Wolverine (CR 2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +6, and Spot +6
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 3d8+12 (25 hp)
Fort +7, Ref +5, Will +2
Speed: 30 ft., burrow 10 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite -1 melee
Damage: Claw 1d4+2; bite 1d6+1
Special Attacks/Actions: Rage
Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Feats: Alertness; Toughness; Track
Skills: Climb +10, Listen +6, and Spot +6
Advancement: 4-5 HD (Large)
Climate/Terrain: Cold forest
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.