This page describes ordinary badgers; the giant badgers that are rumored to dwell in some remote forests, far from civilization; and celestial badgers (giant and otherwise), which are summoned by spellcasters from their homes in the celestial realms.
Contents
Badgers
Ecology
Environment temperate forests
Organization solitary or cete (3–5)
Special Abilities
Blood Rage (Ex)
A 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 +2 to Strength, +2 to Constitution, and −2 to Armor Class. The creature cannot end its rage voluntarily.
Skills
A badger has a +4 racial bonus on Escape Artist checks.
Badger
This is a furry animal with a squat, powerful body.
The squat, burrowing badger is plentiful in most temperate forests. Most species are carnivorous, though some eat a variety of meat, insects, and vegetables. The badger possesses a fierceness and natural tenacity, while its stubby legs and wide, seemingly portly stature belie the creature’s actual strength and speed.
A typical badger has dark brownish-gray fur highlighted with white markings, such as bands or striped masks about the eyes. These markings are distinct and vary by species. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
While generally friendly, if threatened or otherwise provoked, badgers can become fierce combatants. Once engaged with an opponent, they typically fight until slain. In combat, they fight with their sharp, needle-like teeth and long, curved claws, which they otherwise use for digging.
Badger
Small animal
Init +3; Senses low-light vision, scent; Perception +5
Defense
AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
AC (raging) 13, touch 12, flat-footed 10 (+1 size, +3 Dex, +1 natural, −2 blood rage)
hp 9 (1d8+5)
hp (raging) 10 (1d8+6)
Fort +4 [+5 if raging], Ref +5, Will +1
Offense
Speed 30 ft., burrow 10 ft.
Melee 2 claws +4 (1d2−1), bite −1 (1d3−1)
Melee (raging) 2 claws +5 (1d2), bite +0 (1d3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood rage
Statistics
Str 8 [10 if raging], Dex 17, Con 15 [17 if raging], Int 2, Wis 12, Cha 6
Base Atk +0; CMB −2; CMD 11 (15 vs. trip)
(blood rage adds +1 to CMB and CMD)
Feats Toughness, Weapon FinesseB
Skills Escape Artist +5, Perception +5
Morale intrepid (+2)
Badger (celestial)
Celestial badgers can be summoned with the summon monster I spell.
Badger (celestial)
Small animal (extraplanar, good)
Init +3; Senses darkvision, low-light vision, scent; Perception +5
Defense
AC 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural)
AC (raging) 13, touch 12, flat-footed 10 (+1 size, +3 Dex, +1 natural, −2 blood rage)
hp 9 (1d8+5)
hp (raging) 10 (1d8+6)
Fort +4 [+5 if raging], Ref +5, Will +1
SR 6
Resist cold 5, fire 5
Offense
Speed 30 ft., burrow 10 ft.
Melee 2 claws +4 (1d2−1), bite −1 (1d3−1)
Melee (raging) 2 claws +5 (1d2), bite +0 (1d3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood rage, smite evil
Statistics
Str 8 [10 if raging], Dex 17, Con 15 [17 if raging], Int 3, Wis 12, Cha 6
Base Atk +0; CMB −2; CMD 11 (15 vs. trip)
(blood rage adds +1 to CMB and CMD)
Feats Toughness, Weapon FinesseB
Skills Escape Artist +5, Perception +5
Languages Celestial (can’t speak)
Morale resolute (+4)
Special Abilities
Smite Evil (Su)
Once per day, as a swift action, a celestial badger can add +1 to its damage rolls against an evil creature; this bonus persists until the opponent is dead or the encounter is concluded.
Giant badger
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A giant badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
A giant badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Giant badger
Medium animal
Init +7; Senses low-light vision, scent; Perception +10
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
AC (raging) 14, touch 11, flat-footed 11 (+3 Dex, +3 natural, −2 blood rage)
hp 22 (3d8+9)
hp (raging) 25 (3d8+12)
Fort +6 [+7 if raging], Ref +6, Will +2
Defenses ferocity
Offense
Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Melee (raging) bite +5 (1d4+3), 2 claws +5 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood rage
Statistics
Str 14 [16 if raging], Dex 17, Con 17 [19 if raging], Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
(blood rage adds +1 to CMB and CMD)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10
Morale intrepid (+2)
Special Abilities
Ferocity (Ex)
A giant badger remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The giant badger still dies when its hit point total reaches a negative amount equal to its Constitution score.
Giant badger (celestial)
Celestial giant badgers can be summoned with the summon monster III spell.
Giant badger (celestial)
Medium animal (extraplanar, good)
Init +7; Senses darkvision, low-light vision, scent; Perception +10
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
AC (raging) 14, touch 11, flat-footed 11 (+3 Dex, +3 natural, −2 blood rage)
hp 22 (3d8+9)
hp (raging) 25 (3d8+12)
Fort +6 [+7 if raging], Ref +6, Will +2
SR 8
Resist cold 5, fire 5
Defenses ferocity
Offense
Speed 30 ft., burrow 10 ft.
Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
Melee (raging) bite +5 (1d4+3), 2 claws +5 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood rage, smite evil
Statistics
Str 14 [16 if raging], Dex 17, Con 17 [19 if raging], Int 3, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
(blood rage adds +1 to CMB and CMD)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +6, Perception +10
Languages Celestial (can’t speak)
Morale resolute (+4)
Special Abilities
Ferocity (Ex)
A celestial giant badger remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The celestial giant badger still dies when its hit point total reaches a negative amount equal to its Constitution score.
Smite Evil (Su)
Once per day, as a swift action, a celestial giant badger can add +3 to its damage rolls against an evil creature; this bonus persists until the opponent is dead or the encounter is concluded.