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Wolverine, the Winter Stalker

Wolverine
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The wolverine (Gulo gulo) is a stocky, muscular predator with a thick, dark brown coat accented by lighter, golden-brown streaks running along its sides. Its broad head, small rounded ears, and sharp, powerful jaws give it a fierce, almost bear-like appearance, while its large paws, equipped with curved, semi-retractable claws, make it an expert climber and digger. A dense undercoat shields it from freezing temperatures, and its powerful limbs allow it to traverse deep snow effortlessly.

Behavior:

The wolverine is a solitary, territorial scavenger and hunter, known for its relentless aggression and incredible endurance. Despite its small size, it has the strength to fend off much larger predators, including wolves and bears. It covers vast distances in search of food, sometimes traveling up to 15 miles a day through harsh, icy terrain.

Habitat:

This elusive carnivore thrives in the boreal forests, tundra, and alpine regions of North America, Scandinavia, and Russia. Preferring isolated, rugged landscapes, it adapts to extreme cold and deep snow, where fewer predators and humans can reach.

Modus Operandi:

A master opportunist, the wolverine hunts, scavenges, and even steals to survive. It uses its acute sense of smell to detect carcasses buried under feet of snow, digs them out, and devours even frozen meat with its powerful jaws. It’s capable of ambushing prey such as hares or even attacking weakened deer. When food is scarce, it caches meat in icy dens, preserving it for months.

Motivation:

The wolverine’s driving force is pure survival—it is a fearless, hyper-adaptive predator designed to withstand brutal environments. Whether facing starvation, deep snow, or larger predators, the wolverine’s unyielding nature and insatiable hunger push it to fight, steal, and endure where few creatures can. It is nature’s ultimate lone warrior, thriving in the world’s most unforgiving landscapes.


  • Wolverine 5e
  • Wolverine Pathfinder
  • Wolverine 3.5
Wolverine
Create

Small Beast, Unaligned
Challenge Rating: 1/2 (100 XP)


Armor Class: 13 (Natural Armor)

Hit Points: 22 (4d6 + 8)

Speed: 40 ft., climb 20 ft.


Ability Scores

STRDEXCONINTWISCHA
14 (+2)15 (+2)14 (+2)2 (–4)12 (+1)6 (–2)

Skills:

  • Perception: +3
  • Stealth: +4

Senses:

  • Darkvision 60 ft., Passive Perception 13

Languages:


Traits

  • Keen Smell & Hearing.
    The wolverine has advantage on Wisdom (Perception) checks that rely on smell or hearing.
  • Territorial Instinct.
    Aggressive by nature, the wolverine defends its area when threatened—but it does so only as a last resort rather than actively hunting humanoids.

Actions

  • Multiattack.
    The wolverine makes two attacks—one with its Bite and one with its Claws.
  • Bite.Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
    • Hit: 6 (1d6 + 2) piercing damage.
  • Claws.Melee Weapon Attack:+4 to hit, reach 5 ft., one target.
    • Hit: 5 (1d4 + 2) slashing damage.

Description & Behavior

Wolverines are solitary, highly territorial creatures that scavenge and hunt small prey rather than targeting humans. They’re known for their ferocity when defending food or space, but they typically avoid confrontation unless cornered.

Wolverine. John James Audubon, from The quadrupeds of North America vol. 1, by John James Audubon and John Bachman, New York, 1851. Wolverine
Wolverine. John James Audubon, from The quadrupeds of North America vol. 1, by John James Audubon and John Bachman, New York, 1851.

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.


Wolverine
Medium animal
Hit Dice3d8+15 (28hp)
Initiative+2
Speed30 ft. (6 squares), burrow 10 ft., Climb 10 ft.
Armor Class14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple+2/+4
AttackClaw +4 melee (1d4+2)
Full Attack2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach5 ft./5 ft.
Special AttacksRage
Special QualitiesLow-Light Vision, Scent
SavesFort +7, Ref +5, Will +2
AbilitiesStrength 14, Dexterity 15, Constitution 19, Intelligence 2, Wisdom 12, Charisma 10
SkillsClimb +10, Listen +6, Spot +6
FeatsAlertness, Toughness, TrackB
EnvironmentCold forests
OrganizationSolitary
Challenge Rating2
Advancement4-5 HD (Large)
Level Adjustment

Combat

Rage (Ex): A 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. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Wolverine
Create

Wolverine CR 2

XP 600
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +5, Ref +5, Will +2

OFFENSE

Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)
Special Attacks rage

STATISTICS

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 Climb +10, Perception +10

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.

ECOLOGY

Environment cold forests
Organization solitary
Treasure none

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 furious.

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