| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Pack Member. The werebeast has Advantage on an attack roll against a creature if at least one of the werebeast‘s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Additionally, the werebeast must obey the orders of the pack alpha. The first time each day a werebeast disobeys the alpha, it takes 5d10 psychic damage. Any werebeast can challenge the pack alpha to a fight to the death. If successful, the challenger become the new pack alpha.
Regeneration. The werebeast regains 17 Hit Points at the start of each of its turns. If the werebeast takes damage from a silvered weapon, this trait doesn’t function on the werebeast’s next turn. The werebeast dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Blessing of Mother Night. The werebeast is immune to nonmagical bludgeoning, slashing, and piercing damage (this does not include fall damage or damage dealt by another werebeast or a silvered weapon). The werebeast is resistant to magical bludgeoning, slashing, and piercing damage dealt
Down But Not Out. When the werebadger is Bloodied, its critical hit range is expanded to include 17-19.
Multiattack. The werebadger makes two attacks using Scratch. It can replace one attack with a Bite attack.
Bite (Badger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Barovian werebeast (see chart below) under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebeast’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d6) Poison damage.
Barovian Werebeast Table
1- Barovian Wererat
2- Barovian Werebadger
3- Barovian Wereboar
4- Barovian Werewolf
5- Barovian Werepanther
6- Barovian Werebear
7- Barovian Polar Werebear
8- Barovian Weremammoth
9- Barovian Weredragon
10- Barovian Werepyr
Tactical Retreat (Badger or Hybrid Form Only). The werebadger burrows up to half its walking Speed without provoking Opportunity Attacks. At the end of this movement, the werebadger can take the Hide action. In its wake it leaves a 5’ wide tunnel that is difficult terrain.
Shape-Shift. The werebadger shape-shifts into a Large badger-humanoid hybrid or a Giant Badger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
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