Celestial Dire Badger (3.5e Creature)


These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.

Celestial Dire Badger
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Darkvision 60 ft., low-light vision, scent, Resistance to acid, cold, and electricity 5, Spell Resistance 8
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Toughness, TrackB
Environment: Temperate forests in any good-aligned plane
Organization: Solitary or cete (2–5)
Challenge Rating: 2
Treasure: None
Alignment: Always good (any)
Advancement: 4–9 HD (Large)
Level Adjustment:

A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.

COMBAT

Dire badgers attack with their sharp claws and teeth.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

SEE WIKIPEDIA ENTRY: Badger



Back to Main Page 3.5e Homebrew Creatures CR 2

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