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Wolverine - Animal 2
UNCOMMONNMEDIUMANIMALMUSTALIDAE

Wolverines sort of resemble small bears, but are in no way related to them, as they are actually instead the largest member of the mustalide family, so creatures such as badgers, weasels, pine martens and weasels. Wolverines are ferociously territorial, short, stocky, yet bulky. They are strong and tough, with jaws noted for their sheer bite force given their size. They've been known to run even a polar bear off its kill, that's how scrappy and fierce they can be.
Perception 1d20+4
Languages N/A
Skills Athletics: 1d20+7 , Intimidate: 1d20+5 , Stealth: 1d20+7 , Survival: 1d20+6

STR +3 , DEX +3 , CON +3 , INT -4 , WIS +0 , CHA -2

AC 18
Saving Throws Fort 1d20+8 , Ref 1d20+6 , Will 1d20+2 , Power Save (Strength): 1d20+8 , Logic Save (Intelligence): 1d20-2 , Ego Save (Charisma): 1d20
HP25 2d10+13 - Immunities N/A - Weaknesses N/A - Resistances Resist (3) Cold
Speed 25 feet (20 feet burrow, 15 feet climb speed)
Melee Melee, Bite: 1d20+7 to hit. 1d12+3 piercing damage.   Melee, Claw: 1d20+7 to hit. 1d6+3 slashing damage.
Special Abilities Armored Hide (2): +2 Natural Armor to their Armor Score. (Already in AC)   Aggressive: A wolverine that decides to attack a creature will usually not be easily driven off. No matter how bad the fight is going, the wolverine must attempt a DC 15 Will Save to decide to retreat or flee combat if it chooses to start a fight or is forced into one. This DC increases to 20 if it is in a rage.   Bulky: Add 1/2 Constitution Modifier to AC as a Deflection Bonus (already in AC)   Increased Cold Adaptation: Wolverines reduce effects of natural cold weather effects upon themselves by 2 steps.   Burrower: Has a 20 foot burrow speed   Poor Climber: 15 feet climb speed   Environmental Familiarity (Tundra, Forests): This creature is naturally very comfortable in tundra and forested terrain and conditions. They never have any challenge with that terrain in its natural form. It cannot suffer any movement penalties from any natural effects of terrain within these biomes.   Fury Damage Dice: When in a Fury the wolverine's melee attacks deal 1d6 extra damage.   Low-light Vision: 30 feet   Scent: +2 to Perception, 30 feet, whenever smell could apply.   Pounce: The wolverine takes a movement action, moving up to its speed, and makes a bite attack at the end of that movement.   Rend; If the wolverine manages to land two claw attacks in one round against the same target, they deal their claw damage a third time for free to that target.   Scrapper's Retribution: Triggered in response to being struck by a melee attack. Wolverines are notoriously stubborn, vicious and don't back down for anything, and respond poorly to physical force. By spending their reaction when struck by a melee attack, a wolverine can make a bite or claw attack right back at the assailant.   Wolverine Rage: A wolverine can tap into a primal Fury not unlike that of a Braserker. However once they enter this state, they cannot leave it until they have exhausted all the rounds they have. Or they perceive no more threats, or they are forced into unconsciousness. Whilst in this Fury the wolverine add a roll of its Fury damage die to the damage of any successful melee attack it makes. A wolverine normally can only sustain such a state for 1 minute (6 rounds).
Note: This can be an animal companion, and hypothetically (if you were small enough) it could be a mount.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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