Neutral Small Animal (mammal) (3½-ft, 35-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 3 (hp 13)
% IN LAIR: 15%
TREASURE TYPE: nil
THAC0: 16
MELEE: 2 claws (1d4 each) and bite (1d4+1)
SPECIAL ATTACKS: ferocity, musk - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 125 + 3 per hp)
Neutral (Evil) Man-sized Monster (animal, mammal)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision, exceptional hearing, scent
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 15%
TREASURE TYPE: nil
THAC0: 15
MELEE: 2 claws (1d4+1 each) and bite (2d4)
SPECIAL ATTACKS: ferocity, musk - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: III (XP 205 + 5 per hp)
Wolverines inhabit only colder regions (which is fortunate for mankind, for these animals are horrible). They are vicious, hateful, destructive carnivores who kill for the sheer love of ending another creature's life.
Bears and wolves respect these creatures' ferocity.
Their speed is partially responsible for their high armor class, and their ferocity in combat makes their attacks have a +4 on "to hit" dice rolls.
A wolverine can squirt its disgusting musk at any opponent at its rear. The musk is equivalent to that of a skunk (q.v.). A wolverine will purposefully destroy food or human goods of any sort by spraying musk upon the unwanted items.
Although only semi-intelligent in most things, in hunting and combat the creature is exceptionally intelligent.