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Dire Badger ~ CR 2

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


STRDEXCONINTWISCHA
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