WOLVERINE Size/Type: Medium Animal
Hit Dice: 5d8+30 (50 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d6+2) and bite +1 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 15, Dex 16, Con 20, Int 2, Wis 12, Cha 10
Skills: Climb +12, Listen +8, Spot +8
Feats: Alertness, Toughness, TrackB
Environment: Cold forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Large)
Level Adjustment: —
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.
Гвардинг.
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