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Giant Badger

Giant Badger Medium Beast, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8+4)
  • Speed 30 ft., burrow 10 ft
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Save Throws: None

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 30 ft., Passive Perception 11

Languages: None

Challenge: 1/4 (50 xp)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 4 (1d6+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 6 (2d4+1) slashing damage.

Warhorse

Warhorse Large Beast, Unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: None

Skills: Passive Perception 11

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: None

Languages: None

Challenge: 1/2 (100 xp)

Maximus from Tangled

Actions

Trampling Charge. If the horse moves at least 20 ft 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. Then, the horse can make another attack with its hooves against it as a bonus actions.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
On hit: 11 (2d6+4) bludgeoning damage.

Legendary Actions

Warhorse Armor:
An armored warhorse has an AC based on the type of barding worn. The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.

Barding and AC:
Leather 12
Studded Leather 13
Ring Mail 14
Scale Mail 15
Chain Mail 16
Splint 17
Plate 18

Spider

Spider Tiny Beast, Unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20 ft, climb 20 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: None

Skills: Stealth +4

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 30 ft., Passive Perception 10

Languages: None

Challenge: 0 (10 xp)

Little black widow with iridescent shimmer on the back.

Web Sense. While in contact with a web, the spider knows the exact location of any creature in contact with the same web.

Actions

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web walker. The spider ignores movement restrictions caused by webbing.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
On hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Tressym

Tressym Tiny Beast, Chaotic Neutral 0 10 xp

  • Armor class 12
  • Hit points 5 (2d4)
  • Speed 40 ft, climb 30 ft., fly 40 ft.
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: None

Skills: Perception +5, Stealth +4

Damage Resistances: None

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: None

Languages: None

Challenge: 0 (10 xp)

Small cat with wings.

Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.

The tressym cannot speak any language.

Actions

Detect Invisibility. Within 50 ft of the tressym, magical invisibility fails to conceal anything from the tressym's sight.

Poison Sense. The tressym can detech whether a substance is poisonous by taste, touch, or smell.

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
On hit: 1 slashing damage.

Crocodile

Crocodile Large Beast, Unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft, swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Passive Perception 10

Languages: None

Challenge: 1/2 (100 xp)

Pandora-esque, sleek, black-as-night, crocodile/komodo dragon.

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
On 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.

Giant Owl

Giant Owl Large Beast , Neutral 1/4 50 xp

  • Armor class 12
  • Hit points 19 (3d10+3)
  • Speed 5 ft, fly 60 ft
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: None

Skills: Perception +5, Stealth +4

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 120 ft. Passive Perception 15

Languages: Giant Owl, Common Elvish, Sylvan

Challenge: 1/4 (50 xp)

Creepy, eerie, yet ethereal barn owl.

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
On hit: 8 (2d6+1) slashing damage.

Wolf

Wolf Medium Beast, Unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Save Throws: None

Skills: Perception +3, Stealth +4

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Passive Perception 13

Languages: None

Challenge: 1/4 (50 xp)

Jacob Black from Twilight Saga New Moon.

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 ft of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. On 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.