Monday Monster: Badgermen

“Looks like something really tore into them, whoever they were…” muttered Locklar. The dark blood stained the ground and pieces of rotting flesh littered the area.

Jorda stroked his beard, surveying the carnage. “Definitely goblins,” the dwarf said. “But what did this to them?”

Locklar peered through the undergrowth at a pile of dirt. Just beyond it was a large hole. It was nearly two feet wide and it looked as if something bloody had been dragged into it. Judging by the marks, whatever had been pulled in had been still alive and resisting when it happened.

“I don’t think we want to stick around to find out,” he said.

Jorda nodded in agreement. Spotting the hole, he blinked. “Damn,” he said. “For a second, that reminded me of the stories my mum used to tell us back before we had a single hair on our chins.”

“To put you to sleep?” Locklar asked. “My mother used to tell the most wonderful stories.”

Jorda shook his head ruefully. “To put fear into our bones, human,” he said. “To remind us that we weren’t the only things wandering below the surface…”

Badgerman

No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 60′ (20′) or 90′ (30′)
Armor Class: 5 [14]
Hit Dice: 1+2
Attacks: 3 (2 claws, bite) or 1 (weapon)
Damage: 1d3/1d3/1d6 or weapon
Save: D2
Morale: 10
Hoard Class: XIII
XP: 21

Vanquished and all but exterminated ages ago, the tough badgermen have survived and are making a comeback. Between three and four feet tall when standing, these creatures can move faster on all fours.

A badgerman whose bite attack hits with a natural ’20’ has locked its jaws on its target, automatically hitting with its bit in following rounds and gaining a +2 against the same target with claw attacks while clamped on.

Though most badgermen are feral survivors of an earlier time, 25% of them have advanced back to a primitive sort of civilized society and can make use of weapons. They are the sworn enemies of both dwarves and goblins, distrusting the former and attacking the latter on sight. Badgermen fear snakes, and feral badgermen will flee at the sight of them. Civilized badgermen can control their fear provided they successfully save vs. spells.

Badgermen can tunnel through earth at quarter speed. They have underground skills similar to that of dwarves save that it applies only to earthen works instead of stone.

(White Box) Badgermen: HD: 1+2; AC 5 [14]; Atk 1 bite or weapon (1d6 or weapon); Move 6 (9 on four legs); Save 12; XP 15
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