Wolverine, Giant Wolverine.

Wolverine

FREQUENCY: Uncommon ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains])
FREQUENCY: Rare ([Dungeon Level III])

NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 3
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 ~ 16 <(+4 to hit)> <(would THACO 12 be the same?)>
DAMAGE/ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Musk, exceptional intelligence in combat
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral (evil)
SIZE: S
LEVEL/X.P. VALUE: III | 125 + 3

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 && 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.

Giant Wolverine
FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness Plains])
FREQUENCY: Very rare ([Dungeon Level IV])



NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 4+4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 ~ 15
DAMAGE/ATTACK: 2-5/2-5/2-8
SPECIAL ATTACKS: Musk, exceptional intelligence in combat
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi
ALIGNMENT: Neutral (evil)
SIZE: M
LEVEL/X.P. VALUE: IV | 205 + 5

<use the image from the Complete Druid's Handbook>



The drow are purely malign by temperment, as hateful as wolverines, as opportunistic as hyneas.
- Gary Gygax
 


Setting aside the debate of nature versus nurture, there are always abberations, and with intelligent creatures change is possible. Consider how many monks and priests were martyred in the conversion of the Friesains to Christianity, but eventually they prevailed. Contrast that with non-intelligent species, a wolverine for example. The likelihood of one not being an aggressive hunter-killer is infinitismal.

"Outsiders" is not a term that properly connotes non-human origination. It implies that the world is the inner, central place.
Demons and devils are creatures of pure evil, just as there those of pure good.
Neither sort of entity can ever be anything else in my view.
It is akin to the wolverine example given above.

"Minorities" aren't that in their own country, and RPGs, D&D in particular, are played in thre majority of nations of the world. It is social-economic class that is the determanant, not ethnicity. Most gamers are highly literate and of the middle class. About a quarter of them are connected to information technology. In all, males outnumber females by about 9 to 1--so there's the minority that publishers would most like to attract to RPGs 

Cheers,
Gary