Broodwarden
Medium • Dragon • Neutral
Armor Class 16
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Atheltics +6, Perception +2
Damage Resistances acid, cold, fire, lightning, or poison (one of the GM’s choice)
Condition Immunities charmed, frightened (only while in a 30-foot emanation of the Dragon it is serving)
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
CR 4 (XP 1,100, PB +2)

Creature of Burden. The broodwarden is considered to be one size larger for the purpose of determining its carrying capacity.
ACTIONS
Multiattack. The broodwarden makes two Claw attacks.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) damage. The extra damage uses the same type as the broodwarden’s damage resistance.
REACTIONS
Tail Grapple. Trigger: A hostile creature tries to leave the broodwarden’s reach. Response - Dexterity Saving Throw: DC 14. Failure: The target is grappled (escape DC 14).
Broodwarden
Medium • Dragon • Neutral
Armor Class 15
Hit Points 39 (6d8 + 12)
Speed 30 ft., climb 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 14 (+2) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Atheltics +5, Perception +2
Damage Resistances acid, cold, fire, lightning, or poison (one of the GM’s choice)
Condition Immunities charmed, frightened (only while in a 30-foot emanation of the Dragon it is serving)
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
CR 1 (XP 200, PB +2)

Creature of Burden. The broodwarden is considered to be one size larger for the purpose of determining its carrying capacity.
ACTIONS
Multiattack. The broodwarden makes two Claw attacks.
Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4) damage. The extra damage uses the same type as the broodwarden’s damage resistance.
REACTIONS
Tail Grapple. Trigger: A hostile creature tries to leave the broodwarden’s reach. Response - Dexterity Saving Throw: DC 13. Failure: The target is grappled (escape DC 13).
Broodwarden
Medium • Dragon • Neutral
Armor Class 17
Hit Points 119 (14d8 + 56)
Speed 30 ft., climb 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 12 (+1) | 18 (+4) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Atheltics +8, Perception +3
Damage Immunities acid, cold, fire, lightning, or poison (one of the GM’s choice)
Condition Immunities charmed, frightened (only while in a 30-foot emanation of the Dragon it is serving)
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
CR 7 (XP 2,900, PB +3)

Creature of Burden. The broodwarden is considered to be one size larger for the purpose of determining its carrying capacity.
ACTIONS
Multiattack. The broodwarden makes two Claw attacks.
Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 15 (3d6 + 5) slashing damage plus 9 (2d8) damage. The extra damage uses the same type as the broodwarden’s damage immunity.
REACTIONS
Tail Grapple. Trigger: A hostile creature tries to leave the broodwarden’s reach. Response - Dexterity Saving Throw: DC 16. Failure: The target is grappled (escape DC 16).
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
