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Giant WolverineCreature 4


NLargeAnimal
Source Pathfinder Bestiary 2
Perception +9 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +12, Stealth +11
Str +6, Dex +3, Con +3, Int -4, Wis +3, Cha +0

AC 21; Fort +13; Reflex +11; Will +9;
HP 65
Speed 25 feet (climb 10 feet)

Jaws One Action +12 (+7, +2) to hit 2d6+8 Piercing
Claw One Action +12 (+8, +4) to hit (agile) 2d4+8 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Gnaw One Action

Requirements The wolverine has a creature grabbed from its jaws Strike


Effect The wolverine chews violently on the creature, dealing 2d6 piercing damage (DC 21 basic fortitude save). A creature that fails its save also takes 2d6 Persistent Bleed Damage.

Pounce One Action

The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action Hidden, it remains hidden until after the attack.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Wolverine Rage One Action (concentrate)

The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls Unconscious, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the concentrate trait, except for Seek.

After it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.