Dire Wolverine

Dire Wolverine

Large animal
Challenge

STR
3
DEX
2
CON
2
INT
−4
WIS
2
CHA
−1

37
5d10+10
16
Soak
1
Fort
+3
Ref
+3
Will
+0
Defense note natural armor

Speed 5 m., burrow 3 m., climb 4 m.
Skills Athletics +4 (15), Brawn +4 (15), Stealth +3 (14)

Keen Smell. The dire wolverine has advantage on Perception checks that rely on smell.

Maneuvers. The dire wolverine uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: pounce, rampage, spring attack, tear flesh

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 10 (3d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +4 to hit. Hit: 10 (2d6 + 3) slashing damage.

Forest, Grassland, Hillhomebrew

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.