Medium Or Small Beast, Neutral
Armor Class 20 (Natural Armor)
Hit Points 325 (40d8 + 170)
Speed 40 ft., Burrow 20 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
12 (+1)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws STR +13, CON +13, WIS +10
Skills Athletics +13, Intimidation +10, Perception +10
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 80 ft., Tremorsense 80 ft, Passive Perception 20
Languages Common, Sylvan , Amethisian, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Blighted Resilience. The Berserker Badger Lord is resistant to blighted energy and partially immune to the Blighted Scourge. It can reach stage 4 of infection but will not transform into a Blighted creature upon death.

Regeneration. As long as the Berserker Badger Lord remains in contact with the earth, it regenerates 15 hit points at the start of its turn.

Earthborn Fury (1/Short or Long Rest). When reduced to half its hit points or lower, the Lord enters a berserk rage for 1 minute, gaining advantage on all attack rolls and Strength checks. It can end this rage early as a bonus action.

Reinforced Lair. The Berserker Badger Lord can create large underground areas with compressed earth and stone reinforced with its energy, making it resistant to magical manipulation. While within its lair, it cannot be forced out by teleportation or banishment effects, and creatures attempting to alter the terrain with magic must succeed on a DC 18 Intelligence saving throw or fail.

Burning Vitality. The Berserker Badger Lord can choose to take 20 points of damage (not reduced by resistances) to add 10 points of damage to its next attack before the end of its turn. This ability can be used twice per round.

Humanoid Shapeshift (2/Day). As an action, the Berserker Badger Lord can shapeshift into a humanoid form for up to 4 hours. In this form:

  • It retains its Intelligence, Wisdom, and Charisma.
  • Its AC is 20.
  • It automatically reverts to its original form if it drops to 0 hit points or as a bonus action.
Actions

Multiattack. The Lord makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 7) slashing damage.

Earthquake Slam (Recharge 5–6). The Lord slams the ground, causing a 40-foot area to tremble. All creatures in the radius must make a DC 18 Dexterity saving throw or be knocked prone and take 22 (5d8) bludgeoning damage.

Bonus Actions

Berserker Charge. The Berserker Badger Lord can move up to its full speed towards an enemy, gaining advantage on its next attack.

Reactions

Earthen Shield (3/Day). When the Lord or an ally within 30 feet is targeted by an attack, the Lord can use its reaction to reinforce the ground, granting a +3 bonus to AC against the triggering attack.

Description

The Berserker Badgers are known for their unmatched resilience and ferocity in combat, drawing strength from the earth itself. These formidable creatures are spread across the Amethyst Isle, establishing underground territories that serve as safe havens and strongholds against the Blighted Scourge. Their subterranean lairs are complex networks of tunnels, fortified by their natural ability to manipulate the earth and stone around them. Loyal and protective, Berserker Badgers show an unwavering dedication to safeguarding their kin and allies from threats, especially the corruption of the Blighted Scourge.

GeralTheLag

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