Wind-dog alpha – Bimisenimushyag Ogimaa CR ???
XP 400
Neutral Large magical beast
Init +2
Senses low-light vision, scent; Perception +8
Defense
AC 14, Touch 12, Flat-Footed 12 (+2 Dex, +3 natural, -1 size)
HP 37 (5d8+15)
Fort, Ref, Will +7, +6, +2
Offense
Speed 40 ft., fly 40 ft. (average) Melee bite +7 (1d8+6 plus trip) Space 10 ft.; Reach 5 ft.
Statistics
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 14 Base Atk +3; CMB +8; CMD 20 (24 vs. trip) Feats Skill Focus (Perception), Skill Focus (Fly), Weapon Focus (Bite) Skills Fly +10, Intimidation +6, Perception +10, Stealth +6 (+10 in snow), Survival +1 (when tracking by scent); Racial Modifiers +4 Stealth (In misty clouded environments), +4 Survival (when tracking by scent) Languages Anitou whisper (cannot speak)
Special Abilities
Wind-dog’s Howl (Ex)
With a single primal howl, the wind-dog strikes fear into her opponents. For an amount of time equal to its BAB + Charisma mod, the wind-dog and her allies treat those affected by it as if they were her favored enemy, gaining a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against them. If an affected creature is already one of her favored enemies, it is shaken instead. This is a mind affected fear effect.
Additionally, if the wind-dogs in a forest, field, mountain or tundra terrain, 1d8 wind-dogs will appear. Additionally, roll a 1d3 for the chance there might be a wind-dog alpha in the group. Called wind-dogs will not be amicable toward the skinshifter, viewing them as of another pack, unless they win an opposed diplomacy check.
Air Geyser (Sp)
Once per 1d4 rounds, centered on itself or within a 15 ft. radius, the Wind-dog can create an effect as per the Air Geyser spell. The Air Geyser does no harm to the Alpha or other wind-dogs, but still sends them flying upwards if they fail their Reflex save should they choose to take it.