Dire Wolverine
Foul tempered creatures that grow up to 12 feet in length and can weigh as much as 2,000 pounds
Source(s) 3.5E Monster Manual I, 3E Monster Manual I
Dire Wolverine | |
Large animal | |
Hit Dice | 5d8+23 (45 hp) |
Initiative | +3 |
Speed | 30 ft. (6 squares), Climb 10 ft. |
Armor Class | 16 (-1 size, +3 Dexterity, +4 natural), touch 12, flat-footed 13 |
Base Attack/Grapple | +3/+13 |
Attack | Claw +8 melee (1d6+6) |
Full Attack | 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Rage |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +8, Ref +7, Will +5 |
Abilities | Strength 22, Dexterity 17, Constitution 19, Intelligence 2, Wisdom 12, Charisma 10 |
Skills | Climb +14, Listen +7, Spot +7 |
Feats | Alertness, Toughness, TrackB |
Environment | Cold forests |
Organization | Solitary or pair |
Challenge Rating | 4 |
Treasure | None |
Alignment | Always neutral |
Advancement | 6-15 HD (Large) |
Level Adjustment | – |
Combat
Dire wolverines attack opponents wantonly, fearing no other creatures.
Rage (Ex) : A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily
Skills : A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.