Kryx RPGThemesCreatures
Dire Wolverine

Dire Wolverine

Large animal
Challenge
1

STR
3
DEX
2
CON
2
INT
−4
WIS
2
CHA
−1

37
5d10+10
16
Soak
1
Fort
+2
Ref
+3
Will
+1
Defense note natural armor

Speed 5 m., burrow 3 m., climb 4 m.
Skills Athletics +4 (15), Brawn +5 (16), Insight +2 (13), Perception +2 (13), Stealth +4 (15)

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

Maneuvers. The dire wolverine uses maneuvers (maneuver save DC 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

Bite. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (3d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (2d6 + 3) slashing damage.

Forest, Grassland, Hillhomebrew

Maneuvers

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

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 make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die (or half if you miss by 4 or less), but no additional effects from hitting apply.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.