Free interactive D&D 5e SRD stat block

Badger

Tiny Beast, CR 0, AC 11, 5 HP. Unaligned.

Tiny Beast, Unaligned

AC
11
Initiative
+0 (10)
HP
5 (1d4+3)
Speed
20 ft., Burrow 5 ft.
ScoreModSave
STR 10 +0 +0
DEX 11 +0 +0
CON 16 +3 +3
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Skills
Perception +3
Resistances
Poison
Senses
Darkvision 30 ft.; Passive Perception 13
Languages
None
CR
0 (XP 10; PB +2)

How to run Badger

A badger is a CR 0 set piece, not a fight. It has 5 HP, AC 11, no actions on the stat block, and a 20-foot walk speed. The mechanical truth is that any first-level character one-shots a badger on a hit, and a badger lands almost nothing back. So don't run a badger as combat. Run it as a rules-of-the-wild moment.

A single badger guards a sett. The party is travelling and the rogue steps too close to a hole in the bank. Roll a Wisdom (Animal Handling) or Strength (Athletics) check at a low DC for the rogue to back off without provoking. If they fail, the badger boils out, latches onto a leg, and gets stomped to death in one round. The party gets a free skirmish, no real risk, and the druid at the table feels worse about killing an animal than the wizard feels about dying. That guilt is the encounter.

For more pressure, scale by quantity. Three or four badgers around an old burrow network with a 5-foot burrow speed means they pop up in unexpected squares each round. The party still wins easily, but they spend resources, eat the inconvenience of attacks of opportunity, and burn a few minutes of session clock on something that isn't a goblin. A swarm of badgers is also fair: rebuild as a Swarm of Tiny Beasts (use the rat swarm chassis) and call it a maddened sett.

Don't roll initiative for one badger unless the party started it. Describe the snarl, give one save or check, then resolve in narration. The badger's whole job is to remind the table that the wilderness has teeth, even if those teeth only deal a single d4.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →