Size/Type: | 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, TrackB |
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.
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.
Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.