WOLVERINE CR 2

Mâle augment summoning fiendish wolverine

CN Medium animal

Init +2; Senses darkvision 60 ft., low-light vision, scent, Perception +10

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 28 (3d8+15)
Fort +7, Ref +5, Will +2
DR 3/good

Resist cold 5, fire 5; SR 7

OFFENSE
Speed 30 ft. burrow 10 ft. climb 10 ft.
Melee claw +6/+6 (1d6+4)
Melee bite +6 (1d4+4)
Special Attacks Rage, Smite Good,
STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +2, Appraise -4, Bluff +0, Climb +12, Craft (Untrained) -4, Diplomacy +0, Disguise +0, Escape Artist +2, Fly +2, Heal +1, Intimidate +0, Perception +10, Perform (Untrained) +0, Ride +2, Sense Motive +1, Stealth +2, Survival +1, Swim +4

SQ darkvision, low-light vision, scent,
Gear

SPECIAL ABILITIES

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Smite Good (Su) 1/day as a swift action. Add +0 to attack rolls and +3 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.