special bsence
spellcasting
actions
legendary
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the feys chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Multiattack.The Fey makes a number of attacks equal to half this spells level rounded down.
Shortsword. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d6 + 3 + the spells level piercing damage + 1d6 force damage.
When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Multiattack. The dragon makes a number of Rend attacks equal to half the spells level rounded down, and it uses Breath Weapon.
Rend. Melee Weapon Attack your spell attack modifier to hit, reach 10 ft., one target. Hit 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to your choice on a failed save, or half as much damage on a successful one.
Flyby Air Only. The beast doesnt provoke opportunity attacks when it flies out of an enemys reach.
Pack Tactics Land and Water Only. The beast has advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isnt incapacitated.
Water Breathing Water Only. The beast can breathe only underwater.
Multiattack. The beast makes a number of attacks equal to half this spells level rounded down.
Maul. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 4 + the spells level piercing damage.
Shadow Stealth Fear Only. While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy Fury Only. The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow Despair Only. Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creatures next turn.
Multiattack. The spirit makes a number of attacks equal to half this spells level rounded down.
Chilling Hand. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d12 + 3 + the spells level cold damage.
Dreadful Scream 1/Day. The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Flurry of Blows Monk Only. The monk makes one Unarmed Strike attack.
Multiattack. The warrior makes a number of attacks equal to half this spells level rounded down.
Reckless Strike Barbarian Only. Melee Weapon Attack your spell attack modifier to hit with advantage, reach 5 ft., one target. Hit 1d12 + 3 + the spells level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike Fighter Only. Melee or Ranged Weapon Attack your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit 1d6 + 3 + the spells level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike Monk Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d4 + 3 + the spells level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Regeneration Slaad Only. The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura Star Spawn Only. At the start of each of the aberrations turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isnt incapacitated.
Multiattack. The aberration makes a number of attacks equal to half this spells level rounded down.
Claws Slaad Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 3 + the spells level slashing damage. If the target is a creature, it cant regain hit points until the start of the aberrations next turn.
Eye Ray Beholderkin Only. Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one creature. Hit 1d8 + 3 + the spells level psychic damage.
Psychic Slam Star Spawn Only. Melee Spell Attack your spell attack modifier to hit, reach 5 ft., one creature. Hit 1d8 + 3 + the spells level psychic damage
ReactionBerserk Lashing Clay Only. When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Heated Body Metal Only. A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy Stone Only. When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target cant use reactions and its speed is halved until the start of its next turn.
Multiattack. The construct makes a number of attacks equal to half this spells level rounded down.
Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 4 + the spells level bludgeoning damage.
Amorphous Form Air, Fire, and Water Only.The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes a number of attacks equal to half this spells level rounded down.
Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 4 + the spells level bludgeoning damage Air, Earth, and Water only or fire damage Fire only.
Multiattack. The celestial makes a number of attacks equal to half this spells level rounded down.
Radiant Bow Avenger Only. Ranged Weapon Attack your spell attack modifier to hit, reach 150/600 ft., one target. Hit 2d6 + 2 + the spells level radiant damage.
Radiant Mace Defender Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 3 + the spells level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch 1/Day. The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spells level.
Death Throes Demon Only. When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spells level fire damage on a failed save, or half as much damage on a successful one.
Devils Sight Devil Only. Magical darkness doesnt impede the fiends darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Multiattack. The fiend makes a number of attacks equal to half this spells level rounded down.
Bite Demon Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d12 + 3 + the spells level necrotic damage.
Claws Yugoloth Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 3 + the spells level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame Devil Only. Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one target. Hit 2d6 + 3 + the spells level fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
Immutable Form. The item is immune to any spell or effect that would alter its form.
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease your choice the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.
Force-Empowered Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft. one target you can see. Hit 1d10 + your Proficency Bonusforce damage.
Pounce.If the allosaurus moves at least 30 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 knockedprone. If the target isprone, the allosaurus can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 15 2d10 + 4 piercing damage.
Claw. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 slashing damage.
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.
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.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2slashing damage.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2slashing damage.
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.
Bite. Melee Weapon Attack+1 to hit, reach 5 ft., one target. Hit 1 1d4 - 1 piercing damage.
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.
Bite. Melee Weapon Attack+1 to hit, reach 5 ft., one target. Hit 1 1d4 - 1 piercing damage.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit1 piercing 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.
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.
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 +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 7 2d4 + 2 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 +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 7 2d4 + 2 slashing damage.
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.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit41d4 + 2piercing damage.
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.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit41d4 + 2piercing 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+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing 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+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing 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 +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 piercing damage.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 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 +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 piercing damage.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 slashing damage.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit21d4bludgeoning damage.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit21d4bludgeoning damage.
keen Smell. The cat has advantage on Wisdom Perception checks that rely on smell.
Claws.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 slashing damage.
keen Smell. The cat has advantage on Wisdom Perception checks that rely on smell.
Claws.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 slashing damage.
Keen Smell The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack
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.
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.
Amphibious.The crab can breathe air and water.
Claw. Melee Weapon Attack +0 to hit, reach 5 ft., one target. Hit 1 bludgeoning damage.
Amphibious.The crab can breathe air and water.
Claw. Melee Weapon Attack +0 to hit, reach 5 ft., one target. Hit 1 bludgeoning damage.
Hold Breath.The crocodile can hold its breath for 15 minutes.
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.
Hold Breath.The crocodile can hold its breath for 15 minutes.
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.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit21d4piercing damage.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit21d4piercing 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 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.
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 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.
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.
desease If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 1d6 every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 31d6every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
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.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 31d6every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
Hooves.Melee Weapon Attack+6to hit, reach 5 ft., one target.Hit92d4 + 4bludgeoning damage.
Hooves.Melee Weapon Attack+6to hit, reach 5 ft., one target.Hit92d4 + 4bludgeoning 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 4 1d4 + 2 slashing 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 4 1d4 + 2 slashing damage.
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.
Ram.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit61d6 + 3bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one prone creature. Hit 8 2d4 + 3 bludgeoning damage.
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.
Ram.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit61d6 + 3bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one prone creature. Hit 8 2d4 + 3 bludgeoning damage.
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 1 piercing damage plus 7 3d4 poison damage.
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 1 piercing damage plus 7 3d4 poison 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.
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.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
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.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
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.
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 +4 to hit, reach 5 ft., one creature. Hit 5 1d6 + 2 piercing 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 +4 to hit, reach 5 ft., one creature. Hit 5 1d6 + 2 piercing 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 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.
Tusk. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 slashing damage.
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.
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.
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.
Amphibious. The crab can breathe air and water.
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.
Amphibious. The crab can breathe air and water.
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.
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 6 1d6 + 3 piercing damage.
Talons. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 slashing damage.
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 6 1d6 + 3 piercing damage.
Talons. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 slashing damage.
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.
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.
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Bite.Melee Weapon Attack+1to hit, reach 5 ft., one target.Hit21d6 ? 1slashing damage.
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Bite.Melee Weapon Attack+1to hit, reach 5 ft., one target.Hit21d6 ? 1slashing damage.
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.
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.
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.
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.
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.
Ram. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 8 2d4 + 3 bludgeoning 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 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.
Ram. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 8 2d4 + 3 bludgeoning damage.
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 5 ft., one target. Hit 10 2d6 + 3 piercing damage.
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 5 ft., one target. Hit 10 2d6 + 3 piercing damage.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 6 1d8 + 2 piercing damage.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 6 1d8 + 2 piercing damage.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2piercing damage.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2piercing 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 breathe only underwater.
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.
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.
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.
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 8 2d6 + 1 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 8 2d6 + 1 slashing damage.
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.
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.
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.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage.
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.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage.
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. It 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.
Ram. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit 4 1d6 + 1 bludgeoning damage.
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. It 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.
Ram. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit 4 1d6 + 1 bludgeoning 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 +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 56. 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.
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 lions allies is within 5 feet of the creature and the ally isnt 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 7 1d8 + 3 piercing damage.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 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 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.
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 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.
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 7 2d4 + 2 piercing damage.
Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 9 2d6 + 2 slashing damage.
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 7 2d4 + 2 piercing damage.
Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 9 2d6 + 2 slashing damage.
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.
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.
Keen Hearing and Smell. The weasel has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit51d4 + 3piercing damage.
Keen Hearing and Smell. The weasel has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit51d4 + 3piercing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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.
Ram.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit31d4 + 1bludgeoning 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 against effects that would knock it prone.
Ram.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit31d4 + 1bludgeoning damage.
Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight.
Talons. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 1 slashing damage.
Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight.
Talons. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 1 slashing damage.
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.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 13 2d8 + 4 piercing damage.
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.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit31d6piercing damage.
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.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit31d6piercing damage.
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.
Bite.Melee Weapon Attack+1to hit, reach 5 ft., one target.Hit11d4 1 piercing damage.
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.
Bite.Melee Weapon Attack+1to hit, reach 5 ft., one target.Hit11d4 1 piercing damage.
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 lions allies is within 5 feet of the creature and the ally isnt 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 7 1d8 + 3 piercing damage.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 slashing damage.
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 lions allies is within 5 feet of the creature and the ally isnt 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 7 1d8 + 3 piercing damage.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 slashing damage.
Bite.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 piercing damage.
Bite.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Hearing and Smell.The mastiff has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.
Keen Hearing and Smell.The mastiff has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
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.
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.
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.
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.
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+3to hit, reach 5 ft., one target.Hit1 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+3to hit, reach 5 ft., one target.Hit1 slashing damage.
Keen Smell. The panther has advantage on Wisdom Perception checks that rely on smell.
Keen Smell. The panther has advantage on Wisdom Perception checks that rely on smell.
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Bite. Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit 14 3d6 + 4 piercing damage.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 52d4poison damage on a failed save, or half as much damage on a successful one.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 52d4poison damage on a failed save, or half as much damage on a successful one.
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 +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.
Hooves.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit72d4 + 2bludgeoning damage.
Hooves.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit72d4 + 2bludgeoning damage.
Flyby.The pteranodon doesnt provoke an opportunity attack when it flies out of an enemys reach.
Bite.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit62d4 + 1piercing damage.
Flyby.The pteranodon doesnt provoke an opportunity attack when it flies out of an enemys reach.
Bite.Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit62d4 + 1piercing damage.
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.
Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 1 piercing damage.
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.
Bite. Melee Weapon Attack +5 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+0to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Smell. The rat has advantage on Wisdom Perception checks that rely on smell.
Bite.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 piercing damage.
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.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit1 piercing damage.
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.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit1 piercing damage.
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.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 6 1d8 + 2 piercing damage.
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.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 6 1d8 + 2 piercing damage.
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 92d8bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knockedprone.
Gore.Melee Weapon Attack+7to hit, reach 5 ft., one target.Hit142d8 + 5bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 8 2d4 + 3 bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 8 2d4 + 3 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 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.
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.
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.
Sting.Melee Weapon Attack+2to hit, reach 5 ft., one creature.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison damage on a failed save, or half as much damage on a successful one.
Sting.Melee Weapon Attack+2to hit, reach 5 ft., one creature.Hit1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 41d8poison damage on a failed save, or half as much damage on a successful one.
Water Breathing. The sea horse can breathe only underwater.
Water Breathing. The sea horse can breathe only underwater.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blood Drain. Melee Weapon Attack +5 to hit, reach 5 ft., one creature. Hit 5 1d4 + 3 piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 1d4 + 3 hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Blood Drain. Melee Weapon Attack +5 to hit, reach 5 ft., one creature. Hit 5 1d4 + 3 piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 1d4 + 3 hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
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 8 1d10 + 3 piercing damage.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 7 1d8 + 3 slashing 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 8 1d10 + 3 piercing damage.
Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 7 1d8 + 3 slashing damage.
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.
Beak. Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit 2 1d4 piercing damage.
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.
Beak. Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit 2 1d4 piercing damage.
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.
Hooves. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 bludgeoning damage.
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.
Hooves. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 bludgeoning damage.
Keen Hearing and Smell. The weasel has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Hearing and Smell. The weasel has advantage on Wisdom Perception checks that rely on hearing or smell.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell.
Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell.
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.
Tail.Melee Weapon Attack+7to hit, reach 10 ft., one target.Hit184d6 + 4bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knockedprone.
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.
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.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 21 5d6 + 4 piercing damage.
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit 14 2d8 + 5 bludgeoning damage.
Whirlwind Recharge 46. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 3d8 + 2 bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack +8 to hit, reach 10 ft., one target. Hit 14 2d8 + 5 bludgeoning damage.
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 1d10 fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 1d10 fire damage and catches fire until someone takes an action to douse the fire, the creature takes 5 1d10 fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 1d10 fire damage at the start of each of its turns.
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes its speed is reduced by 20 feet until the end of its next turn.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit 13 2d8 + 4 bludgeoning damage.
Whelm Recharge 46. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 2d8 + 4 bludgeoning damage. If it is Large or smaller, it is also grappled escape DC 14. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 2d8 + 4 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
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 knockedprone. If the target isprone, the elephant can make one stomp attack against it as a bonus action.