Party level: to



Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3
Webmoney Yandex

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Worg Large monstrosity, neutral evil 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., PP 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

Keen Hearing and Smell: The worg 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: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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: PP 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.

Winter Wolf Large monstrosity, neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5, Stealth +3

Damage Immunities: cold

Senses: PP 15

Languages: Common, Giant, Winter Wolf

Challenge: 3 (700 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 attack 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.

Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6): The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

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: PP 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.

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: PP 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: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Vulture Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 5 (1d8+1)
  • Speed 10 ft., fly 50 ft.
  • STR 7 (-2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 0 (10 xp)

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

Pack 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

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

Tiger Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 37 (5d10+10)
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: Darkvision 60 ft., PP 13

Languages: ---

Challenge: 1 (200 xp)

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

Pounce: If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Swarm of Ravens Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (7d8-7)
  • Speed 10 ft., fly 50 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: PP 15

Languages: ---

Challenge: 1/4 (50 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

Actions

Beaks: Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: Darkvision 30 ft., PP 10

Languages: ---

Challenge: 1/4 (50 xp)

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

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0 ft., swim 40 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: Blindsight 60 ft., PP 8

Languages: ---

Challenge: 1 (200 xp)

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

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing: The swarm can breathe only underwater.

Actions

Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Poisonous Snakes Medium swarm of Tiny beasts, unaligned 2 450 xp

  • Armor class 14
  • Hit points 36 (8d8)
  • Speed 30 ft., swim 30 ft.
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: Blindsight 10 ft., PP 10

Languages: ---

Challenge: 2 (450 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: Blindsight 10 ft., PP 8

Languages: ---

Challenge: 1/2 (100 xp)

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Bats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: Blindsight 60 ft., PP 11

Languages: ---

Challenge: 1/4 (50 xp)

Echolocation: The swarm can't use its blindsight while deafened.

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

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

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)

Save Throws: Stealth +4

Senses: Darkvision 30 ft., PP 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: 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: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Sea Hag Medium fey, chaotic evil 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., swim 40 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 13 (+1)

Senses: Darkvision 60 ft., PP 11

Languages: Aquan, Common, Giant

Challenge: 2 (450 xp)

Amphibious: The hag can breathe air and water.

Horrific Appearance: Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

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

Death Glare: The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Scorpion Tiny beast, unaligned 0 10 xp

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

Senses: Blindsight 10 ft., PP 9

Languages: ---

Challenge: 0 (10 xp)

Actions

Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Saber-Toothed Tiger Large beast, unaligned 2 450 xp

  • Armor class 12
  • Hit points 52 (7d10+14)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: PP 13

Languages: ---

Challenge: 2 (450 xp)

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

Pounce: If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw 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 tiger can make one bite attack against it as a bonus action.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Riding Horse Large 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: PP 10

Languages: ---

Challenge: 1/4 (50 xp)

Actions

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

Rhinoceros Large beast, unaligned 2 450 xp

  • Armor class 11 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: PP 11

Languages: ---

Challenge: 2 (450 xp)

Charge: If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Reef Shark Medium beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 0 ft., swim 40 ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft., PP 12

Languages: ---

Challenge: 1/2 (100 xp)

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

Water Breathing: The shark can breathe only underwater.

Actions

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

Raven Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 0 (10 xp)

Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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

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., PP 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.

Quipper Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Senses: darkvision 60 ft.,

Languages: ---

Challenge: 0 (10 xp)

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

Water Breathing: The quipper can breathe only underwater.

Actions

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

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: PP 10

Languages: ---

Challenge: 1/8 (25 xp)

Actions

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

Polar Bear Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 2 (450 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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Poisonous Snake Tiny beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30 ft., swim 30 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blindsight 10 ft., PP 10

Languages: ---

Challenge: 1/8 (25 xp)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Phase Spider Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 32 (5d10+5)
  • Speed 30 ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +6

Senses: Darkvision 60 ft., PP 10

Languages: ---

Challenge: 3 (700 xp)

Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

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

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

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.

Panther Medium beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 50 ft., climb 40 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception +4, Stealth +6

Senses: PP 14

Languages: ---

Challenge: 1/4 (50 xp)

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

Pounce: If the panther moves at least 20 feet straight toward a creature and then hits it with a claw 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 panther can make one bite attack against it as a bonus action.

Actions

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

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

Owl Tiny beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 60 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +3

Senses: Darkvision 120 ft., PP 13

Languages: ---

Challenge: 0 (10 xp)

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

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

Actions

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

Octopus Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR 4 (-3)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2, Stealth +4

Senses: Darkvision 30 ft., PP 12

Languages: ---

Challenge: 0 (10 xp)

Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.

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: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest): A 5-foot-radius cloud of ink extends 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.

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: PP 10

Languages: ---

Challenge: 1/8 (25 xp)

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

Sure-Footed: The mule has advantage on Strength and Dexterity saving throws made against 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.

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: PP 13

Languages: ---

Challenge: 1/8 (25 xp)

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.

Mammoth Huge beast, unaligned 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 24 (+7)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Senses: PP 10

Languages: ---

Challenge: 6 (2,300 xp)

Trampling Charge: If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.

Stomp: Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.

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., PP 9

Languages: ---

Challenge: 0 (10 xp)

Actions

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

Lion Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: PP 13

Languages: ---

Challenge: 1 (200 xp)

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

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

Pounce: If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap: With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

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

Killer Whale Huge beast, unaligned 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 90 (12d12+12)
  • Speed 0 ft., swim 60 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Blindsight 120 ft., PP 13

Languages: ---

Challenge: 3 (700 xp)

Echolocation: The whale can't use its blindsight while deafened.

Hold Breath: The whale can hold its breath for 30 minutes.

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

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.

Jackal small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 40 ft.
  • STR 8 (-1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 0 (10 xp)

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

Pack Tactics: The jackal has advantage on an attack roll against a creature if at least one of the jackal'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.

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: PP 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 hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Hunter Shark Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 0 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +2

Senses: Blindsight 30 ft., PP 12

Languages: ---

Challenge: 2 (450 xp)

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

Water Breathing: The shark can breathe only underwater.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Hawk Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 60 ft.
  • STR 5 (-3)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 6 (-2)

Skills: Perception +4

Senses: PP 14

Languages: ---

Challenge: 0 (10 xp)

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

Actions

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

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: PP 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.

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., PP 13

Languages: ---

Challenge: 1/4 (50 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: +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 poisoned 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: Perception +3, Stealth +5

Senses: Darkvision 60 ft., PP 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 to hit, 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: PP 10

Languages: ---

Challenge: 1/2 (100 xp)

Actions

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., 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 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: PP 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.

Pack 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.

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., PP 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 it 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 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., PP 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 Shark Huge beast, unaligned 5 1,800 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., PP 13

Languages: ---

Challenge: 5 (1,800 xp)

Blood Frenzy: The shark has advantage on melee attack rolls against any creature 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 Sea Horse Large beast, unaligned 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 16 (3d10)
  • 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: PP 11

Languages: ---

Challenge: 1/2 (100 xp)

Charge: If the sea horse 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) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing: The sea horse can breathe only underwater.

Actions

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

Giant Scorpion Large beasts, 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., PP 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 claws, each of which can grapple only one target.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 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., PP 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 isn't incapacitated.

Actions

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

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., PP 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 Owl Large beast, neutral 1/4 50 xp

  • Armor class 12
  • Hit points 19 (3d10+3)
  • Speed 5 ft., fly 60 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Perception +5, Stealth +4

Senses: Darkvision 120 ft., 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 opportunity attacks when it flies out of an enemy's reach.

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

Actions

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing 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., PP 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 extends 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 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., PP 10

Languages: ---

Challenge: 1/4 (50 xp)

Actions

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

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: PP 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: PP 11

Languages: ---

Challenge: 1/2 (100 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 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: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

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., PP 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 Fire Beetle Small beast, unaligned 0 10 xp

  • Armor class 13 (natural armor)
  • 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., PP 8

Languages: ---

Challenge: 0 (10 xp)

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, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing 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: PP 14

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

Challenge: 2 (450 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 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 prone creature. Hit: 22 (4d8+4) bludgeoning damage.

Giant Eagle Large beast, unaligned 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: PP 14

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

Challenge: 1 (200 xp)

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 1,800 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)

Skills: Stealth +5

Senses: PP 10

Languages: ---

Challenge: 5 (1,800 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)

Skills: Stealth +4

Senses: Blindsight 30 ft., PP 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 30 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: Blindsight 10 ft., PP 12

Languages: ---

Challenge: 2 (450 xp)

Actions

Bite: Melee Weapon Attack: +6 to hit, 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 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., PP 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 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: PP 8

Languages: ---

Challenge: 2 (450 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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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., PP 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., PP 11

Languages: ---

Challenge: 1/4 (50 xp)

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

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) piercing damage.

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

Giant Ape Huge beast, unaligned 7 2,900 xp

  • Armor class 12
  • Hit points 157 (15d12+60)
  • Speed 40 ft., climb 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +9, Perception +4

Senses: PP 14

Languages: ---

Challenge: 7 (2,900 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 Tiny beast, unaligned 0 0 xp

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

Skills: Perception +1, Stealth +3

Senses: Darkvision 30 ft., PP 11

Languages: ---

Challenge: 0 (0 xp)

Amphibious: The frog can breathe 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., PP 11

Languages: ---

Challenge: 1/8 (25 xp)

Flyby: The snake doesn't provoke opportunity attacks 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.

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: PP 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.

Elephant Huge beast, unaligned 4 1,100 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: PP 10

Languages: ---

Challenge: 4 (1,100 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: 19 (3d8+6) piercing damage.

Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) 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: PP 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: PP 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.

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: PP 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 attack 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 13 Strength saving throw or be knocked prone.

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: PP 12

Languages: ---

Challenge: 0 (10 xp)

Actions

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

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8+12)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception +5, Stealth +4

Senses: Darkvision 120 ft., PP 15

Languages: ---

Challenge: 1 (200 xp)

Two-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack:The dog makes two bite attacks.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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: PP 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.

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., PP 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., PP 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: PP 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: PP 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: PP 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: PP 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.

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: PP 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 the ally isn't incapacitated.

Actions

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

Blink Dog Medium fey, lawful good 1/4 50 xp

  • Armor class 13
  • Hit points 22 (4d8+4)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception +3, Stealth +5

Senses: PP 13

Languages: Blink Dog understands Sylvan but can't speak it

Challenge: 1/4 (50 xp)

Keen Hearing and Smell: The dog 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.

Teleport (Recharge 4-6): The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Black Bear Medium beast, unaligned 1/2 100 xp

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

Skills: Perception +3

Senses: PP 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.

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., PP 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., PP 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: PP 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: PP 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.

Awakened Tree Huge plant, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d12+14)
  • Speed 20 ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing

Senses: PP 10

Languages: one language known by its creator

Challenge: 2 (450 xp)

Damage vulnerabilities: fire

False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Awakened Shrub Small plant, unaligned 0 10 xp

  • Armor class 9
  • Hit points 10 (3d6)
  • Speed 20 ft.
  • STR 3 (-4)
  • DEX 8 (-1)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Resistances: piercing

Senses: PP 10

Languages: one language known by its creator

Challenge: 0 (10 xp)

Damage vulnerabilities: fire

False Appearance: While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

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