Size/Type: | Large Animal |
---|---|
Hit Dice: | 5d8+23 (45 hp) |
Initiative: | +3 |
Speed: | 30 ft. (6 squares), climb 10 ft. |
Armor Class: | 16 (-1 size, +3 Dex, +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: | Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 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: | — |
Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Dire wolverines attack opponents wantonly, fearing no other creatures.
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.
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.