Free interactive D&D 5e SRD stat block

Giant Badger

Medium Beast, CR 1/4, AC 13, 15 HP. Unaligned.

Medium Beast, Unaligned

AC
13
Initiative
+0 (10)
HP
15 (2d8+6)
Speed
30 ft., Burrow 10 ft.
ScoreModSave
STR 13 +1 +1
DEX 10 +0 +0
CON 17 +3 +3
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Skills
Perception +3
Resistances
Poison
Senses
Darkvision 60 ft.; Passive Perception 13
Languages
None
CR
1/4 (XP 50; PB +2)

How to run Giant Badger

A giant badger is the encounter you put in the woods when the party is level 1 and you want them bloodied without killing anyone. CR 1/4, 15 HP, AC 13, no listed actions in the SRD 5.2 stat block. The threat is not damage. The threat is that this thing has 17 Constitution, won't run, and is probably the second creature the party fights today after a wolf or two.

The badger is a beast and operates on hunger and territory. It does not ambush, but it doesn't flee either. The party will most often meet it because they walked too close to its sett, or because they corralled it during a chase scene. Run it as a guard dog with no off switch. With Burrow 10 ft. and Darkvision 60 ft., it can pop out of a hole the party didn't see, fight three rounds, and pop back into a different hole if the GM needs a clean exit. Use the burrow to make the encounter map feel three-dimensional rather than to do anything tactical, since the badger is dim enough (Int 2) that it doesn't plan multi-turn maneuvers.

Without explicit attack actions in the stat block, run the badger using the standard "Improvised Attack" rule from the rules glossary, or treat its bite as a +3 to hit for 1d4+1 piercing. Either way, the lethal moment is the round it gets adjacent to a wizard who left the formation. The Poison resistance matters in exactly one campaign in fifty: the time the druid casts Spike Growth and the badger walks across without flinching, then keeps coming. That's the moment players remember.

A giant badger fight is over in two rounds at most. Use the time to teach the party about action economy: one player feeds it iron rations as a distraction, another flanks, the wizard does anything other than Magic Missile. The badger leaves once it's Bloodied or once the food is on the ground.

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

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