|Hit Dice||3d8+15 (28 hp)|
|Speed||30 ft. (6 squares), burrow 10 ft.|
|Armor Class||16 (+3 Dex, +3 natural), touch 13, flat-footed 13|
|Attack||Claw +4 melee (1d4+2)|
|Full Attack||2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)|
|Space/Reach||5 ft./5 ft.|
|Special Qualities||Low-Light Vision, Scent|
|Saves||Fort +7, Ref +6, Will +4|
|Abilities||Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10|
|Skills||Listen +6, Spot +6|
|Feats||Alertness, Toughness, TrackB|
|Organization||Solitary or cete (2-5)|
|Advancement||4-9 HD (Large)|
These vicious creatures
tolerate no intrusions. They cannot burrow into solid rock, but can move through
just about any material softer than that. A dire badger usually leaves behind
a usable tunnel 5 feet in diameter when burrowing unless the material it's
moving through is very loose.
A dire badger is from
5 to 7 feet in length and can weigh up to 500 pounds.
Dire badgers attack with
their sharp claws and teeth.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
The Worlds of Mankind is owned and created by Mark John Goodwin
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.