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Fire Bolt

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

WARHORSE – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 11 HP: 19 (3d10 + 3) Speed: 60ft
STR: 18 (+4) INT: 2 (-4) DEX: 12 (+1) WIS: 12 (+1)
CON: 13 (+1) CHA: 7 (-2) Senses: passive Perception 11
Trampling Charge: If the horse moves at least 20 feet straight toward a creature and then hits 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 as a bonus action.
ACTIONS
Hooves. Melee Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Variant: WARHORSE ARMOR
An armored warhorse has an AC based on the type of barding worn. The horse’s AC includes its Dexterity modifier, where applicable. Barding doesn’t alter the horse’s challenge rating.
AC BARDING
12 Leather
13 Studded Leather
14 Ring Mail
15 Scale Mail
16 Chain Mail
17 Splint
18 Plate

TIGER – CR 1

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 37 (5d10 + 10) Speed: 40ft STR: 17 (+3) INT: 3 (-4) DEX: 15 (+2) WIS: 12 (+1)
CON: 14 (+2) CHA: 8 (-1)
Skills: Perception +3, Stealth +6
Senses: darkvision 60ft, passive Perception 13
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 Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 7 (1d8 + 3) slashing damage.

RIDING HORSE – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 13 (2d10 + 2)
Speed: 60ft
STR: 16 (+3) INT: 2 (-4)
DEX: 10 (+0) WIS: 11 (+0)
CON: 12 (+1) CHA: 7 (-2)
Senses: passive Perception 10
ACTIONS
Hooves. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

LION – CR 1

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 26 (4d10 + 4) Speed: 50ft
STR: 17 (+3) INT: 3 (-4) DEX: 15 (+2) WIS: 12 (+1)
CON: 13 (+1) CHA: 8 (-1) Skills: Perception +3, Stealth +6 Senses: passive Perception 13
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 5ft 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 Attack: +5 to hit, reach 5ft, one target.
Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 6 (1d6 + 3) slashing damage.

GIANT VULTURE – CR 1

  • casting time
  • range

  • components
  • duration

AC: 10 HP: 22 (3d10 + 6) Speed: 10ft, fly 60ft
STR: 15 (+2) INT: 6 (-2) DEX: 10 (+0) WIS: 12 (+1)
CON: 15 (+2) CHA: 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
Languages: understands Common but can’t speak
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 5ft 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 Attack: +4 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Attack: +4 to hit, reach 5ft, one target. Hit: 9 (2d6 + 2) slashing damage.

GIANT TOAD – CR 1

  • casting time
  • range

  • components
  • duration

AC: 11 HP: 39 (6d10 + 6) Speed: 20ft, swim 40ft
STR: 15 (+2) INT: 2 (-4) DEX: 13 (+1) WIS: 10 (+0)
CON: 13 (+1) CHA: 3 (-4) Senses: darkvision 30ft, passive Perception 10
Amphibious: The toad can breathe air and water.
Standing Leap: The toad’s long jump is up to 20ft and its high jump is up to 10ft, with or without a running start.
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until the 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 frog and it takes 10 (3d6) acid damage at the start of each ofthe 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 – CR 1

  • casting time AC: 14 (natural armor)
  • range HP: 26 (4d10 + 4)

  • components Speed: 30ft, climb 30ft
  • duration CON:1(+1)CHA:4(-3)

( STR: 14 (+2) INT: 2 (-4) DEX: 16 (+3) WIS: 11 (+0) ) Skills: Stealth +7 Senses: blindsight 10ft, darkvision 60ft, passive Perception 10
Spider Climb: The spider can climb difficult surfaces, without 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 Attack: +5 to hit, reach 5ft, one target. 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 that 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 Attack: +5 to hit, range 30/60ft, 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 SEA HORSE – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 13 (natural armor)
HP: 16 (3d10)
Speed: 0ft, swim 40ft
STR: 12 (+1) INT: 2 (-4)
DEX: 15 (+2) WIS: 12 (+1)
CON: 11 (+0) CHA: 5 (-3)
Senses: passive Perception 11
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 only breathe
underwater.
ACTIONS
Ram. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Aquatic elves train them as mounts.


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GIANT OWL – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 19 (3d10 + 3)
Speed: 5ft, fly 60ft
STR: 13 (+1) INT: 8 (-1)
DEX: 15 (+2) WIS: 13 (+1)
CON: 12 (+1) CHA: 10 (+0)
Skills: Perception +5, Stealth +4
Senses: darkvision 120ft, passive Perception 15
Languages: Giant Owl, understands Common, Elvish,
and Sylvan but can’t speak them
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 and
sight.
ACTIONS
Talons. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 8 (2d6 + 1) slashing damage.

GIANT OCTOPUS – CR 1

  • casting time
  • range

  • components
  • duration

AC: 11 HP: 52 (8d10 + 8)
Speed: 10ft, swim 60ft
STR: 17 (+3) INT: 4 (-3)
DEX: 13 (+1) WIS: 10 (+0)
CON: 13 (+2) CHA: 4 (-3)
Skills: Perception +4, Stealth +5
Senses: darkvision 60ft, passive Perception 14
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 Attack: +5 to hit, reach 15ft, 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 – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 12 (natural armor)
HP: 19 (3d10 + 3)
Speed: 30ft, climb 30ft
STR: 15 (+2) INT: 2 (-4)
DEX: 12 (+1) WIS: 10 (+0)
CON: 14 (+1) CHA: 5 (-3)
Senses: darkvision 30ft, passive Perception 1
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d8 + 2) piercing damage.
A giant lizard can be ridden or used as a draft animal.
VARIANT: GIANT LIZARD TRAITS
Some giant lizards have one or both of the following
traits: Hold Breath: The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30ft.)
Spider Climb: The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

GIANT HYENA – CR 1

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 45 (6d10 + 12)
Speed: 50ft
STR: 16 (+3) INT: 2 (-4)
DEX: 14 (+2) WIS: 12 (+1)
CON: 14 (+2) CHA: 7 (-2)
Skills: Perception+3
Senses: passive Perception 13
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 Attack: +5 to hit, reach 5ft, one target.
Hit: 10 (2d6 + 3) piercing damage.

GIANT GOAT – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 19 (3d10 + 3)
Speed: 40ft
STR: 17 (+3) INT: 3 (-4)
DEX: 11 (+0) WIS: 12 (+1)
CON: 12 (+1) CHA: 6 (-2)
Senses: passive Perception 11
Charge: If the goat 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 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 Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

GIANT EAGLE – CR 1

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 26 (4d10 + 4)
Speed: 10ft, fly 80ft
STR: 16 (+3) INT: 8 (-1)
DEX: 17 (+3) WIS: 14 (+2)
CON: 13 (+1) CHA: 10 (+0)
Skills: Perception +4
Senses: passive Perception 14
Languages: Giant Eagle, understands Common and
Auran but can’t speak them
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 Attack: +5 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) piercing damage.

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

GIANT BAT – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 22 (4d10)
Speed: 10ft, fly 60ft
STR: 15 (+2) INT: 2 (-4)
DEX: 16 (+3) WIS: 12 (+1)
CON: 11 (+0) CHA: 6 (-2)
Senses: blindsight 60ft, passive Perception 11
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 Attack: +4 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 2) piercing damage.

ELK – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 13 (2d10 + 2)
Speed: 50ft
STR: 16 (+3) INT: 2 (-4)
DEX: 10 (+0) WIS: 10 (+0)
CON: 12 (+1) CHA: 6 (-2)
Senses: passive Perception 10
ACTIONS
Ram. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

DRAFT HORSE – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 19 (3d10 + 3)
Speed: 40ft
STR: 18 (+4) INT: 2 (-4)
DEX: 10 (+0) WIS: 11 (-+0)
CON: 12 (+1) CHA: 7 (-2)
Senses: passive Perception 10
ACTIONS
Hooves. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 9 (2d4 + 4) bludgeoning damage.


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DIRE WOLF – CR 1

  • casting time
  • range

  • components
  • duration

AC: 14 (natural armor)
HP: 37 (5d10 + 10)
Speed: 50ft
STR: 17 (+3) INT: 3 (-4)
DEX: 15 (+2) WIS: 12 (+1)
CON: 15 (+2) CHA: 7 (-2)
Skills: Perception +3, Stealth +4
Senses: passive Perception 13
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 wold’s allies is within 5ft of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, 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.

CROCODILE – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 12 (natural armor)
HP: 19 (3d10 + 3)
Speed: 20ft, swim 30ft
STR: 15 (+2) INT: 2 (-5)
DEX: 10 (+0) WIS: 10 (+0)
CON: 13 (+1) CHA: 5 (-3)
Skills: Stealth +2
Senses: passive Perception 10
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, 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

CONSTRICTOR SNAKE – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 13 (2d10 + 2)
Speed: 30ft, swim 30ft
STR: 15 (+2) INT: 1 (-5)
DEX: 14 (+2) WIS: 10 (+0)
CON: 12 (+1) CHA: 3 (-4)
Senses: blindsight 10ft, passive Perception 10
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one creature.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Attack: +4 to hit, reach 5ft, 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.

CAMEL – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 9
HP: 12 (2d10 + 4)
Speed: 50ft
STR: 16 (+3) INT: 2 (-4)
DEX: 8 (-1) WIS: 8 (-1)
CON: 14 (+2) CHA: 5 (-3)
Senses: passive Perception 9
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 2 (1d4) bludgeoning damage.

BROWN BEAR – CR 1

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 34 (4d10 + 12)
Speed: 40ft, climb 30ft
STR: 19 (+4) INT: 2 (-4)
DEX: 10 (+0) WIS: 13 (+1)
CON: 16 (+3) CHA: 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
ACTIONS
Multiattack. The bear makes two attacks, one with its
bite and one with its claws.
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 11 (2d6 + 4) slashing damage.

AXE BEAK – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 11
HP: 19 (3d10 + 3)
Speed: 50ft
STR: 14 (+2) INT: 2 (-4)
DEX: 12 (+1) WIS: 10 (+0)
CON: 12 (+1) CHA: 5 (-3)
Senses: passive Perception 10
ACTIONS
Beak. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 6 (1d8 + 2) slashing damage.

WOLF – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 13 (natural armor)
HP: 11 (2d8 + 2)
Speed: 40ft
STR: 12 (+1) INT: 3 (-4)
DEX: 15 (+2) WIS: 12 (+1)
CON: 12 (+1) CHA: 6 (-2)
Skills: Perception +3, Stealth +4
Senses: passive Perception 13
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 5ft of the creature and the ally isn’t incapacitated.

VULTURE – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 5 (1d8 + 1)
Speed: 10ft, fly 60ft
STR: 7 (-2) INT: 2 (-4)
DEX: 10 (+0) WIS: 12 (+1)
CON: 13 (+1) CHA: 4 (-2)
Skills: Perception +3
Senses: passive Perception 13
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 5ft of the creature and the ally isn’t
incapacitated.
ACTIONS
Beak. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 2 (1d4) piercing damage.

REEF SHARK – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 12 (natural armor)
HP: 22 (4d8 + 4)
Speed: 0ft, swim 40ft
STR: 14 (+2) INT: 1 (-5)
DEX: 13 (+1) WIS: 10 (+0)
CON: 13 (+1) CHA: 4 (-3)
Skills: Perception +2
Senses: blindsight 30ft, passive Perception 12
Pack Tactics: The shark has advantage on an attack roll
against a creature if at least one of the shark’s allies is
within 5ft of the creature and the ally isn’t incapacitated.
Water Breathing: The shark can only breathe
underwater.
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 6 (1d8 + 1) piercing damage.


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PONY – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 11 (2d8 + 2)
Speed: 40ft
STR: 15 (+2) INT: 2 (-4)
DEX: 10 (+0) WIS: 11 (+0)
CON: 13 (+1) CHA: 7 (-2)
Senses: passive Perception 10
ACTIONS
Hooves. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 7 (2d4 + 2) bludgeoning damage.

PANTHER – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 13 (3d8)
Speed: 50ft, climb 40ft
STR: 14 (+2) INT: 3 (-4)
DEX: 15 (+2) WIS: 14 (+2)
CON: 10 (+0) CHA: 7 (-2)
Skills: Perception +4, Stealth +6
Senses: passive Perception 14
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 Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) slashing damage.

MULE – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 11 (2d8 + 2)
Speed: 40ft
STR: 14 (+2) INT: 2 (-4)
DEX: 10 (+0) WIS: 10 (+0)
CON: 13 (+1) CHA: 5 (-3)
Senses: passive Perception 10
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 Attack: +2 to hit, reach 5ft, one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

MASTIFF – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 5 (1d8 +1)
Speed: 40ft
STR: 13 (+1) INT: 3 (-4)
DEX: 14 (+2) WIS: 12 (+1)
CON: 12 (+1) CHA: 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
Keen Hearing and Smell: The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
ACTIONS
Bite. Melee Attack: +3 to hit, reach 5ft, 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.

HYENA – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11
HP: 5 (1d8 + 1)
Speed: 50ft
STR: 11 (+0) INT: 2 (-4)
DEX: 13 (+1) WIS: 12 (+1)
CON: 12 (+1) CHA: 5 (-3)
Skills: Perception +3
Senses: passive Perception 13
Pack Tactics: The hyena has advantage on an attack roll
against a creature if at least one of the hyena’s allies is
within 5ft of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Attack: +2 to hit, reach 5ft, one target.
Hit: 3 (1d6) piercing damage.

GOAT – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 4 (1d8)
Speed: 40ft
STR: 12 (+1) INT: 2 (-4)
DEX: 10 (+0) WIS: 10 (+0)
CON: 11 (+0) CHA: 5 (-3)
Senses: passive Perception 10
Charge: If the goat 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 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 Attack: +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

GIANT WOLF SPIDER – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 13 HP: 11 (2d8 + 2) Speed: 40ft, climb 40ft
STR: 12 (+1) INT: 3 (-4) DEX: 16 (+3) WIS: 12 (+1)
CON: 13 (+1) CHA: 4 (-3) Skills: Perception +3, Stealth +7
Senses: blindsight 10ft, darkvision 60ft, passive
Perception 13
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 Attack: +3 to hit, reach 5ft, one target.
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 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.

GIANT WEASEL – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 9 (2d8)
Speed: 40ft
STR: 11 (+0) INT: 4 (-3)
DEX: 16 (+3) WIS: 12 (+1)
CON: 10 (+0) CHA: 5 (-3)
Skills: Perception +2, Stealth +5
Senses: darkvision 30ft, passive Perception 13
Keen Hearing and Smell: The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 3) piercing damage.

GIANT WASP – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 13 (3d8)
Speed: 10ft, fly 50ft
STR: 10 (+0) INT: 1 (-5)
DEX: 14 (+2) WIS: 10 (+0)
CON: 10 (+0) CHA: 3 (-4)
Senses: passive Perception 10
ACTIONS
Sting. Melee Attack: +4 to hit, reach 5ft, one creature.
Hit: 5 (1d6 + 2) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much
damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned.


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GIANT POISONOUS SNAKE – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 14
HP: 11 (2d8 + 2)
Speed: 30ft, swim 30ft
STR: 10 (+0) INT: 2 (-4)
DEX: 18 (+4) WIS: 10 (+0)
CON: 13 (+1) CHA: 3 (-4)
Skills: Perception +2
Senses: blindsight 10ft, passive Perception 12
ACTIONS
Bite. Melee Attack: +6 to hit, reach 10ft, one target.
Hit: 6 (1d6 + 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 FROG – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 11 HP: 18 (4d8) Speed: 30ft, swim 30ft
STR: 12 (+1) INT: 2 (-4) DEX: 13 (+1) WIS: 10 (+0)
CON: 11 (+0) CHA: 3 (-4) Skills: Perception +2, Stealth +3 Senses: darkvision 30ft, passive Perception 12
Amphibious: The frog can breathe air and water.
Standing Leap: The frog’s long jump is up to 20ft and its high jump is up to 10ft, with or without a running start.
ACTIONS
Bite. Melee Attack: +3 to hit, reach 5ft, one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until the 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 CRAB – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 15 (natural armor)
HP: 13 (3d8)
Speed: 30ft, swim 30ft
STR: 13 (+1) INT: 1 (-5)
DEX: 15 (+2) WIS: 9 (-1)
CON: 11 (+0) CHA: 3 (-4)
Skills: Stealth +4
Senses: blindsight 30ft, passive Perception 9
Amphibious: The crab can breathe air and water.
ACTIONS
Claws. Melee Attack: +3 to hit, reach 5ft, 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 BADGER – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 13 (2d8 + 4)
Speed: 30ft, burrow 10ft
STR: 13 (+1) INT: 2 (-4)
DEX: 10 (+0) WIS: 12 (+1)
CON: 15 (+2) CHA: 5 (-3)
Senses: darkvision 30ft, passive Perception 11
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 Attack: +3 to hit, reach 5ft, one target.
Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 6 (2d4 + 1) slashing damage.

DEER – CR 0

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 4 (1d8)
Speed: 50ft
STR: 11 (+0) INT: 2 (-4)
DEX: 16 (+3) WIS: 14 (+2)
CON: 11 (+0) CHA: 5 (-3)
Senses: passive Perception 12
ACTIONS
Bite. Melee Attack: +2 to hit, reach 5ft, one target.
Hit: 2 (1d4) piercing damage.

BOAR – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 11 (2d8 + 2)
Speed: 40ft
STR: 13 (+1) INT: 2 (-4)
DEX: 11 (+0) WIS: 9 (-1)
CON: 12 (+1) CHA: 5 (-3)
Senses: passive Perception 9
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 Attack: +3 to hit, reach 5ft, one target.
Hit: 4 (1d6 + 1) slashing damage.

BLACK BEAR – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 19 (3d8 + 6)
Speed: 40ft, climb 30ft
STR: 15 (+2) INT: 2 (-4)
DEX: 10 (+0) WIS: 12 (+1)
CON: 14 (+2) CHA: 7 (-2)
Skills: Perception +3
Senses: passive Perception 13
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 Attack: +3 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 7 (2d4 + 2) slashing damage.

APE – CR 1/2

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 19 (3d8 + 6)
Speed: 30ft, climb 30ft
STR: 16 (+3) INT: 6 (-2)
DEX: 14 (+2) WIS: 12 (+1)
CON: 14 (+2) CHA: 7 (-2)
Skills: Athletics +5, Perception +3
Senses: passive Perception 13
ACTIONS
Multiattack. The ape makes two fist attacks.
Fist. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Attack: +5 to hit, range 25/50ft, one
target.
Hit: 6 (1d6 + 3) bludgeoning damage.

OCTOPUS – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 3 (1d6) Speed: 5ft, swim 30ft
STR: 4 (-3) INT: 3 (-4) DEX: 15 (+2) WIS: 10 (+0)
CON: 11 (+0) CHA: 4 (-3) Skills: Perception +4, Stealth +2 Senses: passive Perception 12

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 Attack: +4 to hit, reach 5ft, 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.


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JACKAL – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 3 (1d6)
Speed: 40ft
STR: 8 (-1) INT: 3 (-4)
DEX: 15 (+2) WIS: 12 (+1)
CON: 11 (+0) CHA: 6 (-2)
Skills: Perception +3
Senses: passive Perception 13
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 5ft of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
Hit: 1 (1d4 - 1) piercing damage.

GIANT RAT – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 7 (2d6)
Speed: 30ft
STR: 7 (-2) INT: 2 (-4)
DEX: 15 (+2) WIS: 10 (+0)
CON: 11 (+0) CHA: 4 (-3)
Senses: darkvision 60ft, passive Perception 10
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 5ft of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 4 (1d4 + 2) piercing damage.

GIANT FIRE BEETLE – CR 0

  • casting time
  • range

  • components
  • duration

AC: 13 (natural armor)
HP: 4 (1d6 + 1)
Speed: 30ft
STR: 8 (-1) INT: 1 (-5)
DEX: 10 (+0) WIS: 7 (-2)
CON: 12 (+1) CHA: 3 (-4)
Senses: blindsight 30ft, passive Perception 8
Illumination: The beetle sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
Hit: 2 (1d6 – 1) slashing damage.

GIANT CENTIPEDE – CR 1/4

  • casting time
  • range

  • components
  • duration

AC: 13 (natural armor)
HP: 4 (1d6 + 1)
Speed: 30ft, climb 30ft
STR: 5 (-3) INT: 1 (-5)
DEX: 14 (+2) WIS: 7 (-2)
CON: 12 (+1) CHA: 3 (-2)
Senses: blindsight 30ft, passive Perception 8
ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
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.

EAGLE – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 3 (1d6)
Speed: 10ft, fly 60ft
STR: 6 (-2) INT: 2 (-4)
DEX: 15 (+2) WIS: 14 (+2)
CON: 10 (+0) CHA: 7 (-2)
Skills: Perception +4
Senses: passive Perception 14
Keen Sight: The eagle has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Talons. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 4 (1d4 + 2) slashing damage.

BLOOD HAWK – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 7 (2d6)
Speed: 10ft, fly 60ft
STR: 6 (-2) INT: 3 (-4)
DEX: 14 (+2) WIS: 14 (+2)
CON: 10 (+0) CHA: 5 (-3)
Skills: Perception +4
Senses: passive Perception 14
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 5ft of the creature and the ally isn’t incapacitated.
ACTIONS
Beak. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 4 (1d4 + 2) piercing damage.

BABOON – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 3 (1d6)
Speed: 30ft, climb 30ft
STR: 8 (-1) INT: 4 (-3)
DEX: 14 (+2) WIS: 12 (+1)
CON: 11 (+0) CHA: 6 (-2)
Senses: passive Perception 11
Pack Tactics: The baboon has advantage on an attack
roll against a creature if at least one of the baboon’s
allies is within 5ft of the creature and the ally isn’t
incapacitated.
ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
Hit: 1 (1d4 – 1) piercing damage.

WEASEL – CR 0

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 1 (1d4 - 1)
Speed: 30ft
STR: 3 (-4) INT: 2 (-4)
DEX: 16 (+3) WIS: 12 (+1)
CON: 8 (-1) CHA: 3 (-4)
Skills: Perception +3, Stealth +5
Senses: darkvision 30ft, passive Perception 9
Keen Hearing and Smell: The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 1 piercing damage.

SPIDER – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 2 (1d4) Speed: 20ft, climb 20ft
STR: 2 (-4) INT: 1 (-5)
DEX: 14 (+2) WIS: 10 (+0)
CON: 8 (-1) CHA: 2 (-4)
Skills: Stealth +4
Senses: darkvision 30ft, passive Perception 10
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 Attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage, and the target must succeed on
a DC 9 Constitution saving throw or take 2 (1d4) poison
damage.


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SEA HORSE – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11
HP: 1 (1d4 - 1)
Speed: 0ft, swim 20ft
STR: 1 (-5) INT: 1 (-5)
DEX: 12 (+1) WIS: 8 (-1)
CON: 8 (-1) CHA: 2 (-4)
Senses: blindsight 10ft, passive Perception 9
Water Breathing: The sea horse can breathe only
underwater.

SCORPION – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 1 (1d4 - 1)
Speed: 10ft
STR: 2 (-4) INT: 1 (-5)
DEX: 11 (+0) WIS: 8 (-1)
CON: 8 (-1) CHA: 2 (-4)
Senses: blindsight 10ft, passive Perception 9
ACTIONS
Sting. Melee Attack: +2 to hit, reach 5ft, one target.
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.

RAVEN – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 1 (1d4 - 1)
Speed: 10ft, fly 50ft
STR: 2 (-4) INT: 2 (-4)
DEX: 14 (+2) WIS: 12 (+1)
CON: 8 (-1) CHA: 6 (-2)
Skills: Perception +3
Senses: passive Perception 13
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 Attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage

RAT – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 1 (1d4 - 1)
Speed: 20ft
STR: 2 (-4) INT: 2 (-4)
DEX: 11 (+0) WIS: 10 (+0)
CON: 9 (-1) CHA: 4 (-3)
Senses: darkvision 30ft, passive Perception 10
Keen Smell: The rat has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Bite. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 slashing damage.

OWL – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11
HP: 1 (1d4 - 1)
Speed: 5ft, fly 60ft
STR: 3 (-4) INT: 2 (-4)
DEX: 13 (+1) WIS: 12 (+1)
CON: 8 (-1) CHA: 7 (-2)
Skills: Perception +3, Stealth +3
Senses: darkvision 120ft, passive Perception 13
Flyby: The owl doesn’t provoke opportunity attacks when
it flies out of an enemy’s reach.
Keen Sight: The owl has advantage on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Talons. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 1 slashing damage.

QUIPPER (PIRAHNA) – CR 0

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 1 (1d4 - 1)
Speed: 0ft, swim 40ft
STR: 2 (-4) INT: 1 (-5)
DEX: 16 (+3) WIS: 7 (-2)
CON: 9 (-1) CHA: 2 (-4)
Senses: darkvision 60ft, passive Perception 8
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 only breathe
underwater.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 1 piercing damage.

LIZARD – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 2 (1d4)
Speed: 20ft, climb 20ft
STR: 2 (-4) INT: 1 (-5)
DEX: 11 (+0) WIS: 8 (-1)
CON: 10 (+0) CHA: 3 (-4)
Senses: darkvision 30ft, passive Perception 9
ACTIONS
Bite. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 piercing damage

POISONOUS SNAKE – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 2 (1d4)
Speed: 30ft, swim 30ft
STR: 2 (-4) INT: 1 (-5)
DEX: 16 (+3) WIS: 10 (+0)
CON: 11 (+0) CHA: 3 (-4)
Senses: blindsight 10ft, passive Perception 10
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, 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 on a
successful one.

HAWK (FALCON) – CR 0

  • casting time
  • range

  • components
  • duration

AC: 13
HP: 1 (1d4 - 1)
Speed: 10ft, fly 60ft
STR: 5 (-3) INT: 2 (-4)
DEX: 16 (+3) WIS: 14 (+2)
CON: 8 (-1) CHA: 6 (-2)
Skills: Perception +4
Senses: passive Perception 14
Keen Sight: The hawk has advantage on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Talons. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 1 slashing damage.


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FROG/TOAD – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11
HP: 1 (1d4 - 1)
Speed: 20ft, swim 20ft
STR: 1 (-5) INT: 1 (-5)
DEX: 13 (+1) WIS: 8 (-1)
CON: 8 (-1) CHA: 3 (-4)
Skills: Perception +1, Stealth +3
Senses: darkvision 30ft, passive Perception 11
Amphibious: The frog can breathe air and water.
Standing Leap: The frog’s long jump is up to 10ft and its
high jump is up to 5ft, with or without a running start.
A frog has no effective attacks.

CAT – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 2 (1d4)
Speed: 40ft, climb 30ft
STR: 3 (-4) INT: 3 (-4)
DEX: 15 (-2) WIS: 12 (+1)
CON: 10 (+0) CHA: 7 (-2)
Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Keen Smell: The cat has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Claws. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 slashing damage.

FLYING SNAKE – CR 1/8

  • casting time
  • range

  • components
  • duration

AC: 14
HP: 5 (2d4)
Speed: 30ft, fly 60ft, swim 30ft
STR: 4(-3) INT: 2 (-4)
DEX: 18 (+4) WIS: 12 (+1)
CON: 11 (+0) CHA: 5 (-3)
Senses: blindsight 10ft, passive Perception 11
Flyby: The snake doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 1 piercing damage plus 7 (3d4) poison damage.

BAT – CR 0

  • casting time
  • range

  • components
  • duration

AC: 12
HP: 1 (1d4 - 1)
Speed: 5ft, fly 30ft
STR: 2 (-4) INT: 2 (-4)
DEX: 15 (+2) WIS: 12 (+1)
CON: 8 (-1) CHA: 4 (-3)
Senses: blindsight 60ft, passive Perception 11
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 Attack: +0 to hit, reach 5ft, one creature.
Hit: 1 piercing damage.

CRAB – CR 0

  • casting time
  • range

  • components
  • duration

AC: 11 (natural armor)
HP: 2 (1d4)
Speed: 20ft, swim 20ft
STR: 2 (-4) INT: 1 (-5)
DEX: 11 (+0) WIS: 8 (-1)
CON: 10 (+0) CHA: 2 (-4)
Skills: Stealth +2
Senses: blindsight 30ft, passive Perception 9
Amphibious: The crab can breathe air and water.
ACTIONS
Claw. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 bludgeoning damage.

BADGER – CR 0

  • casting time
  • range

  • components
  • duration

AC: 10
HP: 3 (1d4 + 1)
Speed: 20ft, burrow 5ft
STR: 4 (-3) INT: 2 (-4)
DEX: 11 (0) WIS: 12 (+1)
CON: 12 (+1) CHA: 5 (-3)
Senses: darkvision 30ft, passive Perception 11
Keen Smell: The badger has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Bite. Melee Attack: +2 to hit, reach 5ft, one target.
Hit: 1 piercing damage.


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