Bite. Melee Attack Roll: +6, reach 10
ft. Hit: 6 (1d4 + 4) Piercing damage
plus 4 (1d8) Poison damage.
TRAITS
Spider Climb. The lizard can climb
difficult surfaces, including along
ceilings, without needing to make
an ability check.Giant Goat
Bite. Melee Attack Roll: +4, reach 5 ft.
Hit: 6 (1d8 + 2) Piercing damage.
TRAITS
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 Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2)
Piercing damage. If the target is a Medium or
smaller creature, it has the Grappled condition
(escape DC 11).
Swallow. The frog swallows a Small or smaller
target it is grappling. While swallowed, the target
isn’t Grappled but has the Blinded and Restrained
conditions, and it has Total Cover against attacks
and other effects outside the frog. While
swallowing the target, the frog can’t use Bite, and
if the frog dies, the swallowed target is no longer
Restrained and can escape from the corpse
using 5 feet of movement, exiting with the Prone
condition. At the end of the frog’s next turn, the
swallowed target takes 5 (2d4) Acid damage. If
that damage doesn’t kill it, the frog disgorges it,
causing it to exit Prone.
TRAITS
Illumination. The beetle sheds
Bright Light in a 10-foot radius and
Dim Light for an additional 10 feet.
Bite. Melee Attack Roll: +1, reach 5 ft.
Hit: 1 Fire damage.
Bite. Melee Attack Roll: +4, reach 5 ft.
Hit: 4 (1d4 + 2) Piercing damage,
and the target has the Poisoned
condition until the start of the
centipede’s next turn
TRAITS
Amphibious. The crab can
breatheair and water.
Claw. Melee Attack Roll: +3,
reach 5ft.
Hit: 4 (1d6 + 1) Bludgeoning
damage. If the target is a Medium
or smaller creature, it has the
Grappled condition (escape DC 11)
from one of two claws.
Bite. Melee Attack Roll: +3,
reach 5 ft.
Hit: 6 (2d4 + 1) Piercing damage.
TRAITS
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.
Bite. Melee Attack Roll: +3,
reach 5 ft.
Hit: 1 Piercing damage
Ram. Melee Attack Roll: +5, reach 5
ft. Hit: 6 (1d6 + 3) Bludgeoning
damage. If the target is a Large or
smaller creature and the elk
moved 20+ feet straight toward it
immediately before the hit, the
target takes an extra 3 (1d6)
Bludgeoning damage and has the
Prone condition.
Hooves. Melee Attack Roll: +6,
reach 5 ft.
Hit: 6 (1d4 + 4) Bludgeoning
damage
TRAITS
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
doesn’t have the Incapacitated
condition.
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 8 (1d10 + 3) Piercing damage. If
the target is a Large or smaller
creature, it has the Prone condition.
TRAITS
Agile. The deer doesn’t provoke an
Opportunity Attack when it moves
out of an enemy’s reach.
Bite. Melee Attack Roll: +2, reach 5
TRAITS
Hold Breath. The crocodile can
hold its breath for 1 hour.
Bite. Melee Attack Roll: +4,
reach 5 ft.
Hit: 6 (1d8 + 2) Piercing damage. If
the target is a Medium or smaller
creature, it has the Grappled
condition (escape DC 12). While
Grappled, the target has the
Restrained condition.
TRAITS
Amphibious. The crab can
breathe air and water.
Claw. Melee Attack Roll: +2,
reach 5
ft. Hit: 1 Bludgeoningdamage.
Bite. Melee Attack Roll: +4,
reach 5 ft.
Hit: 6 (1d8 + 2) Piercing damage.
Constrict. Strength Saving Throw:
DC 12, one Medium or smaller
creature the snake can see within
5 feet. Failure: 7 (3d4) Bludgeoning
damage, and the target has the
Grappled condition
(escape DC 12)
TRAITS
Jumper. The cat’s jump distance
is determined using its Dexterity
rather than its Strength
Scratch. Melee Attack Roll: +4,
reach 5 ft. Hit: 1 Slashing damage.
Bite. Melee Attack Roll: +4,
reach 5 ft.
Hit: 4 (1d4 + 2) Bludgeoning
damage.
Multiattack. The bear makes one
Bite attack and one Claw attack.
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 7 (1d8 + 3) Piercing damage.
Claws. Melee Attack Roll: +5,
reach 5 ft.
Hit: 5 (1d4 + 3) Slashing damage. If
the target is a Large or smaller
creature, it has the Prone condition.
TRAITS
Bloodied Fury. While Bloodied, the
boar has Advantage on attack rolls
Tusk. Melee Attack Roll: +3, reach 5
ft. Hit: 4 (1d6 + 1) Piercing damage. If
the target is a Medium or smaller
creature and the boar moved 20+
feet straight toward it immediately
before the hit, the target takes an
extra 3 (1d6) Piercing damage
Multiattack. The bear makes two
Rend attacks.
Rend. Melee Attack Roll: +4,
reach 5 ft.
Hit: 5 (1d6 + 2) Slashing damage
Bite. Melee Attack Roll: +2,
reach 5 ft.
Hit: 1 Piercing damage.
TRAITS:
Pack TacticsThe 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
doesn’t have the Incapacitated
condition.
Bite.Melee Attack Roll: +1, reach
Beak. +4 to hit, reach 5 ft.,
one target.
Hit: 6 (1d8 + 2) slashing damage
Multiattack. The ape makes
two Fist attacks
Fist. Melee Attack Roll: +5, reach
5 ft. Hit: 5 (1d4 + 3) Bludgeoning
damage.
Rock (Recharge 6). Ranged
Attack Roll: +5, range 25/50 ft.
Hit: 10 (2d6 + 3) Bludgeoning
damage
TRAITS..
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 doesn’t have
the Incapacitated condition
Bite. .Melee Attack Roll: +4, reach 5 ft.
Hit: 5 (1d6 + 2) Piercing damage. If
the target is a Medium or smaller
creature, it has the Prone condition
Bite. Melee Attack Roll: +5, reach 5
ft.
Hit: 1 Piercing damage.
Hooves. Melee Attack Roll: +6,
reach 5 ft. Hit: 9 (2d4 + 4)
Bludgeoning damage. If the
target is a Large or smaller
creature and the horse
moved 20+ feet straight toward it
immediately before the hit, the
target takes an extra 5 (2d4)
Bludgeoning damage and has
the Prone condition
Bite.Melee Attack Roll: +4, reach
5 ft. Hit: 4 (1d4 + 2) Piercing
damage plus 3 (1d6) Poison
damage.
TRAITS
Spider Climb. The spider can climb
difficult surfaces, including along
ceilings, without needing to make
an ability check.
Web Walker. The spider ignores
movement restrictions caused by
webs, and the spider knows the
location of any other creature in
contact with the same web
Bite. Melee Attack Roll: +4, reach 5 ft.
Hit: 1 Piercing damage plus 2 (1d4)
Poison damage.
Sting. Melee Attack Roll: +2, reach 5
ft. Hit: 1 Piercing damage plus 3
(1d6) Poison damage.
Hooves. Melee Attack Roll: +5,
reach 5 ft. Hit: 7 (1d8 + 3)
Bludgeoning damage.
TRAITS
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
ofthe creature and the ally
doesn’t have the Incapacitated
condition.
Water Breathing. The shark can
breathe only underwater.
Bite. Melee Attack Roll: +4, reach 5
ft.
TRAITS
Agile. The rat doesn’t provoke an
Opportunity Attack when it moves
out of an enemy’s reach.
Bite. Melee Attack Roll: +2, reach 5
ft. Hit: 1 Piercing damage.
TRAITS
Water Breathing. The piranha can
breathe only underwater.
Bite. Melee Attack Roll: +5 (with
Advantage if the target doesn’t
have all its Hit Points), reach 5 ft. Hit:
1 Piercing damage.
Hooves. Melee Attack Roll: +4,
reach 5 ft. Hit: 4 (1d4 + 2)
Bludgeoning damage
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 6 (1d6 + 3) Slashing damage.
BOMUS ACTIONS
Nimble Escape. The panther takes
the Disengage or Hide action.
TRAITS
Compression. The octopus can move through a
space as narrow as 1 inch without spending
extra movement to do so.
Water Breathing. The octopus can breathe only
underwater.
Tentacles. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: (1) Bludgeoning damage.
REACTIONS
Ink Cloud (1/Day). *Trigger*: A creature
ends its turn within 5 feet of the octopus
while underwater. *Response*: The
octopus releases ink that fills a 5-foot
Cube centered on itself, and the octopus
moves up to its Swim Speed. The Cube is
Heavily Obscured for 1 minute or until a
strong current or similar effect disperses
the ink.
TRAITS
Beast of Burden. The mule counts
as one size larger for the purpose
of determining its carrying
capacity.
Hooves. Melee Attack Roll: +4,
reach 5 ft. Hit: 4 (1d4 + 2)
Bludgeoning damage.
Bite. Melee Attack Roll: +3, reach 5 ft.
Hit: 4 (1d6 + 1) Piercing damage. If
the target is a Medium or smaller
creature, it has the Prone condition.
TRAITS
Spider Climb. The lizard can climb
difficult surfaces, including along
ceilings, without needing to make
an ability check.
Bite. Melee Attack Roll: +2, reach 5
ft. Hit: 1 Piercing damage.
Bite. Melee Attack Roll: +1,
reach 5 ft.
Hit: 1 (1d4 – 1) Piercing damage.
TRAITS
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
doesn’t have the Incapacitated
condition
Bite. Melee Attack Roll: +2, reach 5
ft. Hit: 3 (1d6) Piercing damage
Ram. Melee Attack Roll: +2, reach 5
ft. Hit: 1 Bludgeoning damage, or 2
(1d4) Bludgeoning damage if the
goat moved 20+ feet straight
toward the target immediately
before the hit.
TRAITS
Spider Climb. The spider can climb
difficult surfaces, including along
ceilings, without needing to make
an ability check.
Bite. Melee Attack Roll: +5, reach 5 ft.
Hit: 5 (1d4 + 3) Piercing damage plus
5 (2d4) Poison damage.
Bite. Melee Attack Roll: +5, reach
5 ft.
Hit: 5 (1d4 + 3) Piercing damage.
TRAITSWater Breathing. The seahorse
can breathe only underwater
Ram. Melee Attack Roll: +4, reach 5
ft. Hit: 9 (2d6 + 2) Bludgeoning
damage, or 11 (2d8 + 2) Bludgeoning
damage if the seahorse moved 20+
feet straight toward the target
immediately before the hit.
BONUS ACTIONS
Bubble Dash. While underwater, the
seahorse moves up to half its Swim
Speed without provoking
Opportunity Attacks.
TRAITS
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 doesn’t have the Incapacitated
condition.
Bite. Melee Attack Roll: +5, reach 5
feet. Hit: 5 (1d4 + 3) Piercing damage.