Whoa! What happened?

I am currently revamping the entire site's CSS code. Because I do this in my spare time, it is likely to take quite awhile. Please be patient during this process. Thank you.

Bill

Pannotia Campaign Setting

Dire Wolverine

Dire Wolverine CR 4

N Large Animal

Init +5 (+5 Dex); Senses Low-light vision, scent; listen +9, spot +9

Languages Sylvan


AC 18 [16], touch 14 [12], flat-footed 13 [11] (+5 Dex, -1 size, +4 natural[, -2 rage])

HP 55 [65] (5 HD)

Fort +10 [+12], Ref +9, Will +7


Speed 30 ft, climb 10 ft

Melee 2 claws +10 (1d6+8) [+12 1d6+10] and bite +5 (1d8+4) [+7 1d8+5]

Space 10 ft; Reach 5 ft

Base Atk +3; Grp +15

Special Atks Rage


Abilities Str 26 [30], Dex 20, Con 22 [26], Int 2, Wis 16, Cha 10

SQ Low-light vision, scent

Feats Alertness, Toughness, TrackB

Skills climb +16 [+18], listen +9, spot +9

Possessions/Treasure None


Combat: 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. The numbers in brackets "[]" above indicate these increased values.

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.


Environment: Cold forests

Organization: Solitary or pair

Advancement: 6-15 HD (Large)

Level Adjustment: -

Other Dire Wolverines