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Celestial Dire Wolverine

Dire Wolverine
NG Large Magical Beast (extraplanar)
Init +3; Senses Darkvision 60, Low-light Vision, Scent; Listen +7, Spot +7

AC 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
hp 45 (5 HD); DR 5/magic
SR 10
Resist Acid, Cold and Electricity 5
Fort +8, Ref +7, Will +5
Speed 30, climb 10
Melee 2 Claws +8 (1d6+6) and Bite +3 (1d8+3)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +13
Atk Options Smite Evil 1/day (+5 damage)

Abilities Str 22, Dex 17, 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 +14, Listen +7, Spot +7
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 5

Encounter Treasure

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

— Contributed by Guild Lieutenant Guildmaster

 

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