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 AC, 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: two with its handaxe (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Giant Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebadger lycanthropy.
Claws. (Giant Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage.
Handaxe (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 3) slashing damage.
Description
Werebadgers are often found as lone hermits enjoying their solitude, but don't let their calm and quiet demeanor fool you. These lycanthopes are fearless guardians of their quiet section of the world. Often times they surprise interlopers, by springing forth from the ground under the would be attackers. Thick skin and fur brush off many attacks.
Werebadgers spend most of their days cooking, or cultivating their territory (Activities to help calm their bestial rage) and are known, by druid, to be excellent cooks. Towns or small settlements of werebadgers are very rare, but not unheard of.
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