Elemental Absorption. Each time the badger takes acid, cold, fire, lightning, or thunder damage, the next time it hits with a melee attack it deals an extra (2d6) damage of that type. For example, if it takes thunder damage from a tempest clerics divine strike and then is hit by a fire bolt, its next melee attack will deal an extra 2d6 thunder damage and an extra 2d6 fire damage.
Innate Spellcasting. The badger’s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: catapult (as a 6th-level spell), create food and water, earth tremor (as a 5th-level spell), erupting earth, goodberry, mold earth, resistance, sanctuary
3/day each: earthbind, elemental bane (as an 8th-level spell, no concentration), find traps, investiture of stone (no concentration), Maximilian’s earthen grasp, move earth (no concentration), primordial ward (no concentration), protection from energy (no concentration), transmute rock, wall of sand
1/day each: bones of the earth, wrath of nature (no concentration)
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If the badger fails a saving throw, it can choose to succeed instead.
Speak with Beasts. The badger can communicate with beasts as if they shared a language.
Telepathic Bond. If the badger communicates with a creature telepathically, the creature can respond to the badger, and other creatures in the conversation, likewise.
Titan's Stability. The badger can only become prone if it wishes to be.
Multiattack. The badger makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) piercing damage.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
The badger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The badger regains spent legendary actions at the start of its turn.
At-Will Spell. The badger casts one of its at-will spells.
Burrow. The badger burrows up to its burrowing speed.
Claws. The badger makes a claws attack.
Description
Colossal badgers are can come in the form of either 'forest' badgers (Meles meles) or honey badgers (Mellivora capensis). Either way they are massive, reaching lengths of seventy feet and heights of twenty-five feet — though the honey badger variety does tend to be a bit larger. The 'forest' badger variety tends to live in colder areas and typically dwells within a stone's throw of a forest. On the other hand, the honey badger variant is found in warmer locals and could be found no where near a forest — which is not to say that they are not also found in forests.
The forest variety of colossal badgers tend to be the wardens of forests, keeping out vile creatures that would otherwise attempt to disrupt the peace and harmony. It is also not uncommon for them to set up sanctuaries, in order to better protect creatures — if undead have become overly abundant in the area. They will also occasionally join up with other colossal beasts in their efforts to cleanse the world of undead — though this is much more common in the honey badger variety. A colossal badgers power proves remarkably effective when dealing with magic users. As such, when a colossal bear or wolf finds themselves dealing with a cult or other humanoid menace, it is not uncommon for them to recruit a colossal badger that is in the vicinity — for the purposes of dealing with any magic users which could pose a threat. As a result of this, some humanoids will liken the honey badger variety to a mercenary. However, these badgers would detest the idea that they are at all similar to a creature that serves money and power, and would react more positively if likened to a servant. Though their grim outlook on humanoids results in them shunning the idea of even being similar to a creature as fickle and self-absorbed as a human (or other short lived humanoids).
However, while colossal badgers may not have the same interest in humanoids as colossal apes and wolves do, they still care about them. At least enough to extend their protection to humanoid settlements in the area they serve, and they will even offer their own burrow as a shelter to wandering humanoids, if the need arises. Though they offer their own burrows to humanoids for protection, the real reason for this is that colossal badgers recognize that humanoids can often times be devious and malicious, and they aren't willing to expose their other wards to the potential threat of a humanoid. In addition, a colossal badgers burrow is also a prime place to hold a creature — whether for the protection of the creature itself or the creatures around it — as the badger can use its magic to seal the entrance, preventing creatures from getting in or out, and the badger's tremorsense allows it to keep a watchful eye on any creature in its burrow.
Like most colossal beasts, colossal badgers do not need to eat, drink or sleep. This allows them to remain ever watchful. While these benefits may not be conveyed onto its wards (as it does for a colossal ape, bear, elk or wolf), the badger still has some potent magic it can — and does — use to provide sustenance for the creatures under its protection.
Lair and Lair Actions
A Colossal Badger's Lair
A colossal badger's lair is its burrow and the area within 120 feet of it. A colossal badger typically makes its burrow at the edge of a forest or in the side of a hill that close to a forest.
Lair Actions
On initiative count 20 (losing initiative ties), the badger takes a lair action to cause one of the following effects; the badger can’t use the same effect two rounds in a row:
- The badger casts the mold earth spell five times.
- The badger casts the earthbind spell targeting each creature of its choice that it can see. The badger doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
- The badger casts the erupting earth spell two times at its lowest level, targeting different areas with the spell.
- Each evil creature and each creature that is hostile to the badger, that is under ground, within the badger's lair takes 10 (3d6) bludgeoning damage.
- Any area of ground in the badger's lair becomes difficult terrain for evil creatures, and other creatures the badger isn't friendly towards, for 1 minute.
- Each creature of the badger's choice, within 10 feet of a tree, must make a DC 20 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much on a successful one.
- Each creature of the badger's choice, on the ground in its lair, must make a DC 20 Strength saving throw, or be restrained until initiative count 20 of the next round.
- A loose rock launches at a creature in the badger's lair. The creature must make a DC 20 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much on a successful one.
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