Dire Wolverine

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natural rock

wolverine dire
English: Wolverine with reindeer
Date 1894
Source Brehm's Life of animals : a complete natural history for popular home instruction and for the use of schools
Author Alfred Edmund Brehm (1829-1884)

Foul tempered creatures that grow up to 12 feet in length and can weigh as much as 2,000 pounds

Source(s) 3.5E Monster Manual I, 3E Monster Manual I

Dire Wolverine
Large animal
Hit Dice 5d8+23 (45 hp)
Initiative +3
Speed 30 ft. (6 squares), Climb 10 ft.
Armor Class 16 (-1 size, +3 Dexterity, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple +3/+13
Attack Claw +8 melee (1d6+6)
Full Attack 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach 10 ft./5 ft.
Special Attacks Rage
Special Qualities Low-Light Vision, Scent
Saves Fort +8, Ref +7, Will +5
Abilities Strength 22, Dexterity 17, Constitution 19, Intelligence 2, Wisdom 12, Charisma 10
Skills Climb +14, Listen +7, Spot +7
Feats Alertness, Toughness, TrackB
Environment Cold forests
Organization Solitary or pair
Challenge Rating 4
Treasure None
Alignment Always neutral
Advancement 6-15 HD (Large)
Level Adjustment -


Dire wolverines attack opponents wantonly, fearing no other creatures.

Rage (Ex) : A dire 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. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily

Skills : A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

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