Badgeran
Tiny • Humanoid • Lawful Good
Armor Class 12 (17; barkskin)
Hit Points 91 (14d8 + 28)
Speed 30 ft., burrow 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 15 (+2) | 14 (+2) | 17 (+3) | 12 (+1) |
Saving Throws Int +5, Wis +6
Skills History +5, Insight +7, Nature +5
Gear studded leather
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
Languages Common plus one other language
CR 5 (XP 1,800; PB +3)

Speak with Beasts. The badgeran can communicate with Beasts as if they shared a language.
Actions
Multiattack. The badgeran makes two Claw attacks. If both Claw attacks hit the same target, it is knocked prone.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 21 (4d8 + 3) slashing damage.
Spellcasting. The badgeran casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: animal messenger, darkvision, druidcraft
1/day: animal friendship, commune with nature, conjure animals, detect poison and disease, plant growth
Bonus Actions
Nature Magic (2/Day). The badgeran casts barkskin or spike growth, using the same spellcasting ability as Spellcasting.
Reactions
Roots. Trigger: A creature within 20 feet of the badgeran is knocked prone. Response - Strength Saving Throw: DC 14. Failure: The target becomes restrained until the end of the badgeran's next turn.
Badgeran
Tiny • Humanoid • Lawful Good
Armor Class 12 (17; barkskin)
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 15 (+2) | 11 (+0) |
Saving Throws Wis +4
Skills History +3, Insight +4, Nature +3
Gear studded leather
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common plus one other language
CR 2 (XP 450; PB +2)

Speak with Beasts. The badgeran can communicate with Beasts as if they shared a language.
Actions
Multiattack. The badgeran makes two Claw attacks. If both Claw attacks hit the same target, it is knocked prone.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) slashing damage.
Spellcasting. The badgeran casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: animal messenger, darkvision, druidcraft
1/day: animal friendship, commune with nature, detect poison and disease
Bonus Actions
Nature Magic (2/Day). The badgeran casts barkskin, using the same spellcasting ability as Spellcasting.
Reactions
Roots. Trigger: A creature within 10 feet of the badgeran is knocked prone. Response - Strength Saving Throw: DC 14. Failure: The target becomes restrained until the end of the badgeran's next turn.
Badgeran
Tiny • Humanoid • Lawful Good
Armor Class 13 (17; barkskin)
Hit Points 135 (18d8 + 54)
Speed 30 ft., burrow 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 18 (+4) | 14 (+2) |
Saving Throws Int +6, Wis +7
Skills History +5, Insight +7, Nature +5
Gear studded leather
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
Languages Common plus one other language
CR 8 (XP 3,900; PB +3)

Speak with Beasts. The badgeran can communicate with Beasts as if they shared a language.
Actions
Multiattack. The badgeran makes two Claw attacks. If both Claw attacks hit the same target, it is knocked prone.
Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 31 (5d10 + 4) slashing damage.
Spellcasting. The badgeran casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: animal messenger, darkvision, druidcraft
1/day: animal friendship, commune with nature, conjure animals, detect poison and disease, plant growth, wall of thorns
Bonus Actions
Nature Magic (3/Day). The badgeran casts barkskin or spike growth, using the same spellcasting ability as Spellcasting.
Reactions
Roots. Trigger: A creature within 30 feet of the badgeran is knocked prone. Response - Strength Saving Throw: DC 15. Failure: The target becomes restrained until the end of the badgeran's next turn.
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.
