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Pet Raven

Pet Raven Tiny Beast, Unaligned 0 10 xp

  • Armor class 12 (Natural Armor)
  • Hit points 2 (1d4)
  • Speed 10 ft. Fly 50 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: Understands Common

Challenge: 0 (10 xp)

This creature is a pet. Pets cannot die - if a pet is reduced to 0 hp, it falls unconscious and is stable. It can be revived to full health by tending to it for 1 hour while treating it with 10gp worth of medicine and treats.
Pets act immediately after their owner on initiative. If the pet is well trained/bonded, the owner can use their action to command the pet to perform an action such as attack, interact with an object, etc.

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 12 Wisdom (Insight) check.

Actions

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

Pet Dog

Pet Dog Medium Beast, Unaligned 1/8 25 xp

  • Armor class 12 (Natural)
  • Hit points 5 (1d8+1)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: Understands Common but cannot speak

Challenge: 1/8 (25 xp)

This creature is a pet. Pets cannot die - if a pet is reduced to 0 hp, it falls unconscious and is stable. It can be revived to full health by tending to it for 1 hour while treating it with 10gp worth of medicine and treats.
Pets act immediately after their owner on initiative. If the pet is well trained/bonded, the owner can use their action to command the pet to perform an action such as attack, interact with an object, etc.

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Mastiff (Mount)

Mastiff (Mount) Medium Beast, Unaligned 1/8 25 xp

  • Armor class 12 (Saddle)
  • Hit points 5 (1d8+1)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: Understands Common but cannot speak

Challenge: 1/8 (25 xp)

This creature is a Mount. While mounted, the rider can use the mount's movement separately from their own, and the mount can use its action to dash or disengage. The rider can use their action to order the mount to attack.

Keen Hearing and Smell. The mastiff has advantage on Perception checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Pet Ball Python (Baby)

Pet Ball Python (Baby) Tiny Beast, Unaligned 1/8 25 xp

  • Armor class 10 (Natural Armor)
  • Hit points 2
  • Speed 20 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blindsight 10 ft., Passive Perception 10

Languages: --

Challenge: 1/8 (25 xp)

This creature is a pet. Pets cannot die - if a pet is reduced to 0 hp, it falls unconscious and is stable. It can be revived to full health by tending to it for 1 hour while treating it with 10gp worth of medicine and treats.
Pets act immediately after their owner on initiative. If the pet is well trained/bonded, the owner can use their action to command the pet to perform an action such as attack, interact with an object, etc.

Actions

The baby Ball Python may attempt a squeeze attack only on a creature it has already successfully hit with a bite attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage

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

Giant Goat

Giant Goat Large Beast, Unaligned 1/2 100 xp

  • Armor class 11 (Natural Armor)
  • Hit points 20 (3d10+4)
  • Speed 40 ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: Passive Perception 11

Languages: Understands Common but cannot speak

Challenge: 1/2 (100 xp)

This creature is a Mount. While mounted, the rider can use the mount's movement separately from their own, and the mount can use its action to dash or disengage. The rider can use their action to order the mount to attack.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d4+3 bludgeoning damage.

Charge: If the goat moves at least 20 feet straight towards a target before Ramming, it deals an extra 1d4 bludgeoning damage on a hit with the Ram attack.