Wolverine

Combat

Wolverine

Medium Animal

Hit Dice:

3d8+15 (28 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), burrow 10 ft., climb 10 ft.

Armor Class:

14 (+2 Dex, +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:

Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills:

Climb +10, Listen +6, Spot +6

Feats:

Alertness, Toughness, Track B

Environment:

Cold forests

Organization:

Solitary

Challenge Rating:

2

Advancement:

4-5 HD (Large)

Level Adjustment:

-

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.

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.