Crowolf
Medium Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye Peck
Special Qualities: Low Light Vision, Scent
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 12, Dex 16, Con 15, Int 3, Wis 12, Cha 8
Skills: Hide +4, Listen +2, Move Silently +4, Spot +2, Survival +6
Feats: Alertness, Track (B)
Environment: Temperate Forest
Organization: Solitary or Flock (8-16)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-4 HD (Medium) or by Character Class
Level Adjustment: ---
"CAW!"
"Abner from now, I think I need to sit in on the contract negotiations."
Crowwolves are the usual magically created guardians gotten loose in the wilds. You'd think mages would learn from past mistakes like the Owlbear, but each one seems to believe they can succeed where others have failed. Which is why we also have the Dire Crowwolf...
Eye Peck (Ex): If the Crowwolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them. This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point you are Blind.
Skills: Crowwolves get a +2 Racial Bonus on Survival Checks.
Combat: Crowwolves aren't much different from other wolves, except that with an Int of 3 they sometimes gain a level or two in Rogue or Scout, making them quite a bit more dangerous.
Dire Crowolf
Large Magical Beast
Hit Dice: 6d10+18 (46 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (1d8+10)
Full Attack: Bite +12 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye Peck
Special Qualities: Low Light Vision, Scent
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 24, Dex 16, Con 16, Int 3, Wis 14, Cha 10
Skills: Hide +5, Listen +3, Move Silently +5, Spot +3, Survival +7
Feats: Alertness, Combat Reflexes, Run, Track (B)
Environment: Temperate Forest
Organization: Solitary or Flock (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large) or by Character Chass
Level Adjustment: ---
Eye Peck (Ex): If the Crowwolf successfully attacks an opponent who is Prone, Stunned, Paralyzed, Denied their Dex Bonus to AC, or Flat-footed their opponent must make a 14 Reflex Save (Save is Dex based) or be permanently blinded in one eye until Regeneration or a similar spell is cast on them. This ruins depth perception until healed giving a -2 penalty on all Ranged Attacks until healed, or until the other eye is destroyed at which point you are Blind.
Skills: Crowwolves get a +2 Racial Bonus on Survival Checks.
Combat: The Dire Crowwolf usually gains a level or so in a more martial class like Barbarian given it's size.