Werebadger (5e Creature)

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Werebadger

Medium humanoid (human, shapechanger), neutral


Armor Class 11
Hit Points 65 (10d8 + 20)
Speed 30 ft. (30 ft., burrow 10 ft. in badger form)


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 13
Languages Common (can't speak in badger form)
Challenge 2 (450 XP)


Shapechanger. The werebadger can use its action to polymorph into a badger-humanoid hybrid or into a giant badger, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The werebadger has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The werebadger makes two attacks, only one of which can be a bite.

Bite (Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebadger lycanthropy.

Claws (Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Warhammer (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used in two hands.


Werebadgers are sturdy lycanthropes that usually live in burrows and caves. As humanoids, werebadgers are stocky and have a streak of silvery-white hair. In their animal and hybrid forms, a werebadger gains sharp claws and teeth, and they typically rely on their claws in battle, as they prefer not to pass on their curse.
A family of werebadgers might construct a large burrow under a hill or field. They are usually very secretive but they have been known to form alliances with humanoids like dwarves.

Characters as Werebadgers

The character gains a Strength of 15 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength.


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