Son of the Spirit Wolf
Large elemental magical beast (cold)
Level 26 Elite Skirmisher XP 18000
Initiative +23 Senses Perception +20; low-light vision
Everfrost Coat (Cold) aura 1; each enemy that enters the aura takes 10 cold damage. A creature that takes cold damage from everfrost coat cannot make opportunity attacks until the end of the son of the spirit wolf's next turn.
HP 486; Bloodied 243
AC 40; Fortitude 39, Reflex 37, Will 36
Resist 30 cold
Saving Throws +2
Speed 8 (ice walk)
Action Points 1
(⚔) Bite (standard, at-will) ✦ Cold
Reach 2; +31 vs AC; 2d10+9 damage plus 1d10 cold damage, and the target is grabbed.
ᗕ Terrible Rush (free; usable only after the son of the spirit wolf makes a charge attack, encounter) ✦ Cold
Close burst 2; +29 vs Fortitude; 2d10 cold damage, and the target is knocked prone.
ᗕ Black Ice Breath (standard, recharges when first bloodied) ✦ Cold, Zone
Close blast 5; +29 vs Fortitude; 4d10+9 cold damage. Miss: Half damage. Effect: The blast creates a zone of ice that lasts until the son of the spirit wolf drops to 0 hit points. The zone is difficult terrain.
⚔ Rending Jaws (minor, recharge ⚄⚅)
Reach 2; targets a creature grabbed by the son of the spirit wolf; +32 vs AC; 3d10+9 damage, and ongoing 10 damage (save ends). The grab ends, and the son of the spirit wolf then pushes the target 5 squares and knocks it prone.
Drag Away (move; at-will)
The son of the spirit wolf shifts 1 square or moves its speed and pulls a creature it has grabbed into a space adjacent to it. This movement does not end the grab.
Alignment Evil Languages Common, Giant
Skills Intimidate +21
Str 30 (+23) Dex 26 (+21) Wis 25 (+20)
Con 27 (+21) Int 11 (+13) Cha 16 (+16)
Update (11/23/2009)
In the son of the spirit wolf's terrible rush power, replace the melee icon with the close icon.
Published in Monster Manual 2, page(s) 211.