Wolverine
Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.
Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.
- HP
- 22 (3d8+9)
- AC
- 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
- Speed
- 30 ft., burrow 10 ft., climb 10 ft.
- Init
- +2
- Melee
- 2 claws +4 (1d6+2), bite +4 (1d4+2)
- BAB
- +2
- CMB
- +4
- CMD
- 16 (20 vs. trip)
- Fort
- +5
- Ref
- +5
- Will
- +2
Rage — A wolverine that takes damage in combat flies into a 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 AC. The creature cannot end its rage voluntarily.
<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 +10, Perception +10
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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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