Dire Wolverine

Size/Type: Large Animal
Hit Dice: 5d8+23 (45 hp)
Initiative: +3
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
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Large)
Level Adjustment:

Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.

Combat

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.