Armor Class 13
Hit Points 22 (4d6 + 8)
Speed 30 ft.
|14 (+2)||16 (+3)||14 (+2)||12 (+1)||14 (+2)||9(-1)|
Skills Perception +4, Stealth +5
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 2 (450 XP)
- Keen Hearing and Smell. The werebadger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Shapechanger. The werebadger can use its action to polymorph into a small badger-humanoid hybrid or into a giant badger, or back into its true form, which is humanoid. Its statistics, other than size and 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.
- Bite (Badger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werebadger lycanthropy.
- Claw (Badger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The evil werebadger is one of the lycanthropes unique to Feyland. These brave creatures can blend into small communities or live in hidden burrows.
They usually attack with their claws and jaws and don’t always pass on their curse.
Vicious Vermin. They are often referred to as the wererats of the woods. These lycanthropes are cunning and sly. They form loyal clans that work together to get what they need.
Werebadgers are extremely hardworking and determined. Groups of these lycanthropes can be challenging opponents.
Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood