Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The badger makes two attacks: only one of which can be bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Warhammer 1 handed (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Warhammer 2 handed (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. When used in two hands cannot be part of multiattack.
Description
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.
Previous Versions
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