Pack Tactics
The velociraptor has advantage on an attack roll agains a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack
The velociraptor makes two attacks: one with its bite and one with its claws
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature
Hit: 1d6 + 2 piercing damage
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1d4 + 2 slashing damage
Keen Hearing and Smell
The wolf has advantage on Wisdom (Perception) checks that rely on hearing and smell
Pack Tactics
The wolf has advantage on attack rolls agains a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 2d4 + 2 piercing damage
If the target is a creature it must succeed on a DC 11 Strength saving throw or be knocked prone
Trampling
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 hoooves against it as a bonus action
Hooves
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 2d6 + 4 bludgeoning damage
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
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d10 + 3 piercing damage
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d8 + 3 slashing damage
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
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 1d4 poison damage
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 1d8 poison damage on a failed save or half as much damage on a successful one
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
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1 piercing damage
Keen Smell
The rat has advantage on Wisdom (Perception) checks that rely on smell
Bite
Melee Weapon Attack: +0 to hit, reach 5 ft., one target
Hit: 1 piercing damage
Hooves
Melee Weapon Attack: -4 to hit, reach 5 ft., one target
Hit: 2d4 + 2 bludgeoning damage
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, the 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
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1d6 + 2 piercing damage
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1d4 + 2 slashing damage
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
Talons
Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Hit: 1 slashing damage
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 breath only underwater
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 tentacle on another target
Ink Cloud (Recharges after a Short or a 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 curent can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action
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
Hooves
Melee Weapon Attack: +2 to hit, reach 5 ft., one target
Hit: 1d4 + 2 bludgeoning damage
Mastiffs are impressive hounds prized by humanoids 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.
Keen Hearing and Smell
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Hit: 1d6 + 1 piercing damage.
If the target is a creature it must succeed on a DC 11 Strength saving throw or be knocked prone
Bite
Melee Weapon Attack +0 to hit, reach 5 ft., one target
Hit: 1 piercing damage
Keen Smell
The lion has advantage on Wisdom (Perception) checks that rely on smel
Pack Tactics
The lion has advantage on an attack roll agains 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
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d8 + 3 piercing damage
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d6 + 3 slashing damage
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 agains effects that would knock it prone
Ram
Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Hit: 1d4 + 1 bludgeoning damage
Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
Web Sense
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web
Web Walker The spider ignores movement restrictions caused by webbing
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 2d6 poison damage on a failed save, or half as much damage on a successfull 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 its paralyzed while poisoned this way
A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering
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
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: 2d4 + 2 piercing damage
Talons
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 2d6 + 2 slashing damage
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
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1d10 + 2 piercing damage plus 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad cant bite another target
Swallow
The toad makes one bite attack agains 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 agains attacks and other effects outside the toad, and it takes 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, exciting prone
To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled cervices. Such lairs are often festooned with web cocoons holding past victims
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
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature
Hit: 1d8 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 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 success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison and psychic damage)
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 breath only underwater
Tentacles
Melee Weapon Attack: +5 to hit, reach 15 ft., one target
Hit: 2d6 + 3 bludgeoning damage
If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the taret 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 extendes all around the octopus if its 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
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
Bite
Melee Weapon Attack: +5 to hit, reach 5ft., one target
Hit: 2d6 + 3 piercing damage
A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue.
A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles)
Keen Sight
The eagle has advantage on Wisdom (Perception) checks that rely on sight
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: 1d6 + 3 piercing damage
Talons
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 2d6 + 3 slashing damage
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
A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad
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 2d6 damage.
If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Ram
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d6 + 3 bludgeoning damage
Hooves
Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature
Hit: 2d4 + 3 bludgeoning damage
Keen Sight
The eagle has advantage on Wisdom (Perception) checks that rely on sight
Talons
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 1d4 + 2 slashing damage
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
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one target
Hit: 1d4 piercing damage
Hold Breath
The crocodile can hold its breath for 15 minutes
Bite
Melee Weapon Attack: +4 to hit, reach 5ft., one creature
Hit: 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
Charge
If the cow 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 2d6 piercing damage
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 1d6 + 4 piercing damage
Keen Smell
The Cat has advantage on Wisdom (Perception) checks that rely on smell
Claws
Melee Weapon Attack: +0 to hit, reach 5 ft., one target
Hit: 1 slashing damage
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d4 bludgeoning damage
Keen Smell
The bear has advantage on Wisdom (Perception) checks that rely on smell
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: 1d8 + 4 piercing damage
Claws
Melee Weapon Attack: +5 to hit, reach ft., one target
Hit: 2d6 + 4 slashing damage
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
Tusk
Melee Weapon Attack: +3 to hit, reach 5 ft., one target]
Hit: 4 (1d6 + 1) slashing damage]
Keen Smell
The bear has advantage on Wisdom (Perception) checks that rely on smell
Multiattack
The bear makes two attacks: one with its bite and one with its claws
Bite
Melee Weapon Attack: +3 to hit, reach 5ft., one target
Hit: 1d6 + 2 piercing damage
Claws
Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Hit: 2d4 + 2 slashing damage
Echolocation
The bat can't use its blindsight while deafened
Keen Hearing
The bat has advantage on Wisdom (Perception) checks that rely on hearing
Bite
Melee Weapon Attack: +0 to hit, reach 5 ft, one creature
Hit: 1 piercing damage
Multiattack
The Ape makes two fist attacks
Fist
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d6 + 3 bludgeoning damage
Rock
Melee Weapon Attack: +5 to hit, range 25/50 ft., one target
Hit: 1d6 + 3 bludgeoning damage