ANIMAL COMPANION
This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.
WOLF, MALE NAMED REVION CR 1
XP
N Medium animal
Init +3; Senses low-light vision, scent; trip
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +2 natural)
hp 41 (5d8+3)
Fort +4, Ref +4, Will +1
OFFENSE
Speed 50 ft.
Melee bite +5 (1d8+3 plus trip)
STATISTICS
Str 14 (+2) Dex 16 (+3), Con 16 (+3), Int 2, Wis 12 (+1), Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved Natural Attack, Improved Natural Armor, Power Attack
Skills Perception +5, Stealth +7 Survival +4 (+8 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
Languages (understood and not spoken) Common & Elven
Tricks Known (6 plus 2 bonus tricks all taught by Corlia) Attack, Defend, Down, Fetch, Guard, Seek, Stay and Track
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15) The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Special Abilities: Link, Share Spells, Evasion, Ability Score Increase
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal).
Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Ability Score Increase (Ex)
The animal companion adds +1 to any one of its ability scores (in this case, +1 CONSTITUTION).
ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.