Fiendish Dire Wolverine CR 5
Always CE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +7
Languages —
AC 16 (−1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
hp 5d8+23 (45 hp); DR 5/magic
Fort Ref Will
Speed 30 ft. (6 squares), climb 10 ft.
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +13
Melee 2 claws () and bite ()
Attack Options Rage, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 10
Abilities Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Feats Alertness, Toughness, TrackB
Skills Climb +14, Listen +7, Spot +7
Advancement 6–15 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or pair
Treasure None
Summon Monster: Summon Monster V
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +5 extra damage against an good foe.
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. It gains +4 Str, +4 Con, and −2 AC. The creature cannot end its rage voluntarily.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster V.