Fiendish Wolverine (3.5e Creature)

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

Fiendish Wolverine
Size/Type: Medium Magical Beast (Extraplanar)
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, Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10
Skills: Climb +10, Listen +6, Spot +6
Feats: Alertness, Toughness, TrackB
Environment: Cold forests in an evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always evil (any)
Advancement: 4–5 HD (Large)
Level Adjustment:
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COMBAT

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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 Consitution, 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.

SEE WIKIPEDIA ENTRY: Wolverine



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