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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Werebadger CR: 3

Medium humanoid (dwarf, shapechanger), chaotic evil
Armor Class: 13 (14 (Natural Armor) in hybrid or giant badger form)
Hit Points: 51 (6d8 + 24)
Speed: 30 ft , burrow: 10 (in giant badger form) ft

STR

15 +2

DEX

17 +3

CON

19 +4

INT

10 +0

WIS

12 +1

CHA

8 -1

Skills: Perception +3
Damage Immunities: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks that aren't Silvered
Senses: Darkvision 60', Passive Perception 13
Languages: Common, Dwarven (can't speak in wolf form)
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

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.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werebadger makes two attacks: two with its battleaxe (humanoid form) or one with its bite & 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 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebadger lycanthropy. Non-dwarf humanoids have advantage on the saving throw.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Battleaxe (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.

Bonus Actions

Rage (2/day). If the werebadger has taken damage, it can enter into a rage & gain the following benefits:

  • The werebadger has advantage on Strength checks & Strength saving throws.
  • When the werebadger make a melee weapon attack using Strength, it gains a +2 bonus to the damage roll.

The werebadger's rage lasts for 1 minute. It ends early if it is knocked unconscious or if its turn ends & it hasn't attacked a hostile creature since its last turn or taken damage since then. The werebadger can also end its rage on its turn as a bonus action.

Suggested Environments

Forest, Hill, Mountain, Underdark


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