Fiendish Wolverine (3.5e Creature)
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Fiendish Wolverine | |
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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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These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
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