Dungeons and Dragons Winter Wolf 3.5 PBP RPG

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Winter Wolf

Winter Wolf

Large Magical Beast (Cold)

Hit Dice:

6d10+18 (51 hp)

Initiative:

+5

Speed:

50 ft. (10 squares)

Armor Class:

15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+6/+14

Attack:

Bite +9 melee (1d8+6 plus 1d6 cold)

Full Attack:

Bite +9 melee (1d8+6 plus 1d6 cold)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Breath weapon, freezing bite, trip

Special Qualities:

Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire

Saves:

Fort +8, Ref +6, Will +3

Abilities:

Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Skills:

Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

Feats:

Alertness, Improved Initiative, Track

Environment:

Cold forests

Organization:

Solitary, pair, or pack (3-5)

Challenge Rating:

5

Treasure:

1/10 coins; 50% goods; 50% items

Alignment:

Usually neutral evil

Advancement:

7-9 HD (Large); 10-18 HD (Huge)

Level Adjustment:

+3 (cohort)

A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.

Winter wolves can speak Giant and Common.

Combat

Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes.

Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

Freezing Bite (Su): A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 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 winter wolf.

Skills: Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.


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Question, how and can I use Cunning Action and misty step to get past at least a few of the Kobolds and then use Dash towards the exit? Does this even provide an extra benefit, compared to using two Dash actions through the Rogue's Cunning Action?

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That, and by using misty step, it might actually get me into a position to avoid the fireball.

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