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Badger

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.

Bat

Bat Tiny beast, Unalighned 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 target. Hit: 1 piercing damage.

Black Bear

Black Bear Medium beast, Unalinged 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d8+6)
  • Speed 40ft, climb 30ft
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: -

Challenge: 1/2 (100 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: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Blood Hawk

Blood Hawk Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Skills: Perception +4

Senses: passive Perception 14

Languages:

Challenge: 1/8 (25 xp)

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

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

Actions

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

Boar

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 towards 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.

Brown Bear

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.

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

Cat

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.

Crab

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 20 ft., Passive Perception 9

Languages: -

Challenge: 0 (10 xp)


Amphibious. The crab can breathe air and water.

Actions


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

Crocodile

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Deer

Deer Medium beast, Unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: Passive Perception 12

Languages: -

Challenge: 0 (10 xp)

Actions


Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d40 piercing damage.

Dieased Giant Rat

Dieased Giant Rat Medium beast, Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 16 (4d6)
  • 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: 1/4 (50 xp)


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

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

Tales from the Yawning Portal - Sunless Citadel: The goblins named this rat Guthash which means Bloated One in Goblin.

Actions


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

Dieased: A creature that is bitten must succeed on a DC 11 Constitution saving throw or become infected. Infected creatures show symptons in 1d4 days, including fatigue and cramps. The infected creature suffers one level of exhaustion, regains only half the nromal hit points from spending Hit Dice, and no hit points from a long rest. At the end of each long rest, the creature must make a DC 11 Constitution saving throw. On a failed save the creature gains one level of exahsution. On a successful save, the character's exhaustion level is reduced by one level. If a successful save reduces the exhaustion level below 1, the creature recovers from the diease.

Dire Wolf

Dire Wolf Large beast, Unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 37 (5d10+10)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills:Perception +3, Stealth +4

Senses:Passive Perception 13

Languages:-

Challenge: 1 (200 xp)


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

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

Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Elk

Elk Large beast, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: Passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)


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 13 Strength saving throw or be knocked prone.

Actions


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

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

Giant Centipede

Giant Centipede Small beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages:

Challenge: 1/4 (50 xp)

,

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit:4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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 Fire Beetle

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., passive Perception 8

Languages: --

Challenge: 0 (10 xp)

A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for 1d6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.

Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.,,

Actions

Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage.

Giant Frog

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.
Standing Leap. The frog'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: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small 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 frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Lizard

Giant Lizard Large beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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Actions

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

Giant Owl

Giant Owl Large best, neutral 1/4 50 xp

  • Armor class 12
  • Hit points 19 (3d10 + 3)
  • Speed 5ft, fly 60ft
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT8 (-1)
  • WIS13 (+1)
  • CHA10 (0)

Skills: Perception +5, Stealth +4

Senses: darkvision 120ft, PP 15

Languages: Giant Owl, understands Common, Elvish and Sylvan, but can't speak them

Challenge: 1/4 (50 xp)

Flyby. The owl doesn't provoke oportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on WIS (Perception) checks that rely on hearing or sight.,

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 8 (2d6 + 1) slashing damage

Giant Rat

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

Actions


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

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

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

Languages:

Challenge: 1 (200 xp)

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 creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Subterranean Lizard

Giant Subterranean Lizard Huge beast, Unalighned 4 1,100 xp

  • Armor class 14 (natural armor)
  • Hit points 66 (7d12+21)
  • Speed 30 ft., swim 50 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills:Stealth +3

Senses:Passive Perception 10

Languages:-

Challenge: 4 (1,100 xp)

The Giant Subterranean Lizard is found in Tales from the Yawning Portal: The Forge of Fury

Actions

Multiattack. The lizard makes two attacks, one with its bite and one with its tail. One attack can be replaced by Swallow.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the lizard can't bite another target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must make succeedon a DC 15 Strength saving throw or be knocked prone.

Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, 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 lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.
If the lizard dies, a swallowed creature is no longer restrained by it, and can escape from the corpse by using 10 feet of movement, exiting prone.

Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 ((3d10 + 6))
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

,

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Goat

Goat Medium beast, Unaligned 0 10 xp

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

Senses: Passive Perception 10

Languages: -

Challenge: 0 (10 xp)


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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

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

Actions


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

Hyena

Hyena Medium beast, Unaligned 0 10 xp

  • Armor class 11
  • Hit points 5 (1d8 + 1)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: Passive Perception 13

Languages: -

Challenge: 0 (10 xp)


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

Actions


Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Lizard

Lizard Tiny beast, Unaligned 0 10 xp

  • Armor class 10
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Senses: Darkvision 30 ft., Passive Perception 9

Languages: -

Challenge: 0 (10 xp)

Actions


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

Mastiff

Mastiff Medium beast, Unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8+1))
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: -

Challenge: 1/8 (25 xp)


Mastiffs are impressive hounds prized by himanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Carrying Capacity: 195 lbs.


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

Actions


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Mule

Mule Medium beast, Unaligned 1/8 25 xp

  • Armor class 10
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: Passive Perception 10

Languages: -

Challenge: 1/8 (25 xp)


Beast of Burden. The mule is considered to be a Large animal for the purposes of determining its carrying capacity.

Carrying Capacity: 420 lbs.

Sure Footed. The mule has advantage on Strength and Dexterity saving throws made agains effects that would knock it prone.

Actions


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

Pony

Pony Medium beast, Unaligned 1/8 25 xp

  • Armor class 10
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: Passive Perception 10

Languages: -

Challenge: 1/8 (25 xp)


Carrying Capacity: 225 lbs.

Actions


Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Rat

Rat Tiny beast, Unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4-1)
  • Speed 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses:Darkvision 30 ft., Passive Perception 10

Languages: -

Challenge: 0 (10 xp)


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

Actions


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

Riding Horse

Riding Horse Larg beast, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 60 ft.
  • STR 16 (+3)
  • 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)


Carrying Capacity: 480 lbs.

Actions


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

Spider

Spider Tiny beast, Unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20 ft., climb 20 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Skills: Stealth +4

Senses: Darkvision 30 ft., Passive Perception 10

Languages: -

Challenge: 0 (10 xp)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. When in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Warhorse

Warhorse Large beast, Unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: Passive Perception 11

Languages: -

Challenge: 1/2 (100 xp)


Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions


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


Bonus Actions

Hooves. The Warhorse can make an additional Hooves attack on a prone target that is within melee range as a bonus action.

Weasel

Weasel Tiny beast, Unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 30 ft.
  • STR 3 (-4)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 3 (-4)

Skills: Perception +3, Stealth +5

Senses: Passive Perception 13

Languages: -

Challenge: 0 (10 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 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Wolf

Wolf Medium beast, Unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 13

Languages:-

Challenge: 1/4 (50 xp)


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


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

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.