Level: 4
Size: Medium
Recall Knowledge: Beast (Arcana, Nature) DC 22
This parthenogenic creature closely resembles a Giant Badger in most ways, but with a few key differences. First is the Lamprey-like arrangement of teeth in the mouth, and second is the razor-sharp talon on the chest which is used to implant maggot-like offspring in the dried husks of their victims.
Exsanguination Badgers form bonded packs of up to twelve, and communicate basic emotions and impressions to each other telepathically within the bonded group.
Perception: +12; low-light vision, Scent (imprecise) 30 feet
Skills: Athletics +12, Stealth +11
Str +5, Dex +2, Con +3, Int -4, Wis +3, Cha -1
Items: None
AC: 20; Fort: +12, Ref: +8, Will +10
HP: 60; Resistances none
Ferocity r – Trigger The monster is reduced to 0 HP. Effect The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
Speed 25 feet, burrow 10 feet (can burrow through stone)
Melee 1 Jaws +15, Damage 1d8+5 piercing plus Grab.
Melee 1 Claw +15 (agile), Damage 1d6+5 slashing
Badger Rage 1 – The Exsanguination Badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the Exsanguination Badger has a penalty of 2 to AC and a bonus of 2 to hit and damage. While raging, the Exsanguination Badger also can’t use actions that have the concentrate trait except for Seek. After it has stopped raging, an Exsanguination Badger can’t use Badger Rage again for 1 minute.
Exsanguinating Bite 2 – Requirements The last action was a successful strike listing Grab in the damage entry. Effect The monster automatically Grabs the target until the end of the monster’s next turn. The target takes 2d4 persistent bleed damage, which it cannot remove normally until it is no longer Grabbed. The badger gains hit points equal to the amount of bleed damage the target took.
Implant Offspring 1 – Frequency Once per day. Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the exsanguination badger’s reach. Effect The Exsanguination Badger extends its chest talon into the target creature, tearing open a cavity into which numerous thumb-sized larva are injected. The target takes 1d8+8 piercing damage, and is exposed to Exsanguination Larva.
Exsanguination Larva (disease, virulent) The parasitic larva are susceptible to poisons. If the afflicted creature takes at least 15 poison damage in a day, this disease loses the virulent trait for that day. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 drained 2, and unconscious, taking 1d8 piercing damage every hour. (1 day); Stage 5 dead and exsanguination badger pups incubate and grow in the corpse, emerging in six to eight weeks.
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