Werebadger (5e Creature)
Werebadger[edit]
Medium humanoid (human, shapechanger), neutral Armor Class 11
Skills Perception +3 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. ACTIONSMultiattack. 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.
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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. Characters as WerebadgersThe 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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