This wolf looking creature has an evil, almost intelligent look in its deep red eyes.
Nakk (CR 2)
NE Medium Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 26  (4d10+4)
Fort +5, Ref +6, Will +3
Speed 50 ft.
Melee Bite +7 (1d6+4 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Howl, Critical Attack, Magic Fang
Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +6, Survival +4 (+8 scent tracking); Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Language Common, Goblin
Blood Howl (Su)
A nakk can howl, granting him and his allies a +2 dodge bonus to AC and a +2 morale bonus to attack rolls for 1d6 rounds within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the nakk can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+4 plus another 1d6+4 divided by half.
Magic Fang (Su)
2/day, a nakk’s enhances herself or an ally with magical strength within touch range. A nakk gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls for 4 minutes. The ability can affect a slam attack, fist, bite, or other natural weapon. The ability does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Blue mages can learn this ability as a 1st level spell (Knowledge: Arcana DC 17).