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, other than its size, 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.
Multiattack (Humanoid or Hybrid Form Only). The werebadger makes two attacks, only one of which can be a bite.
Tail Slap (Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebadger lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hyper Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. The target must succeed on a DC 11 Constitution saving throw. Otherwise it will be cursed with werebadger lycanthropy.
Jump Attack. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5(1d6+2) bludgeoning damage. The werebadger can jump at the target to slap it with its tail. If it is a humanoid, it must succeed on a DC 11 Constitution saving throw or take full damage. If it succeeds, it takes half damage.
Description
The Werebadger is a slightly oversized badger with a humanoid body structure. It is a lycanthrope, and unlike other lycanthropes, it can use its large tail to slap its enemy. It is feared across the Material Plane, and is extremely dangerous near the woods, a badger's natural habitat.
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