Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1d6 +3 bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50ft, one target. Hit: 1d6 +3) bludgeoning damage.
Pack Tactics. The baboon has advantage on an attack rolla against a creature if at least one of the baboon's allies is within 5ft. Of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack:+1 to hit, reach 5 ft., one creature.
Hit:4 (1d4 - 1) piercing damage.
Keen Smell. The badger has advantage on WIS (Perception) checks that rely on smell.
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., one creature.
Hit:1 piercing damage.
Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d6 +2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft, 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 thy ally isn't incapacitated.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 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 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest) If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +3 to hit, reach 5ft., one target Hit: (1d6 + 1) slashing damage.
Keen Smell. The bear has advantage on WIS (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 5ft, one target. Hit: 1d8 +4 piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: (2d6 + 4) slashing damage.
Keen Smell. The cat has advantage on WIS (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature.
Hit:1 slashing damage.
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., one creature.
Hit:1 piercing damage.
Constrict Melee Weapon Attack +4 tp hit. Reach 5ft. One creature. Hit 1d8+2 bludgeoning damage. The target is grappled, escape DC 14. Until this grapple ends, the creature is restrained, and the snake can't cosntrict 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:1d10+2 piercing damage. 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: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing 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 attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ,,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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:+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack:+5 to hit, reach 5 ft., one prone creature.
Hit:8 (2d4 + 3) bludgeoning damage.
Flyby The flying snake doesn't provoque opportunity attacks whe int flies out of an enemy's reach.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit:1 Piercing damage plus 3d4 poison damage.
Keen Smell. The badger has advantage on WIS (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 5ft, one target. Hit: 1d6 +1 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 2d4 + 1) slashing damage.
Echolocation. The bat can't use its blindsight while deafened Keen Hearing. The bat has advantage on WIS (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 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 7 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 5ft., one target Hit: (2d6 + 3) slashing damage.
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.
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 5 ft., one target.
Hit: 2d6 + 4 bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 4d8 + 4 bludgeoning damage.
A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for 1d6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.
Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.,,
Bite. . Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing 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.
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: (2d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Flyby. The owl doesn't provoke oportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on WIS (Perception) checks that rely on hearing or sight.,
Talons. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 8 (2d6 + 1) slashing damage
Keen Smell. The rat has advantage on WIS (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 ft. of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Camouflage. The octopus has advantage on
Dexterity (Stealth) checks.
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.
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 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d10)poison damage. 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 (or 3d6 (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.
Peak 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 target.
Hit: 1d6 + 2 piercing damage. The target must make a DC 11 Constitution saving throw, taking 10 (or 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 giant weasel has advantage on Wisdom (Perception) checks that rely on sight or smell.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 piercing damage. The target must make a DC 11 Constitution saving throw, taking 10 (or 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.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
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: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Flyby The owl doesn't provoque opportunity attacks whe int flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Keen Smell. The panther has advantage on WIS (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 ft. 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d6 +2 piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d4 + 2 slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage. The target must make a DC 10 Constitution saving throw, taking 5 (or 2d4 (2d4)) poison damage on a failed save, or half as much damage on a successful one.
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 WIS (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 ft. 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 5ft, one target. Hit: 1d10 +3 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1d8 + 3 slashing 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: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning 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 attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ,,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Keen Smell. The rat has advantage on WIS (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 ft. of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Keen Hearing. The rabbit has advantage on WIS (Perception) checks that rely on smell.
Hop. The rabbit long jump is up to 5ft and its high jump is up to 5 ft, with or without a running start.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage and the target must succed on a DC 9 Constitution Saving Throw or take 1d4 poison damage.