This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.

Wolverine (CR 2)
Medium animal
Init +2; Senses low-light vision, scent; Notice 20
AC 14, flat-footed 12
(+2 Dex, +2 natural)
HP 25 (3d8+12)
Fort +5, Ref +5, Will +2
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)
Special Attacks rage
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Athletics +6, Perception +10
SQ camouflage
Environment arctic, forest
Organization solitary
Treasure Value none
Special Abilities_
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. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.

Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furiously.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.