Fiendish Wolverine CR 2
Always CE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6
Languages —
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 3d8+12 (25 hp)
Fort Ref Will
Speed 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +4
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 8
Abilities Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10
Feats Alertness, Toughness, TrackB
Skills Climb +10, Listen +6, Spot +6
Advancement 4–5 HD (Large)
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an 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 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.
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.