Werebadger

**Werebadgers**, also known as **melesthropes**, are humanoids with the gift (or curse, depending on who you ask) of melesthropy,

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**This section/page is a stub!**
It provides the basics, but we'd love to have more written for it. Remove this tag when sufficient info has been written.

**Reason -** *Needs to be finished*

## History

The first melesthropes came from the continent of Kaiken, a tribe of Wood Elves from the forest of Dolemite. The Dolemites, as they were called, wanted to use the power of the outer planes to overpower their enemies. They managed to capture a being known as the Apex Badger from the Beastlands. Each Dolemite imbibed its blood in a ritualistic ceremony, giving them all the gift of melesthropy at the expense of the Apex Badger's life. By slaying the Apex Badger, the badger population of the Big Stretch all lost their ability to procreate at once, causing the entire population to die out of old age.

With their newfound powers, the Dolemite werebadgers continued to take from the Beastlands, decimating the ecosystem around them both on and off the Big Stretch. Eventually some of their rank defected, moving to the wood elven capitol of Kaiken and warning them that their kin were continuing to trifle with affairs of the outer planes. The capitol's council decided to send a task force of powerful people to eliminate the tribe, bringing with them silvered weapons and powerful magics. By about 800 ME, the Dolemite elves were no more... except for a few young people saved by a sympathetic soldier.

As of present day (906 ME), only one survivor of the Dolemites remains - Edward Sosebee. Though not keen on sharing his gift, choosing to live as a solitary hunter, he was convinced to share his power with Alexstrasza Thunderpouch. The two now seek a way to eventually restore the life of the Apex Badger.

## Abilities

Werebadgers have two separate forms- their original humanoid form, and a second werebadger form they transform into under the full moon.

When a werebadger dies, its corpse remains in the form it had been in when it had perished.

### Humanoid Form Abilities

When in humanoid form, melesthropes have these abilities beyond what their humanoid body gives them:

* **Keen Smell** - You have advantage on Wisdom (Perception) checks that rely on smell
* **Darkvision (120 ft)** - You can see in dim light within your range as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
* **Tremorsense (10 ft)** - You can sense the vibrations on the ground around you within range, provided the source of vibrations is in contact with the same ground/substance. Does not allow you to see flying or incorporeal creatures.
* **Inhuman Defenses** - You have resistance to non-magical bludgeoning, piercing, and slashing damage.

#### **NOTE - Weak To Silver**

Melesthropes, like other -thropes, are particularly averse to silver. They are vulnerable to strikes made upon them with silvered weapons, taking double damage when hit by such weaponry. This vulnerability overrides any resistances or immunities the individual may have otherwise.

### Werebadger Form Abilities

Melesthropes in their Werebadger form retain the abilities they have normally, as well as these additions:

* **Powerful Claws** - Melee Weapon Attack: STR + Proficiency to hit, reach 5 ft., one target. Hit: (2d4 + STRMOD) slashing damage
	+ If you strike a foe when they are below half their HP, they must roll a DC 12 Constitution saving throw or contract melesthropy from this attack.
* **Sharp Bite** - Melee Weapon Attack: STR + Proficiency to hit, reach 5 ft., one target. Hit: (1d10 + STRMOD) piercing damage
* **Unruly Fur** - Your thick fur makes it difficult to grab you properly. Foes have disadvantage on attempts to grapple you.
* **Badger's Constitution** - Your werebadger body is particularly resistant against toxins. You have resistance to poison damage, and advantage on saving throws against the Poisoned condition
* **Burrow Speed (10 ft)** - You can use your powerful claws to burrow into the earth at high speeds. You have a burrow speed of 10 ft.
* **Inhuman Immunities** - You have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
	+ This supernatural defense mechanism may also be activated by certain effects/actions done in humanoid form, such as while raging if a barbarian.

Additionally, melesthropes who have not properly honed their abilities or otherwise lose control of themselves experience this debuff when transformed until they gain the proper training:

* **Loss of Self** - In your overwhelmed state, you start to lose control of yourself. Roll a d10 at the start of each of your turns to determine your behavior.
	+ 1 - You use all your movement to move in a random direction, taking no other actions otherwise. Roll a d8 to determine direction.
		- 1 - North // 2 - Northeast // 3 - East // 4 - Southeast // 5 - South // 6 - Southwest // 7 - West // 8 - Northwest
	+ 2-6 - You may act and move normally, though you can only communicate a few words/ generally speak falteringly
	+ 7-8 - You use your action to make a melee attack against a randomly determined creature within reach. If there are no creatures within reach, you do nothing.
	+ 9-10 - You may act and move normally, experiencing a moment of clarity for the turn.

## In-Game Appearances

As of 906 ME, two werebadgers are known to exist.

* Edward Sosebee, the final survivor of the Dolemite Tribe
* Alexstrasza Thunderpouch