Wolverine, Dire
Dire wolverines tend to be even more territorial than their smaller wolverine cousins, and they defend to the death the areas where they choose to live, often selecting humanoid-settled regions as their own and then fearlessly tearing the settlements apart. Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
- HP
- 42 (5d8+20)
- AC
- 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
- Speed
- 30 ft., climb 10 ft.
- Init
- +7
- Melee
- 2 claws +6 (1d8+4), bite +6 (1d6+4)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +3
- CMB
- +8
- CMD
- 21 (25 vs. trip)
- Fort
- +7
- Ref
- +7
- Will
- +2
Rage — A dire wolverine that takes damage in combat flies into a rage on its next turn, madly clawing and biting until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
Climb +12, Perception +12
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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