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Velociraptor **

Velociraptor ** Tiny Beast, unaligend 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 10 (3d4 + 3)
  • Speed 30 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: ~

Challenge: 1/4 (50 xp)

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

Actions

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

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 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

Actions

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

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
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

Actions

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

Tiger

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., passive Perception 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: 1d10 + 3 piercing damage

Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d8 + 3 slashing 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
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 1d4 poison damage

Scorpion

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., passive Perception 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 1d8 poison damage on a failed save or half as much damage on a successful one

Raven

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: passive Perception 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

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

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)

Actions

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

Panther

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: passive Perception 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, 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

Actions

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

Owl **

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., passive Perception 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 **

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., passive Perception 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 breath 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 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

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 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: 1d4 + 2 bludgeoning 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 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

Actions

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

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

Lion

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: passive Perception 13

Languages: ~

Challenge: 1 (200 xp)

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

Actions

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

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 agains effects that would knock it prone

Actions

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

Giant Wolf Spider *

Giant Wolf Spider * Medium Beast, unaligned 1/4 50 xp

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

Skills: Perception + 3, Stealth +7

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

Languages: ~

Challenge: 1/4 (50 xp)

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

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 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

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)

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

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: 2d4 + 2 piercing damage

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

Giant Toad *

Giant Toad * Large Beast, unaligned 1 200 xp

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

Senses: darkvision 30 ft., passive Perception 10

Languages: ~

Challenge: 1 (200 xp)

Amphibious
The toad can breathe air and water

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

Actions

Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 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

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)

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

Actions

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)

Giant Octopus **

Giant Octopus ** Large Beast, unaligned 1 200 xp

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

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive perception 14

Languages: ~

Challenge: 1 (200 xp)

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

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

Water Breathing
The Octopus can breath only underwater

Actions

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

Giant Hyena *

Giant Hyena * Large Beast, unaligned 1 200 xp

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

Skills: Perception + 3

Senses: passive Perception 13

Languages: ~

Challenge: 1 (200 xp)

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

Actions

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

Giant Eagle

Giant Eagle Large Beast, neutral good 1 200 xp

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

Skills: Perception +4

Senses: passive Perception 14

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

Challenge: 1 (200 xp)

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

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

Actions

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

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

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

Frog

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., passive Perception 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

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

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 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: 1d6 + 3 bludgeoning damage

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

Eagle *

Eagle * Small Beast, unaligned 0 10 xp

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

Skills: Perception +4

Senses: passive Perception 14

Languages: ~

Challenge: 0 (10 xp)

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

Actions

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

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 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: 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

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: 1d4 piercing 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 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

Cow

Cow Large Beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 15 (2d10 + 4)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: passive Perception 10

Languages: ~

Challenge: 1/4 (50 xp)

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

Actions

Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 1d6 + 4 piercing 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

Camel *

Camel * Large Beast, unaligned 1/8 25 xp

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

Senses: passive Perception

Languages: ~

Challenge: 1/8 (25 xp)

Actions

Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 1d4 bludgeoning 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: 1d8 + 4 piercing damage

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

Black Bear

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: 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 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

Bat *

Bat * Tiny Beast, unaligned 0 10 xp

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

Senses: blindsight 60 ft., passive Perception 11

Languages: ~

Challenge: 0 (10 xp)

Echolocation
The bat can't use its blindsight while deafened

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

Actions

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

Ape

Ape Medium Beast, unaligned 1/2 100 xp

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

Skills: Athletics + 5, Perception +3

Senses: passive Perception 13

Languages: ~

Challenge: 1/2 (100 xp)

Actions

Multiattack
The Ape makes two fist attacks

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

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