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