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Werebadger

Medium humanoid (dwarf, shapechanger), chaotic evil


Armour Class 10 In Humanoid Form, 11 In Badger Or Hybrid Form
Hit Points 75 (10d8 + 30)
Speed 25 ft., burrow 10 ft. in badger form
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 17 (+3) 10 (+0) 12 (+1) 10 (+0)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't
Silvered
Senses Darkvision 60 ft., passive Perception 11
Languages Common and Dwarvish (can't speak in badger form)
Challenge 3 (700 XP)
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.
Dwarven Resilience. The werebadger has advantage on saving throws against being poisoned.
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 and one with its claws (hybrid form).
Bite (Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution
saving throw or be cursed with werebadger lycanthropy, non-dwarves have advantage on this roll.
Claws. (Badger or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
11 (2d8 + 2) slashing damage.
Battleaxe (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.

The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC
while in badger or hybrid form (from natural armour). Attack and damage rolls for the natural
weapons are based on Strength.

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