Size:
Medium
Type:
Humanoid
Form:
... that walks like a man
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Claw (Badger or Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Special
Keen Hearing and Smell
The werebadger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Special
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.
Werebadgers blend into small communities or live in hidden burrows. Often referred to as 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.
5e SRD