Neutral Small Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 5
SPEED: 120 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: 15%
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: 2 claws (1d4/1d4; AAC0 12) and bite (1d4+1; AAC0 12)
SPECIAL ATTACKS: ferocity, musk; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4); In regards to combat tactics: Exceptional (15-16)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 125+3 per h.p.)
Ferocity. A wolverine gains a +4 bonus to attack rolls.
Musk. 1/10r (max 3 per day) A wolverine can release a 10-ft. by 10-ft. cloud of stinking musk adjacent to the creature that requires all creatures in the area to make a save vs. Poison or become nauseated for 1d4 rounds, retching, and a separate save vs. Poison or be blinded for 1d4 rounds (save negates blindness). Even if the save versus nausea is made, creatures in the area must use their next available action to leave the area or they will automatically be nauseated (no save). Organic material covered in musk must be washed over the course of several days to remove the odor (if vinegar is used, this will reduce the number of washing necessary to 2-3 washings). Anyone covered in musk can be smelled out to 30-ft. by those with standard olfaction (double the distance if downwind). Creatures with the scent ability can detect victims at triple the distances. Wolverines are immune to their own musk.
Neutral (Evil) Man-sized Monster (animal, mammal)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 4
SPEED: 150 ft.
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 15%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: 2 claws (1d4+1/1d4+1; AAC0 12) and bite (2d4; AAC0 12)
SPECIAL ATTACKS: ferocity, musk; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4); In regards to combat tactics: Exceptional (15-16)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: III (XP 205+5 per h.p.)
Ferocity. A wolverine gains a +4 bonus to attack rolls.
Musk. 1/10r (max 3 per day) A giant wolverine can release a 20-ft. by 20-ft. by 60-ft. long cloud of stinking musk adjacent to the creature that requires all creatures in the area of effect to make a save vs. Poison or become blinded for 1d8 hours (save avoids) and the creatures are covered in the musky liquid. Creatures must use their next action to retreat for one round at full speed and they lose 50% of any Strength and Dexterity scores for 2d4 x 10 rounds (no save). Creatures without defined ability scores will suffer a -1 to attack rolls, damage, and AC. Uncovered organic material (cloth, leather, etc.) in contact with the acidic musk liquid will rot and be destroyed (no save). Any such gear that is magic must make an Item Save vs Acid or be destroyed or broken; per the GM (save avoids). Creatures covered in musk will repel any creature with an Intelligence rating less than Low (the creature avoids or shuns). More Intelligent creatures will likewise be repulsed but can overcome their disgust with a successful save vs Poison (save negates).
Material not detroyed by the musk must be washed over the course of several days to remove the odor (if vinegar is used, this will reduce the number of washing necessary to 2-3 washings).
Anyone covered in musk can be smelled out to 30-ft. by those with standard olfaction (double the distance if downwind). Creatures with the scent ability can detect victims at triple the distances. Wolverines are immune to their own musk.