Broodwarden

Medium • Dragon • Neutral

Armor Class 16

Hit Points 75 (10d8 + 30)

Speed 30 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
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)

A hulking, hunched guardian beast with elongated claws and armored hide, bred to defend nests relentlessly and tear apart intruders without hesitation.

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)

STRDEXCONINTWISCHA
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)

A hulking, hunched guardian beast with elongated claws and armored hide, bred to defend nests relentlessly and tear apart intruders without hesitation.

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)

STRDEXCONINTWISCHA
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)

A hulking, hunched guardian beast with elongated claws and armored hide, bred to defend nests relentlessly and tear apart intruders without hesitation.

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.