Dire Cinder Wolf
CREATURE 3 +10; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +12, Stealth +8, Survival +10
Str +5, Dex +3, Con +4, Int -2, Wis +3, Cha -2
AC 18; Fort +11, Ref +8, Will +8
HP 50
Buck
DC 20 Reflex
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
A creature Mounts or uses the Command an Animal action while riding the monster.
The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
35 feet
Melee Jaws +12 (reach 10, unarmed), Damage 1d10+5 piercing plus 1 fire plus Grab plus Knockdown
Knockdown or Grab
Pack Attack
The dire cinder wolf's Strikes deal 1d4 extra precision damage to creatures within reach of at least two of the wolf's allies.
Worry (attack)
Grab
The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Knockdown
Pathfinder Society Scenario #1-14: Lions of KatapeshOGL