Dire Badger (3.5e Monster)
| |||||||||
| |||||||||
| |||||||||
Rate this article Discuss this article |
Note
You may be looking for the Dire Badger from the SRD instead.
This monster is balanced to fit in a rogue level game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.
Dire Badger
N Medium Animal | |
Init/Senses | +3/Listen +3, Spot +3 |
AC | 17, touch 15, flat-footed 15 |
hp | 35 (3 HD) |
Fort/Ref/Will | +5/+5/+5 |
Speed | 30 ft. (6 squares), burrow 10 ft. (2 squares) |
Melee | +9/+9 Claws (1d6) +4 Bite (1d4) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +2/+4 |
Atk Options | Fury, Frenzy, Claw Flurry |
Abilities | Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 10 |
SQ | Scent |
Advancement | — |
Claw Flurry (Ex) | The dire badger can make its claw attacks (2 when at full health, more when at lower health, see Frenzy) as a standard action with a -2 penalty to the attacks. |
Fury (Ex) | For every 5 hp the dire badger is missing, its damage increases by +1 and its bite attack gains a +1 bonus to hit, but they also receive a -1 penalty to their AC. |
Frenzy (Ex) | For every 10 hp the dire badger is missing, it gains an additional claw attack. |
Strategies and Tactics
Dire badgers use their burrowing skills to a great advantage in combat. They will try to burrow underneath a creature and then spring up and use their claw flurry. As they take damage, they get increasingly pissed off and more deadly. Luckily they become easier to hit.
Dire badgers generally fight to the death. They just get too angry to think of fleeing. As a result, they try to pick their battles carefully (well, as carefully as an int 2 creature can).
Back to Main Page → 3.5e Homebrew → Monsters