Wolverine
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
Wolverine | |
Medium animal | |
Hit Dice | 3d8+15 (28hp) |
Initiative | +2 |
Speed | 30 ft. (6 squares), burrow 10 ft., Climb 10 ft. |
Armor Class | 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12 |
Base Attack/Grapple | +2/+4 |
Attack | Claw +4 melee (1d4+2) |
Full Attack | 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Rage |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +7, Ref +5, Will +2 |
Abilities | Strength 14, Dexterity 15, Constitution 19, Intelligence 2, Wisdom 12, Charisma 10 |
Skills | Climb +10, Listen +6, Spot +6 |
Feats | Alertness, Toughness, TrackB |
Environment | Cold forests |
Organization | Solitary |
Challenge Rating | 2 |
Advancement | 4-5 HD (Large) |
Level Adjustment | – |
Combat
Rage (Ex): A 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. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.