A tremendous badger snarls and scrapes its wicked, shovel-like claws. Stocky muscles ripple beneath its streaked and shaggy fur.
Environment: Temperate forests
Organization: 1-5
Proficiency Score: +3
Medium; Neutral/Neutral; animal, mammal
Armor Class: 17 (+2 Dex, +2 Natural, +3 Proficiency)
Hit Points: 99 (9d8+27)
Speed: 30 feet, Burrow 10 feet
Initiative: +2
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 15 (+2) | 17 (+3) | 2 (–4) | 12 (+1) | 9 (–1) |
Saves:
- Fortitude +6
- Reflex +5
- Will +1
Skills:
- Acrobatics +5
- Athletics +5
- Perception +4
Senses: Passive Perception 14, low light vision 60 feet, scent
Languages: None
Battle Blooded. Once per 24 hours, when a Dire Badger gains the Dying Condition but is not instantly killed, it can fight on for an extra round as if inflicted with the Enfeebled 1 Condition, foregoing the Dying and Unconscious Conditions for that round. At the end of the Dire Badger’s next turn, unless it is brought above 0 hit points, it immediately falls Unconscious and gains the Dying condition.
Actions
Bite. Melee Strike +5/+0/-5 (unarmed, versatile bludgeoning) with 2d6+2 piercing damage.
Claw. Melee Strike +5/+0/-5 (unarmed) with 2d6+2 slashing damage.
Equipment
- Incidental