Badgophant

Tiny • Beast • Unaligned

Armor Class 11

Hit Points 10 (3d4 + 3)

Speed 20 ft., burrow 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
12 (+1)11 (+0)15 (+2)3 (-4)12 (+1)6 (-2)

Skills Perception +3

Damage Resistances poison

Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 13

Languages

CR 1/8 (XP 25; PB +2)

A stout badger-like creature with elephant tusks, thick fur, and heavy claws raised defensively.

Guerrilla Tactics. The badgophant doesn’t provoke opportunity attacks if at least one of the badgophant's allies is also within 5 feet of the same creature and the ally isn't incapacitated.

Tunneler. The badgophant can burrow through solid rock at half its burrow speed and leaves a 6-inch-diameter tunnel in its wake.

ACTIONS

Tusk. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage. If the target is a Medium or smaller creature and the badgophant moved 10+ feet straight toward it immediately before the hit, the target is knocked off balance until the start of its next turn. If the target is already off balance, it is instead knocked prone.

Badgophant

Tiny • Beast • Unaligned

Armor Class 10

Hit Points 3 (1d4 + 1)

Speed 20 ft., burrow 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
10 (+0)10 (+0)13 (+1)3 (-4)10 (+0)6 (-2)

Skills Perception +2

Damage Resistances poison

Senses darkvision 20 ft., tremorsense 60 ft., passive Perception 12

Languages

CR 0 (XP 10; PB +2)

A stout badger-like creature with elephant tusks, thick fur, and heavy claws raised defensively.

Guerrilla Tactics. The badgophant doesn’t provoke opportunity attacks if at least one of the badgophant's allies is also within 5 feet of the same creature and the ally isn't incapacitated.

Tunneler. The badgophant can burrow through solid rock at half its burrow speed and leaves a 6-inch-diameter tunnel in its wake.

ACTIONS

Tusk. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage. If the target is a Medium or smaller creature and the badgophant moved 10+ feet straight toward it immediately before the hit, the target is knocked off balance until the start of its next turn. If the target is already off balance, it is instead knocked prone.

Badgophant

Tiny • Beast • Unaligned

Armor Class 12

Hit Points 33 (6d4 + 18)

Speed 20 ft., burrow 20 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
14 (+2)13 (+1)17 (+3)3 (-4)14 (+2)6 (-2)

Skills Perception +4

Damage Resistances poison

Senses darkvision 30 ft., tremorsense 90 ft., passive Perception 14

Languages

CR 1 (XP 200; PB +2)

A stout badger-like creature with elephant tusks, thick fur, and heavy claws raised defensively.

Guerrilla Tactics. The badgophant doesn’t provoke opportunity attacks if at least one of the badgophant's allies is also within 5 feet of the same creature and the ally isn't incapacitated.

Tunneler. The badgophant can burrow through solid rock at half its burrow speed and leaves a 6-inch-diameter tunnel in its wake.

ACTIONS

Multiattack. The badgophant makes two Tusk attacks.

Tusk. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) piercing damage. If the target is a Medium or smaller creature and the badgophant moved 10+ feet straight toward it immediately before the hit, the target is knocked off balance until the start of its next turn. If the target is already off balance, it is instead knocked prone.

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.