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Giant Wolf Spider Medium beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8+2)
  • Speed 40 ft., climb 40 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception +3, Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages: -

Challenge: 1/4 (50 xp)

Web walker. The spider ignores movement restrictions caused by webbing.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. WHile in contact with a web, the spider knows the exact location of any other creatre in contact with the same web.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poison in this way.

Giant Weasel Medium beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 9 (2d8)
  • Speed 40 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perceptoin +3, Stealth +5

Senses: darkvision 60 ft., passive Perception 13

Languages: -

Challenge: 1/8 (25 xp)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing damage.

Giant Wasp Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 10 ft., fly 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: passive Perception 10

Languages: -

Challenge: 1/2 (100 xp)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Toad Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 39 (6d10+6)
  • Speed 20 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: darkvision 30 ft., passive Perception 10

Languages: -

Challenge: 1 (200 xp)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and its takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Shark Huge beast, unaligned 5 1 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 0 ft., swim 50 ft.
  • STR 23 (+6)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +3

Senses: blindsight 60 ft., passive Perception 13

Languages: -

Challenge: 5 (1 xp)

A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Blood Frenzy. The shark has advantage on melee attack rolls against any creatre that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage.

Giant Octopus Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 10 ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: -

Challenge: 1 (200 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extend all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Giant Sea Horse Large beast, unaligned 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 16 (2d10)
  • Speed 0 ft., swim 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: passive Perception 11

Languages: -

Challenge: 1/2 (100 xp)

Water breathing. The sea horse can breathe only underwater.

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on teh same turn, the target takes an extra 7 (2d6) bludgeoning damage.e If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4(1d6+1) bludgeoning damage.

Giant Scorpion Large beast, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d10+14)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Senses: blindsight 60 ft., passive Perception 9

Languages: -

Challenge: 3 (700 xp)

Actions

Multiattack. The scorpion makes three attacks, two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6(1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two class, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7(1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, takind 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Giant Rat Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: darkvision 60 ft., passive Perception 10

Languages: -

Challenge: 1/8 (25 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactic. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:4 (1d4+2) piercing damage.


Variant: Diseased Giant Rats
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:3(1d4+1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Giant Poisonous Snake Medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8+2)
  • Speed 30 ft., swim 30 ft.
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: blindsight 10 ft., passive Perception 12

Languages: -

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6(1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Hyena Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: -

Challenge: 1 (200 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:10(2d6+3) piercing damage.

Giant Goat Large beast, unaligned 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages: -

Challenge: 1/2 (100 xp)

Sure- Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5(2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

Giant Elk Huge beast, unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 42 (5d12+10)
  • Speed 60 ft.
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Senses: passive Perception 14

Languages: Giant Elk, understands Common, Elvish & Sylvan but can't speak them

Challenge: 2 (450 xp)

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7(2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22(4d8+4) bludgeoning damage.

Giant Eagle large beast, neutral good 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10+4)
  • Speed 10 ft., fly 80 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Senses: passive Perception 14

Languages: Giant Eagle, understands Common & Auran but can't speak them

Challenge: 1 (200 xp)

A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks, one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Giant Crocodile Huge beast, unaligned 5 1 xp

  • Armor class 14 (natural armor)
  • Hit points 85 (9d12+27)
  • Speed 30 ft., swim 50 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Stealth +5

Senses: passive Perception 10

Languages: -

Challenge: 5 (1 xp)

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

Multiattack. The crocodile makes two attacks one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Giant Crab Medium beast, unaligned 1/8 25 xp

  • Armor class 15 (natural armor)
  • Hit points 13 (3d8)
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Save Throws: Stealth +4

Senses: blindsight 30 ft., passive Perception 9

Languages: -

Challenge: 1/8 (25 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Giant Constrictor Snake Huge beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12+8)
  • Speed 20 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Save Throws: Perception +2

Senses: blindsight 10 ft., passive Perception 12

Languages: -

Challenge: 2 (450 xp)

Actions

Bite. Melle Weapon Attack: +6, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Giant Boar Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 7 (-2)
  • CHA 5 (-3)

Senses: passive Perception 8

Languages: -

Challenge: 2 (450 xp)

Relentless (Recharges after a Short/Long Rest). If the boar takes 10 damage or less that would reduce it it o0 hit points, it is reduced to 1 hit point instead.

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Giant Bat Large beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: blindsight 60 ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

Giant Badger Medium beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8+4)
  • Speed 30 ft., burrow 10 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 11

Languages: -

Challenge: 1/4 (50 xp)

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1)

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) damage.

Giant Ape Huge beast, unaligned 7 2 xp

  • Armor class 12
  • Hit points 157 (15d12 +60)
  • Speed 40 ft., climb 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: Athletics +9, Perception +4

Senses: passive Perception 14

Languages: -

Challenge: 7 (2 xp)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22(3d10+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.

Frog, Toad Tiny beast, unaligned 0 0 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 20 ft., swim 20 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Perception +1, Stealth +3

Senses: darkvision 30 ft., passive Perception 11

Languages: -

Challenge: 0 (0 xp)

Amphibious. The frog can breath air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Flying Snake Tiny beast, unaligned 1/8 25 xp

  • Armor class 14
  • Hit points 5 (2d4)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR 4 (-3)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: blindsight 10 ft., passive Perception 11

Languages: -

Challenge: 1/8 (25 xp)

Flyby. The snake doesn't provoke opportunity attcks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Elephant Huge beast, unaligned 4 1 xp

  • Armor class 12 (natural armor)
  • Hit points 76 (8d12 +24)
  • Speed 40 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages: -

Challenge: 4 (1 xp)

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10+5) bludgeoning damage.

Eagle Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 10 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception +4

Senses: passive Perception 14

Languages: -

Challenge: 0 (10 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Draft Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 19 (3d10+3)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (2d4+4) bludgeoning damage.

Crab Tiny beast, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 2 (1d4)
  • Speed 20 ft., swim 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Skills: Stealth +2

Senses: blindsight 30 ft., passive Perception 9

Languages:

Challenge: 0 (10 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Constrictor Snake Large beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (2d10+2)
  • Speed 30 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: blindsight 10 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Cat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 0 (10 xp)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Camel Large beast, unaligned 1/8 25 xp

  • Armor class 9
  • Hit points 15 (2d10+4)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Senses: passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Senses: passive Perception 9

Languages:

Challenge: 1/4 (50 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3(1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit., reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Bat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 30 ft.
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Senses: blindsight 60 ft., passive Perception 11

Languages:

Challenge: 0 (10 xp)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Badger Tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 3 (1d4+1)
  • Speed 20 ft., burrow 5 ft.
  • STR 4 (-3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 11

Languages:

Challenge: 0 (10 xp)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Baboon Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 30 ft., climb 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages:

Challenge: 0 (10 xp)

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage.

Axe Beak Large beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 50 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Beak. Melee Weapon Attack: +4 to hit., reach 5 ft., one target. Hit: 6(1d8+2) slashing damage.

Ape Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 19 (3d8+6)
  • Speed 30 ft, climb 30 ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5, Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1/2 (100 xp)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit 6(1d6+3) bludgeoning damage.