Celestial Badger CR 1/2
Always CG Small Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6
Languages —
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
hp 1d8+2 (6 hp)
Fort Ref Will
Speed 30 ft. (6 squares), burrow 10 ft.
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −5
Melee 2 claws () and bite ()
Attack Options Rage, Smite evil
SQ darkvision 60 ft., Low-light vision, scent, resistance to acid 5, cold 5, and electricity 5, SR 6
Abilities Str 8, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Feats TrackB, Weapon Finesse
Skills Escape Artist +7, Listen +6, Spot +6
Advancement 2 HD (Small)
Environment Any good-aligned plane
Organization Solitary, pair, or cete (3–5)
Treasure None
Summon Monster: Summon Monster I
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an evil foe.
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 +4 Str, +4 Con, and −2 AC. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
The badger is a tenacious burrower, fierce when cornered.
Open Game Content · Monster entry · Celestial Creature · Summon Monster I.