|Hit Dice:||3d8+15 (28 hp)|
|Speed:||30 ft. (6 squares), burrow 10 ft.|
|Armor Class:||16 (+3 Dex, +3 natural), touch 13, flat-footed 13|
|Attack:||Claw +4 melee (1d4+2)|
|Full Attack:||2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Low-light vision, scent|
|Saves:||Fort +7, Ref +6, Will +4|
|Abilities:||Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10|
|Skills:||Listen +6, Spot +6|
|Feats:||Alertness, Toughness, TrackB|
|Organization:||Solitary or cete (2-5)|
|Advancement:||4-9 HD (Large)|
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Dire badgers attack with their sharp claws and teeth.
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 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.