Badger (CR 1/2)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 15 (+2 size, +3 Dex), touch 14, flat-footed 12
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +5, Will +1
Speed: 30 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite -1 melee
Damage: Claw 1d2-1, bite 1d3-1
Special Attacks/Actions: Rage
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats: Agile; Track; Weapon Finesse
Skills: Escape Artist +7, Listen +3, and Spot +3
Advancement: 2 HD (Small)
Climate/Terrain: Temperate forest
Organization: Solitary or cete (2-5)
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage the following round, 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.
Skills: +2 on Balance and Escape Artist checks.