Badger-Mole (Version 1.0 bending rules)

Huge Magical Beast (Earth)
HD: 7d10+35 (75 HP)
Speed: 30 ft (6 squares); Burrow 30 ft
Init: +5
AC: 15 (-2 size, +1 Dex, +6 Natural Armor); touch 10; flat-footed 14
BAB: +7; Grp: +22
Attack: Claw +14 (2d6+7)
Full-Attack: 2 Claws +14 (2d6+7)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Move a Rock, Earthquake
Special Qualities: Tremorsense (60 ft), Blindsight (60 ft), immunity to gaze attacks, Music Lover
Saves: Fort +10 Ref +6 Will +4
Abilities: Str 26, Dex 12, Con 20, Int 7, Wis 14, Cha 6
Skills: Listen +18, Hide +1 (+5 underground), Move Silently +1 (+5 underground)
Feats: Ability Focus (Earthquake), Improved Initiative, Weapon Focus (Claw)
Environment: Any Underground
Organization: Single, Pair, Troop (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (large), 11-14 HD (huge)
Level Adjustment: --

Badger-moles are powerful subterranean creatures capable of impressive displays of Earthbending. They are large creatures with powerful digging claws on all four paws. Their fur is typically brown with black and white stripes running from the tip of their nose to the end of their short tail. They are largely blind, but are able to sense the location of creatures through a variety of other senses, including their keen hearing and their ability to sense tremors in the earth.

Combat
Badger-moles are territorial creatures that will attack aggressively when their territory is invaded. They try to ambush their foes, digging stealthily through solid earth before bursting out of the ground. Their claws are powerful weapons, and they often employ their Earthbending abilities to control the battlefield.
Move a Rock – A badger-mole can use the Move a Rock ability at will. Their Earthbending level is equal to their hit dice for the purpose of this ability.
Earthquake – A badger-mole can use the Earthquake ability at will, as the Moderate Earthbending Form. Their Earthbending level is equal to their hit dice for the purpose of this ability.
Music Lover – Badger-moles love music, and can be calmed by playing music of any sort. This functions exactly as a Bard’s Fascinate ability, except that any character with ranks in Perform can calm a badger-mole.
Skills
– Badger-moles have a +6 racial bonus on Listen checks, and a +4 racial bonus on Hide and Move Silently checks made underground.

 

Badger-Mole (Version 2.0 Bending Rules)

Huge Magical Beast (earth)
HD: 7d10+35 (75 HP)
Speed: 30 ft. (6 squares); Burrow 30 ft.
Init: +5
AC: 15 (-2 size, +1 Dex, +6 Natural); touch 10; flat-footed 14
BAB: +7; Grp: +22
Attack: Claw +14 (2d6+7)
Full-Attack: 2 Claws +14 (2d6+7)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Natural Earthbender (Move a Rock, Earthquake)
Special Qualities: Tremorsense (60 ft.), Blindsight (60 ft.), immunity to gaze attacks, Music Lover
Saves: Fort +10 Ref +6 Will +4
Abilities: Str 26, Dex 12, Con 20, Int 7, Wis 14, Cha 6
Skills: Skills: Earthbending +10 (+20 tremor), Listen +18, Hide +1 (+5 underground), Move Silently +1 (+5 underground)
Feats: Form Mastery (tremor), Improved Initiative, Weapon Focus (claws)
Environment: Any Underground
Organization: Single, Pair, Troop (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (huge), 11-14 HD (gargantuan)
Level Adjustment: --

Badger-Moles are powerful subterranean creatures capable of impressive displays of Earthbending. They are large creatures with powerful digging claws on all four paws. Their fur is typically brown with black and white stripes running from the tip of their nose to the end of their short tail. They are largely blind, but are able to sense the location of creatures through a variety of other senses, including their keen hearing and their ability to sense tremors in the earth.

Combat
Badger-Moles are territorial creatures that will attack aggressively when their territory is invaded. They try to ambush their foes, digging stealthily through solid earth before bursting out of the ground. Their claws are powerful weapons, and they often employ their Earthbending abilities to control the battlefield.
Natural Earthbender – Badger-Moles have access to the Move a Rock and Earthquake Earthbending forms.
Music Lover – Badger-Moles love music, and can be calmed by playing music of any sort. This functions exactly as a Bard’s Fascinate ability, except that any character with ranks in Perform can calm a Badger-Mole.
Skills – Badger-Moles have a +8 racial bonus on Eathbending checks, a +6 racial bonus on Listen checks, and a +4 racial bonus on Hide and Move Silently checks made underground.