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Celestial Wolverine

NG Medium Magical Beast (extraplanar)
Init +2; Senses Darkvision 60, Low-light Vision, Scent; Listen +6, Spot +6

AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
hp 28 (3 HD)
SR 8
Resist Acid, Cold and Electricity 5
Fort +7, Ref +5, Will +2
Speed 30, burrow 10, climb 10
Melee 2 Claws +4 (1d4+2) and Bite -1 (1d6+1)
Base Atk +2; Grp +4
Atk Options Smite Evil 1/day (+3 damage)

Abilities Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10
SQ Climb: Wolverines can always choose to take 10 on Climb checks, even if rushed or threatened.
Feats Alertness, Toughness, Track
Skills Climb +10, Listen +6, Spot +6
Rage: This ability is automatically activated on the wolverine's turn after it has taken damage, and cannot be voluntarily ended. While in rage, the badger gets a +4 bonus to Strength and Constitution and a -2 penalty to AC.

CR 2

Encounter Treasure

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Race keywords: Celestial, Celestial, Wolverine, Wolverine, Wolverine, Celestial
Class keywords:
Sourcebooks: Monster Manual

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