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Corrupted Badger

Tiny beast, neutral evil

Corrupted Badger: Twisted by unnatural forces, these once-natural creatures now bear the marks of ruin. Their fur is matted with black ichor, their eyes glow with a sickly green or pale violet, and bones pierce through flesh in unnatural angles. Some have fungal growths, others show signs of necrotic decay: open wounds that never bleed, yet never heal. Their movements are jerky, as if puppeted by something beneath the skin.____________________________

Armor Class 10 (Natural Armor)
Hit Points 4 (1d4+2)
Speed 35 ft., burrow 15 ft.
STR
4
(-3)
DEX
7
(-2)
CON
17
(+3)
INT
3
(-4)
WIS
10
(+0)
CHA
7
(-2)
Saving Throws CON +5
Skills Tremorsense 30 ft.
Damage Resistances Vulnerable to Psychic damage.
Senses Passive Perception 10
Challenge 1 (200 XP)

Nectrotic Absorption. Whenever the Corrupted Badger is subjected to Necrotic damage, it takes no damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Corrupted Hide. The skin and fur is leathery, bristling with spikes or dripping with slippery ichor. The Corrupted Badger’s Armor Class had increased by 2.

Not in the Herd. The Corrupted Badger automatically becomes hostile toward any creature except for the Beastmaster or other Corrupted Beasts.

Tunneler. When the Corrupted Badger burrows, it can leave a tiny tunnel in its wake. Alternatively, it can burrow and leave a small tunnel in its wake. The Corrupted Badger can create 100 ft of tiny tunnels or 50 ft of small tunnels per minute.

Thick Skin. When the Corrupted Badger takes damage from an attack, a Magic Missile, or an effect that allows it to make a DEX save, the damage is reduced by 3. If the damage is reduced to 0, the effect is ignored.

Actions

Bite. Melee Attack: +0, reach 5 ft. Hit: 1 piercing, and the target is Grappled (DC 7). Until this grapple ends, the target takes 1 piercing damage per turn and its movement speed is halved. The Corrupted Badger can only bite one target at a time.