Hit Dice: 5d8+23 (45 hp)
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +14, Listen +7, Spot +7
Feats: Alertness, Toughness, TrackB
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 4
Alignment: Always neutral
Advancement: 6–15 HD (Large)
Level Adjustment: —
This massive, low-slung creature has a wedge-shaped head and body covered in coarse, shaggy fur. Its legs are short and thick, and it has claws like pickaxes on its feet.
These foul-tempered creatures have been known to attack settlements, destroying both livestock and food stores. They are reputed to be utterly fearless.
Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Dire wolverines attack opponents wantonly, fearing no other creatures.
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.