Celestial Dire Badger CR 2
Always CG Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6
Languages —
AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
hp 3d8+15 (28 hp)
Fort Ref Will
Speed 30 ft. (6 squares), burrow 10 ft.
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +4
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 8
Abilities Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Feats Alertness, Toughness, TrackB
Skills Listen +6, Spot +6
Advancement 4–6 HD (Large)
Environment Any good-aligned plane
Organization Solitary or cete (2–5)
Treasure None
Summon Monster: Summon Monster III
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an evil foe.
Rage (Ex): A dire 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.
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.
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through softer material at full speed.
Open Game Content · Monster entry · Celestial Creature · Summon Monster III.