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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH WOLVERINE

 

Medium Magical Beast (Augmented Animal, 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, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 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:

Any Evil-aligned plane

Organization:

Solitary

Challenge Rating:

2

Alignment:

Always evil (any)

Advancement:

4–5 HD (Large)

Level Adjustment:

+2

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

COMBAT

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 Constitution, 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.

 

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

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