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Wolverine

Wolverine CR: 1 (200 XP)

Small beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 39 (6D8 + 12)
Speed: 25 ft , burrow: 10 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

2 -4

WIS

12 +1

CHA

4 -3

Skills: Athletics +7, Perception +5,
Damage Resistances: Poison
Senses: darkvision 60ft., passive Perception 15
Challenge Rating: 1 (200 XP)

Keen Smell. The wolverine has advantage on Wisdom (Perception) checks relying on smell.   Defiant. The wolverine has advantage on saves against being frightened and charmed. Upon a success, it is immune to being frightened or charmed by that creature for the next 24 hours.   Fury. When the badger takes damage, it can use its reaction to make a claw attack against that creature. It make this reaction once on every creatures turn.   Wounded Fury. When below half its hitpoint maximum, the wolverine can hit all creatures in range when it makes a claw attack.   Relentless. When reduced to 0 hitpoints, the badger can make a DC 10 Constitution saving throw to regain 1 hitpoint. Upon each successful save, the DC increases by 5. This DC resets after a short or long rest.   Powerful Build. The wolverine can count as one size larger when determining your grappling, carrying capacity and the weight you can push, drag, or lift.   Rage. The wolverine has advantage on Strength ability checks and saving throws   Endurance. When the wolverine fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.

Actions

Multiattack. The wolverine makes two claw attacks. If the wolverine hits the same target with both attacks, the target takes an extra 3 (1d6) slashing damage.   Bite. Melee Weapon Attack , +5 to hit, 5ft., one target. Hit: 8 (2d4+3) piercing damage.   Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


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