, a Helldrake Wolf is just as likely to fight to the death as it is to flee.
A Helldrake Wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) 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 dire wolf.
Improved Grab (Ex)
To use this ability, a Helldrake Wolf must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can use both its rake and worry attacks against the held foe.
Slow to Anger
It takes a Helldrake Wolf longer to get worked up. Entering a rage requires a full-round action.
A Helldrake Wolf's breath weapon is larger than normal. The length of a Helldrake Wolf's breath weapon increases by 50% (round down to the nearest multiple of S). When a Helldrake Wolf uses this feat, add +1 to the number of rounds a Helldrake Wolf must wait before using a Helldrake Wolf's breath weapon again.
When a Helldrake Wolf uses its breath weapon, it can choose for it to deal additional damage in the next round to all creatures and objects affected by it. This additional damage is equal to half the damage the breath weapon dealt to that creature or object. A second save is not allowed, but any creature or object that avoided all damage from the breath weapon in the first round (such as from evasion) does not take any extra damage. As a full-round action, a targeted creature can attempt a Reflex save (using the breath weapon's original save DC) to remove the clinging breath weapon and negate further damage. Rolling around on the ground grants a +2 bonus on this save. This feat only works on a breath weapon that has instantaneous duration and that deals damage.
When a creature uses this feat, add 1 to the number of rounds it must wait before using its breath weapon again.
Mad Foam Rager
When fighting, a Helldrake Wolf can endure tremendous blows with little visible effect. As an immediate action, a Helldrake Wolf can choose to delay the effect of a single attack, spell, or ability used against it. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. A Helldrake Wolf can activate it once every time it uses its rage or frenzy ability.
Whenever a Helldrake Wolf activate your rage ability, it takes an additional -2 penalty to its Armor Class, but it gains an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.
A Helldrake Wolf breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon's area when it breathes take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack. When it uses this feat, add +2 to the number of rounds it must wait before using its breath weapon again.
A Helldrake Wolf reduce the interval between uses of its breath weapon. It waits 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time it must wait to use its breath weapon again by 1 round.
A Helldrake Wolf cannot distinguish between friend and foe when it is raging.
A Helldrake Wolf cannot end its rage voluntarily. A Helldrake Wolf rages for the complete duration and must attack a creature each round, if able. If not then either move towards any visible creature. If no creatures are visible a Helldrake Wolf it attacks the nearest breakable object. DC 15 Will save each round on a Helldrake Wolf's turn to stop itself attacking an ally. If any foes become visible it can attack them and engage them rather than an ally.
If a Helldrake Wolf charges, it can make a full attack, including its two rake attacks and one worry attack if it grabs its foe.
A Helldrake Wolf can fly into a rage 2 times per day for 11 rounds each. In a rage, a Helldrake Wolf temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. At the end of the rage, the Helldrake Wolf loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter
Attack bonus +15 melee, damage 1d8+9.
Whenever a Helldrake Wolf grabs a foe at least one size category smaller than itself in its mouth, it instinctively shakes the foe, stunning and disorienting its victim. Anyone grabbed by a Helldrake Wolf must succeed on a DC 22 Fortitude saving throw or be stunned for 1 round. A Helldrake Wolf can only use this ability in the first round after it grabs a foe. The save DC is Strength-based.
Smite Good (Su)
Once per day a Helldrake Wolf can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 19 half. The save DC is Constitution-based.
Fiery Bite (Su)
Deals an extra 1d8 points of fire damage every time it bites an opponent, as if its bite were a flaming burst weapon.
+4 racial bonus on saves against magic sleep effects and paralysis, thanks to its heritage.
+2 chainshirt barding
A Helldrake Wolf has a +2 racial bonus on Perception and checks
Helldrake Wolf have a +5 racial bonus on Stealth checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.