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Animals

Animals: Apes

Ape

Medium Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 19 (3d8 + 6)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 16 14 14 6 12 7
MOD +3 +2 +2 -2 +1 -2
SAVE +3 +2 +2 -2 +1 -2
  • Skills: Athletics +5, Perception +3
  • Senses: Passive Perception 13
  • CR 1/2 (XP 100; PB +2)

Actions

Multiattack. The ape makes two Fist attacks.

Fist. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Bludgeoning damage.

Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. 10 (2d6 + 3) Bludgeoning damage.

Giant Ape

Huge Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 168 (16d12 + 64)
  • Speed: 40 ft., Climb 40 ft.
  • Initiative: +5 (15)
STR DEX CON INT WIS CHA
SCORE 23 14 18 5 12 7
MOD +6 +2 +4 -3 +1 -2
SAVE +6 +2 +4 -3 +1 -2
  • Skills: Athletics +9, Perception +4, Survival +4
  • Senses: Passive Perception 14
  • CR 7 (XP 2,900; PB +3)

Actions

Multiattack. The ape makes two Fist attacks.

Fist. Melee Attack Roll: +9, reach 10 ft. 22 (3d10 + 6) Bludgeoning damage.

Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere [Area of Effect]|XPHB|Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only.

Bonus Actions

Leap. The ape jumps up to 30 feet by spending 10 feet of movement.

Animals: B

Baboon

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 3 (1d6)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 8 14 11 4 12 6
MOD -1 +2 +0 -3 +1 -2
SAVE -1 +2 +0 -3 +1 -2
  • Senses: Passive Perception 11
  • CR 0 (XP 0 or 10; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. 1 (1d4 - 1) Piercing damage.

Animals: Badgers

Badger

Small Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 5 (1d4 + 3)
  • Speed: 20 ft., Burrow 5 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 10 11 16 2 12 5
MOD +0 +0 +3 -4 +1 -3
SAVE +0 +0 +3 -4 +1 -3
  • Resistances: Poison
  • Skills: Perception +3
  • Senses: darkvision 30 ft.; Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage.

Giant Badger

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 15 (2d8 + 6)
  • Speed: 30 ft., Burrow 10 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 13 10 17 2 12 5
MOD +1 +0 +3 -4 +1 -3
SAVE +1 +0 +3 -4 +1 -3
  • Resistances: Poison
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. 6 (2d4 + 1) Piercing damage.

Animals: Bats

Bat

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 1 (1d4 - 1)
  • Speed: 5 ft., Fly 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 2 15 8 2 12 4
MOD -4 +2 -1 -4 +1 -3
SAVE -4 +2 -1 -4 +1 -3
  • Senses: blindsight 60 ft.; Passive Perception 11
  • CR 0 (XP 0 or 10; PB +2)

Actions

Bite. Melee Attack Roll: +4 to hit, reach 5 ft. 1 Piercing damage.

Giant Bat

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 22 (4d10)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 15 16 11 2 12 6
MOD +2 +3 +0 -4 +1 -2
SAVE +2 +3 +0 -4 +1 -2
  • Senses: blindsight 120 ft.; Passive Perception 11
  • CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Piercing damage.

Swarm of Bats

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 11 (2d10)
  • Speed: 5 ft., Fly 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 5 15 10 2 12 4
MOD -3 +2 +0 -4 +1 -3
SAVE -3 +2 +0 -4 +1 -3
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: blindsight 60 ft.; Passive Perception 11
  • CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Animals: Bears

Black Bear

Medium Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 19 (3d8 + 6)
  • Speed: 30 ft., Climb 30 ft., Swim 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 15 12 14 2 12 7
MOD +2 +1 +2 -4 +1 -2
SAVE +2 +1 +2 -4 +1 -2
  • Skills: Perception +5
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 1/2 (XP 100; PB +2)

Actions

Multiattack. The bear makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Slashing damage.

Brown Bear

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 22 (3d10 + 6)
  • Speed: 40 ft., Climb 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 17 12 15 2 13 7
MOD +3 +1 +2 -4 +1 -2
SAVE +3 +1 +2 -4 +1 -2
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1 (XP 200; PB +2)

Actions

Multiattack. The bear makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage.

Claw. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Polar Bear

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 42 (5d10 + 15)
  • Speed: 40 ft., Swim 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 20 14 16 2 13 7
MOD +5 +2 +3 -4 +1 -2
SAVE +5 +2 +3 -4 +1 -2
  • Resistances: Cold
  • Skills: Perception +5, Stealth +4
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 2 (XP 450; PB +2)

Actions

Multiattack. The bear makes two Rend attacks.

Rend. Melee Attack Roll: +7, reach 5 ft. 9 (1d8 + 5) Slashing damage.

Animals: Boars

Boar

Medium Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 13 (2d8 + 4)
  • Speed: 40 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 13 11 14 2 9 5
MOD +1 +0 +2 -4 -1 -3
SAVE +1 +0 +2 -4 -1 -3
  • Senses: Passive Perception 9
  • CR 1/4 (XP 50; PB +2)

Traits

Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls.

Actions

Gore. Melee Attack Roll: +3, reach 5 ft. 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 and has the Prone condition.

Giant Boar

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 42 (5d10 + 15)
  • Speed: 40 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 17 10 16 2 7 5
MOD +3 +0 +3 -4 -2 -3
SAVE +5 +0 +3 -4 -2 -3
  • Senses: Passive Perception 8
  • CR 2 (XP 450; PB +2)

Traits

Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied.

Actions

Gore. Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.

Animals: C

Camel

Large Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 17 (2d10 + 6)
  • Speed: 50 ft.
  • Initiative: -1 (9)
STR DEX CON INT WIS CHA
SCORE 15 8 17 2 11 5
MOD +2 -1 +3 -4 +0 -3
SAVE +2 -1 +5 -4 +0 -3
  • Senses: darkvision 60 ft.; Passive Perception 10
  • CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage.

Cat

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 2 (1d4)
  • Speed: 40 ft., Climb 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 3 15 10 3 12 7
MOD -4 +2 +0 -4 +1 -2
SAVE -4 +4 +0 -4 +1 -2
  • Skills: Perception +3, Stealth +4
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

Traits

Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength.

Actions

Scratch. Melee Attack Roll: +4, reach 5 ft. 1 Slashing damage.

Animals: Crabs

Crab

Small Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 3 (1d4 + 1)
  • Speed: 20 ft., Swim 20 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 6 11 12 1 8 2
MOD -2 +0 +1 -5 -1 -4
SAVE -2 +0 +1 -5 -1 -4
  • Skills: Stealth +2
  • Senses: blindsight 30 ft.; Passive Perception 9
  • CR 0 (XP 0 or 10; PB +2)

Traits

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Attack Roll: +2, reach 5 ft. 1 Bludgeoning damage.

Giant Crab

Medium Beast, Unaligned

  • Armor Class: 15
  • Hit Points: 13 (3d8)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 13 13 11 1 9 3
MOD +1 +1 +0 -5 -1 -4
SAVE +1 +1 +0 -5 -1 -4
  • Skills: Stealth +3
  • Senses: blindsight 30 ft.; Passive Perception 9
  • CR 1/8 (XP 25; PB +2)

Traits

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. 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.

Animals: Crocodiles

Crocodile

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 13 (2d10 + 2)
  • Speed: 20 ft., Swim 30 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 15 10 13 2 10 5
MOD +2 +0 +1 -4 +0 -3
SAVE +2 +0 +3 -4 +0 -3
  • Skills: Stealth +2
  • Senses: Passive Perception 10
  • CR 1/2 (XP 100; PB +2)

Traits

Hold Breath. The crocodile can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 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.

Giant Crocodile

Huge Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 85 (9d12 + 27)
  • Speed: 30 ft., Swim 50 ft.
  • Initiative: -1 (9)
STR DEX CON INT WIS CHA
SCORE 21 9 17 2 10 7
MOD +5 -1 +3 -4 +0 -2
SAVE +5 -1 +3 -4 +0 -2
  • Skills: Stealth +5
  • Senses: Passive Perception 10
  • CR 5 (XP 1,800; PB +3)

Traits

Hold Breath. The crocodile can hold its breath for 1 hour.

Actions

Multiattack. The crocodile makes one Bite attack and one Tail attack.

Bite. Melee Attack Roll: +8, reach 5 ft. 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail.

Tail. Melee Attack Roll: +8, reach 10 ft. 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Animals: D

Deer

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 4 (1d8)
  • Speed: 50 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 11 16 11 2 14 5
MOD +0 +3 +0 -4 +2 -3
SAVE +0 +3 +0 -4 +2 -3
  • Skills: Perception +4
  • Senses: darkvision 60 ft.; Passive Perception 14
  • CR 0 (XP 0 or 10; PB +2)

Traits

Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach.

Actions

Ram. Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Bludgeoning damage.

Animals: Dinosaurs

Allosaurus

Large Beast (Dinosaur), Unaligned

  • Armor Class: 13
  • Hit Points: 51 (6d10 + 18)
  • Speed: 60 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 19 13 17 2 12 5
MOD +4 +1 +3 -4 +1 -3
SAVE +4 +1 +3 -4 +1 -3
  • Skills: Perception +5
  • Senses: Passive Perception 15
  • CR 2 (XP 450; PB +2)

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. 15 (2d10 + 4) Piercing damage.

Claws. Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.

Ankylosaurus

Huge Beast (Dinosaur), Unaligned

  • Armor Class: 15
  • Hit Points: 68 (8d12 + 16)
  • Speed: 30 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 19 11 15 2 12 5
MOD +4 +0 +2 -4 +1 -3
SAVE +6 +0 +2 -4 +1 -3
  • Senses: Passive Perception 11
  • CR 3 (XP 700; PB +2)

Actions

Multiattack. The ankylosaurus makes two Tail attacks.

Tail. Melee Attack Roll: +6, reach 10 ft. 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

Archelon

Huge Beast (Dinosaur), Unaligned

  • Armor Class: 17
  • Hit Points: 90 (12d12 + 12)
  • Speed: 20 ft., Swim 80 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 18 16 13 4 14 6
MOD +4 +3 +1 -3 +2 -2
SAVE +4 +3 +1 -3 +2 -2
  • Skills: Stealth +5
  • Senses: Passive Perception 12
  • CR 4 (XP 1,100; PB +2)

Traits

Amphibious. The archelon can breathe air and water.

Actions

Multiattack. The archelon makes two Bite attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. 14 (3d6 + 4) Piercing damage.

Plesiosaurus

Large Beast (Dinosaur), Unaligned

  • Armor Class: 13
  • Hit Points: 68 (8d10 + 24)
  • Speed: 20 ft., Swim 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 18 15 16 2 12 5
MOD +4 +2 +3 -4 +1 -3
SAVE +4 +2 +3 -4 +1 -3
  • Skills: Perception +3, Stealth +4
  • Senses: Passive Perception 13
  • CR 2 (XP 450; PB +2)

Traits

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Piercing damage.

Pteranodon

Medium Beast (Dinosaur), Unaligned

  • Armor Class: 13
  • Hit Points: 13 (3d8)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 12 15 10 2 9 5
MOD +1 +2 +0 -4 -1 -3
SAVE +1 +2 +0 -4 -1 -3
  • Skills: Perception +1
  • Senses: Passive Perception 11
  • CR 1/4 (XP 50; PB +2)

Traits

Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage.

Triceratops

Huge Beast (Dinosaur), Unaligned

  • Armor Class: 14
  • Hit Points: 114 (12d12 + 36)
  • Speed: 50 ft.
  • Initiative: -1 (9)
STR DEX CON INT WIS CHA
SCORE 22 9 17 2 11 5
MOD +6 -1 +3 -4 +0 -3
SAVE +6 -1 +3 -4 +0 -3
  • Senses: Passive Perception 10
  • CR 5 (XP 1,800; PB +3)

Actions

Multiattack. The triceratops makes two Gore attacks.

Gore. Melee Attack Roll: +9, reach 5 ft. 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

Tyrannosaurus Rex

Huge Beast (Dinosaur), Unaligned

  • Armor Class: 13
  • Hit Points: 136 (13d12 + 52)
  • Speed: 50 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 25 10 19 2 12 9
MOD +7 +0 +4 -4 +1 -1
SAVE +10 +0 +4 -4 +4 -1
  • Skills: Perception +4
  • Senses: Passive Perception 14
  • CR 8 (XP 3,900; PB +3)

Actions

Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack.

Bite. Melee Attack Roll: +10, reach 10 ft. 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail.

Tail. Melee Attack Roll: +10, reach 15 ft. 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

Animals: Eagles

Eagle

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 4 (1d6 + 1)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 6 15 12 2 14 7
MOD -2 +2 +1 -4 +2 -2
SAVE -2 +2 +1 -4 +2 -2
  • Skills: Perception +6
  • Senses: Passive Perception 16
  • CR 0 (XP 0 or 10; PB +2)

Actions

Talons. Melee Attack Roll: +4, reach 5 feet. 4 (1d4 + 2) Slashing damage.

Giant Eagle

Large Celestial, Neutral Good

  • Armor Class: 13
  • Hit Points: 26 (4d10 + 4)
  • Speed: 10 ft., Fly 80 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 16 17 13 8 14 10
MOD +3 +3 +1 -1 +2 +0
SAVE +3 +3 +1 -1 +2 +0
  • Resistances: Necrotic, Radiant
  • Skills: Perception +6
  • Senses: Passive Perception 16
  • Languages: Celestial; understands Common and Primordial (Auran) but can't speak them
  • CR 1 (XP 200; PB +2)

Actions

Multiattack. The eagle makes two Rend attacks.

Rend. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage.

Animals: Elephants

Elephant

Huge Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 76 (8d12 + 24)
  • Speed: 40 ft.
  • Initiative: -1 (9)
STR DEX CON INT WIS CHA
SCORE 22 9 17 3 11 6
MOD +6 -1 +3 -4 +0 -2
SAVE +6 -1 +3 -4 +0 -2
  • Senses: Passive Perception 10
  • CR 4 (XP 1,100; PB +2)

Actions

Multiattack. The elephant makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.

Mammoth

Huge Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 126 (11d12 + 55)
  • Speed: 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 24 9 21 3 11 6
MOD +7 -1 +5 -4 +0 -2
SAVE +10 -1 +8 -4 +0 -2
  • Senses: Passive Perception 10
  • CR 6 (XP 2,300; PB +3)

Actions

Multiattack. The mammoth makes two Gore attacks.

Gore. Melee Attack Roll: +10, reach 10 ft. 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage.

Animals: Elks

Elk

Large Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 11 (2d10)
  • Speed: 50 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 16 10 11 2 10 6
MOD +3 +0 +0 -4 +0 -2
SAVE +3 +0 +0 -4 +0 -2
  • Skills: Perception +2
  • Senses: darkvision 60 ft.; Passive Perception 12
  • CR 1/4 (XP 50; PB +2)

Actions

Ram. Melee Attack Roll: +5, reach 5 ft. 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.

Giant Elk

Huge Celestial, Neutral Good

  • Armor Class: 14
  • Hit Points: 42 (5d12 + 10)
  • Speed: 60 ft.
  • Initiative: +6 (16)
STR DEX CON INT WIS CHA
SCORE 19 18 14 7 14 10
MOD +4 +4 +2 -2 +2 +0
SAVE +6 +6 +2 -2 +2 +0
  • Resistances: Necrotic, Radiant
  • Skills: Perception +4
  • Senses: darkvision 90 ft.; Passive Perception 14
  • Languages: Celestial; understands Common, Elvish, And Sylvan but can't speak them
  • CR 2 (XP 450; PB +2)

Actions

Ram. Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.

Animals: Frogs

Frog

Small Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 1 (1d4 - 1)
  • Speed: 20 ft., Swim 20 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 1 13 8 1 8 3
MOD -5 +1 -1 -5 -1 -4
SAVE -5 +1 -1 -5 -1 -4
  • Skills: Perception +1, Stealth +3
  • Senses: darkvision 30 ft.; Passive Perception 11
  • CR 0 (XP 0 or 10; PB +2)

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.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. 1 Piercing damage.

Giant Frog

Medium Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 18 (4d8)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 12 13 11 2 10 3
MOD +1 +1 +0 -4 +0 -4
SAVE +1 +1 +0 -4 +0 -4
  • Skills: Perception +2, Stealth +4
  • Senses: darkvision 30 ft.; Passive Perception 12
  • CR 1/4 (XP 50; PB +2)

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.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. 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 Cover|XPHB|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.

Giant Toad

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 39 (6d10 + 6)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 15 13 13 2 10 3
MOD +2 +1 +1 -4 +0 -4
SAVE +2 +1 +1 -4 +0 -4
  • Senses: darkvision 60 ft.; Passive Perception 10
  • CR 1 (XP 200; PB +2)

Traits

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.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).

Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Cover|XPHB|Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.

Animals: G

Giant Centipede

Small Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 9 (2d6 + 2)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 5 14 12 1 7 3
MOD -3 +2 +1 -5 -2 -4
SAVE -3 +2 +1 -5 -2 -4
  • Senses: blindsight 30 ft.; Passive Perception 8
  • CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn.

Giant Fire Beetle

Small Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 4 (1d6 + 1)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 8 10 12 1 7 3
MOD -1 +0 +1 -5 -2 -4
SAVE -1 +0 +1 -5 -2 -4
  • Resistances: Fire
  • Senses: blindsight 30 ft.; Passive Perception 8
  • CR 0 (XP 0 or 10; PB +2)

Traits

Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. 1 Fire damage.

Giant Wasp

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 22 (5d8)
  • Speed: 10 ft., Fly 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 10 14 10 1 10 3
MOD +0 +2 +0 -5 +0 -4
SAVE +0 +2 +0 -5 +0 -4
  • Senses: Passive Perception 10
  • CR 1/2 (XP 100; PB +2)

Traits

Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Sting. Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage.

Animals: Goats

Giant Goat

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 19 (3d10 + 3)
  • Speed: 40 ft., Climb 30 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 17 13 12 3 12 6
MOD +3 +1 +1 -4 +1 -2
SAVE +5 +1 +1 -4 +1 -2
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1/2 (XP 100; PB +2)

Actions

Ram. Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.

Goat

Medium Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 4 (1d8)
  • Speed: 40 ft., Climb 30 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 11 10 11 2 10 5
MOD +0 +0 +0 -4 +0 -3
SAVE +2 +0 +0 -4 +0 -3
  • Skills: Perception +2
  • Senses: darkvision 60 ft.; Passive Perception 12
  • CR 0 (XP 0 or 10; PB +2)

Actions

Ram. Melee Attack Roll: +2, reach 5 ft. 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.

Animals: H

Hippopotamus

Large Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 82 (11d10 + 22)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: -2 (8)
STR DEX CON INT WIS CHA
SCORE 21 7 15 2 12 4
MOD +5 -2 +2 -4 +1 -3
SAVE +7 -2 +2 -4 +1 -3
  • Skills: Perception +3
  • Senses: Passive Perception 13
  • CR 4 (XP 1,100; PB +2)

Traits

Hold Breath. The hippopotamus can hold its breath for 10 minutes.

Actions

Multiattack. The hippopotamus makes two Bite attacks.

Bite. Melee Attack Roll: +7, reach 5 ft. 16 (2d10 + 5) Piercing damage.

Animals: Hawks

Blood Hawk

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 7 (2d6)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 6 14 10 3 14 5
MOD -2 +2 +0 -4 +2 -3
SAVE -2 +2 +0 -4 +2 -3
  • Skills: Perception +6
  • Senses: Passive Perception 16
  • CR 1/8 (XP 25; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.

Hawk

Small Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 1 (1d4 - 1)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 5 16 8 2 14 6
MOD -3 +3 -1 -4 +2 -2
SAVE -3 +3 -1 -4 +2 -2
  • Skills: Perception +6
  • Senses: Passive Perception 16
  • CR 0 (XP 0 or 10; PB +2)

Actions

Talons. Melee Attack Roll: +5, reach 5 ft. 1 Slashing damage.

Animals: Horses

Draft Horse

Large Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 15 (2d10 + 4)
  • Speed: 40 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 18 10 15 2 11 7
MOD +4 +0 +2 -4 +0 -2
SAVE +4 +0 +2 -4 +0 -2
  • Senses: Passive Perception 10
  • CR 1/4 (XP 50; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. 6 (1d4 + 4) Bludgeoning damage.

Mule

Medium Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 14 10 13 2 10 5
MOD +2 +0 +1 -4 +0 -3
SAVE +4 +0 +1 -4 +0 -3
  • Senses: Passive Perception 10
  • CR 1/8 (XP 25; PB +2)

Traits

Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.

Actions

Hooves. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage.

Pony

Medium Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 15 10 13 2 11 7
MOD +2 +0 +1 -4 +0 -2
SAVE +4 +0 +1 -4 +0 -2
  • Senses: Passive Perception 10
  • CR 1/8 (XP 25; PB +2)

Actions

Hooves. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Bludgeoning damage.

Riding Horse

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 13 (2d10 + 2)
  • Speed: 60 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 16 13 12 2 11 7
MOD +3 +1 +1 -4 +0 -2
SAVE +3 +1 +1 -4 +0 -2
  • Senses: Passive Perception 10
  • CR 1/4 (XP 50; PB +2)

Actions

Hooves. Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Bludgeoning damage.

Warhorse

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 19 (3d10 + 3)
  • Speed: 60 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 18 12 13 2 12 7
MOD +4 +1 +1 -4 +1 -2
SAVE +4 +1 +1 -4 +3 -2
  • Senses: Passive Perception 11
  • CR 1/2 (XP 100; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. 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.

Animals: Hyenas

Giant Hyena

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 45 (6d10 + 12)
  • Speed: 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 16 14 14 2 12 7
MOD +3 +2 +2 -4 +1 -2
SAVE +3 +2 +2 -4 +1 -2
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1 (XP 200; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Piercing damage.

Bonus Actions

Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack.

Hyena

Medium Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 5 (1d8 + 1)
  • Speed: 50 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 11 13 12 2 12 5
MOD +0 +1 +1 -4 +1 -3
SAVE +0 +1 +1 -4 +1 -3
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

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.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. 3 (1d6) Piercing damage.

Animals: J

Jackal

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 3 (1d6)
  • Speed: 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 8 15 11 3 12 6
MOD -1 +2 +0 -4 +1 -2
SAVE -1 +2 +0 -4 +1 -2
  • Skills: Perception +5, Stealth +4
  • Senses: darkvision 90 ft.; Passive Perception 15
  • CR 0 (XP 0 or 10; PB +2)

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. 1 (1d4 - 1) Piercing damage.

Animals: K

Killer Whale

Huge Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 90 (12d12 + 12)
  • Speed: 5 ft., Swim 60 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 19 14 13 3 12 7
MOD +4 +2 +1 -4 +1 -2
SAVE +4 +2 +1 -4 +1 -2
  • Skills: Perception +3, Stealth +4
  • Senses: blindsight 120 ft.; Passive Perception 13
  • CR 3 (XP 700; PB +2)

Traits

Hold Breath. The whale can hold its breath for 30 minutes.

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. 21 (5d6 + 4) Piercing damage.

Animals: L

Lion

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 22 (4d10)
  • Speed: 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 17 15 11 3 12 8
MOD +3 +2 +0 -4 +1 -1
SAVE +3 +2 +0 -4 +1 -1
  • Skills: Perception +3, Stealth +4
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1 (XP 200; PB +2)

Traits

Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.

Actions

Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.

Rend. Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Slashing damage.

Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion's next turn.

Animals: Lizards

Giant Lizard

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 19 (3d10 + 3)
  • Speed: 40 ft., Climb 40 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 15 12 13 2 10 5
MOD +2 +1 +1 -4 +0 -3
SAVE +2 +3 +1 -4 +0 -3
  • Senses: darkvision 60 ft.; Passive Perception 10
  • CR 1/4 (XP 50; PB +2)

Traits

Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 6 (1d8 + 2) Piercing damage.

Lizard

Small Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 2 (1d4)
  • Speed: 20 ft., Climb 20 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 2 11 10 1 8 3
MOD -4 +0 +0 -5 -1 -4
SAVE -4 +0 +0 -5 -1 -4
  • Senses: darkvision 30 ft.; Passive Perception 9
  • CR 0 (XP 0 or 10; PB +2)

Traits

Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage.

Animals: M

Mastiff

Medium Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 5 (1d8 + 1)
  • Speed: 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 13 14 12 3 12 7
MOD +1 +2 +1 -4 +1 -2
SAVE +1 +2 +1 -4 +1 -2
  • Skills: Perception +5
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.

Animals: Octopuses

Giant Octopus

Large Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 45 (7d10 + 7)
  • Speed: 10 ft., Swim 60 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 17 13 13 5 10 4
MOD +3 +1 +1 -3 +0 -3
SAVE +3 +1 +1 -3 +0 -3
  • Skills: Perception +4, Stealth +5
  • Senses: darkvision 60 ft.; Passive Perception 14
  • CR 1 (XP 200; PB +2)

Traits

Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.

Actions

Tentacles. Melee Attack Roll: +5, reach 10 ft. 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition.

Octopus

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 3 (1d6)
  • Speed: 5 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 4 15 11 3 10 4
MOD -3 +2 +0 -4 +0 -3
SAVE -3 +2 +0 -4 +0 -3
  • Skills: Perception +2, Stealth +6
  • Senses: darkvision 30 ft.; Passive Perception 12
  • Languages: None
  • CR 0 (XP 0 or 10; PB +2)

Traits

Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Attack Roll: +4, reach 5 ft. 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.

Animals: Owls

Giant Owl

Large Celestial, Neutral

  • Armor Class: 12
  • Hit Points: 19 (3d10 + 3)
  • Speed: 5 ft., Fly 60 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 13 15 12 10 14 10
MOD +1 +2 +1 +0 +2 +0
SAVE +1 +2 +1 +0 +4 +0
  • Resistances: Necrotic, Radiant
  • Skills: Perception +6, Stealth +6
  • Senses: darkvision 120 ft.; Passive Perception 16
  • Languages: Celestial; understands Common, Elvish, And Sylvan but can't speak them
  • CR 1/4 (XP 50; PB +2)

Traits

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

Actions

Talons. Melee Attack Roll: +4, reach 5 ft. 7 (1d10 + 2) Slashing damage.

Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:

  • At Will: Detect Evil and Good, Detect Magic
  • 1/Day Each: Clairvoyance

Owl

Small Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 1 (1d4 - 1)
  • Speed: 5 ft., Fly 60 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 3 13 8 2 12 7
MOD -4 +1 -1 -4 +1 -2
SAVE -4 +1 -1 -4 +1 -2
  • Skills: Perception +5, Stealth +5
  • Senses: darkvision 120 ft.; Passive Perception 15
  • CR 0 (XP 0 or 10; PB +2)

Traits

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

Actions

Talons. Melee Attack Roll: +3, reach 5 ft. 1 Slashing damage.

Animals: P

Panther

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 13 (3d8)
  • Speed: 50 ft., Climb 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 14 16 10 3 14 7
MOD +2 +3 +0 -4 +2 -2
SAVE +2 +3 +0 -4 +2 -2
  • Skills: Perception +4, Stealth +6
  • Senses: darkvision 60 ft.; Passive Perception 14
  • CR 1/4 (XP 50; PB +2)

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Slashing damage.

Bonus Actions

Nimble Escape. The panther takes the Disengage or Hide action.

Animals: Piranhas

Piranha

Small Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 1 (1d4 - 1)
  • Speed: 5 ft., Swim 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 2 16 9 1 7 2
MOD -4 +3 -1 -5 -2 -4
SAVE -4 +3 -1 -5 -2 -4
  • Senses: darkvision 60 ft.; Passive Perception 8
  • CR 0 (XP 0 or 10; PB +2)

Traits

Water Breathing. The piranha can breathe only underwater.

Actions

Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 1 Piercing damage.

Swarm of Piranhas

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 28 (8d8 - 8)
  • Speed: 5 ft., Swim 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 13 16 9 1 7 2
MOD +1 +3 -1 -5 -2 -4
SAVE +1 +3 -1 -5 -2 -4
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: darkvision 60 ft.; Passive Perception 8
  • CR 1 (XP 200; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied.

Animals: R

Rhinoceros

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 45 (6d10 + 12)
  • Speed: 40 ft.
  • Initiative: -1 (9)
STR DEX CON INT WIS CHA
SCORE 21 8 15 2 12 6
MOD +5 -1 +2 -4 +1 -2
SAVE +5 -1 +2 -4 +1 -2
  • Senses: Passive Perception 11
  • CR 2 (XP 450; PB +2)

Actions

Gore. Melee Attack Roll: +7, reach 5 ft. 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

Animals: Rats

Giant Rat

Small Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 7 (2d6)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 7 16 11 2 10 4
MOD -2 +3 +0 -4 +0 -3
SAVE -2 +5 +0 -4 +0 -3
  • Skills: Perception +2
  • Senses: darkvision 60 ft.; Passive Perception 12
  • CR 1/8 (XP 25; PB +2)

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.

Actions

Bite. Melee Attack Roll: +5, reach 5 feet. 5 (1d4 + 3) Piercing damage.

Rat

Small Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 1 (1d4 - 1)
  • Speed: 20 ft., Climb 20 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 2 11 9 2 10 4
MOD -4 +0 -1 -4 +0 -3
SAVE -4 +0 -1 -4 +0 -3
  • Skills: Perception +2
  • Senses: darkvision 30 ft.; Passive Perception 12
  • CR 0 (XP 0 or 10; PB +2)

Traits

Agile. The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage.

Swarm of Rats

Medium Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 14 (4d8 - 4)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 9 11 9 2 10 3
MOD -1 +0 -1 -4 +0 -4
SAVE -1 +0 -1 -4 +0 -4
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: darkvision 30 ft.; Passive Perception 10
  • CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +2, reach 5 ft. 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Animals: Ravens

Raven

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 2 (1d4)
  • Speed: 10 ft., Fly 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 2 14 10 5 13 6
MOD -4 +2 +0 -3 +1 -2
SAVE -4 +2 +0 -3 +1 -2
  • Skills: Perception +3
  • Senses: Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

Traits

Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage.

Swarm of Ravens

Medium Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 11 (2d8 + 2)
  • Speed: 10 ft., Fly 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 6 14 12 5 12 6
MOD -2 +2 +1 -3 +1 -2
SAVE -2 +2 +1 -3 +1 -2
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Skills: Perception +5
  • Senses: Passive Perception 15
  • CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.

Animals: S

Swarm of Insects

Medium Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 19 (3d8 + 6)
  • Speed: 20 ft., Choose ? ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 3 13 14 1 7 1
MOD -4 +1 +2 -5 -2 -5
SAVE -4 +1 +2 -5 -2 -5
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: blindsight 30 ft.; Passive Perception 8
  • CR 1/2 (XP 100; PB +2)

Traits

Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +3, reach 5 ft. 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied.

Animals: Scorpions

Giant Scorpion

Large Beast, Unaligned

  • Armor Class: 15
  • Hit Points: 52 (7d10 + 14)
  • Speed: 40 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 16 13 15 1 9 3
MOD +3 +1 +2 -5 -1 -4
SAVE +3 +1 +2 -5 -1 -4
  • Senses: blindsight 60 ft.; Passive Perception 9
  • CR 3 (XP 700; PB +2)

Actions

Multiattack. The scorpion makes two Claw attacks and one Sting attack.

Claw. Melee Attack Roll: +5, reach 5 ft. 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.

Sting. Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage.

Scorpion

Small Beast, Unaligned

  • Armor Class: 11
  • Hit Points: 1 (1d4 - 1)
  • Speed: 10 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 2 11 8 1 8 2
MOD -4 +0 -1 -5 -1 -4
SAVE -4 +0 -1 -5 -1 -4
  • Senses: blindsight 10 ft.; Passive Perception 9
  • CR 0 (XP 0 or 10; PB +2)

Actions

Sting. Melee Attack Roll: +2, reach 5 ft. 1 Piercing damage plus 3 (1d6) Poison damage.

Animals: Seahorses

Giant Seahorse

Large Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 16 (3d10)
  • Speed: 5 ft., Swim 40 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 15 12 11 2 12 5
MOD +2 +1 +0 -4 +1 -3
SAVE +2 +1 +0 -4 +1 -3
  • Senses: Passive Perception 11
  • CR 1/2 (XP 100; PB +2)

Traits

Water Breathing. The seahorse can breathe only underwater.

Actions

Ram. Melee Attack Roll: +4, reach 5 ft. 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.

Seahorse

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 1 (1d4 - 1)
  • Speed: 5 ft., Swim 20 ft.
  • Initiative: +1 (11)
STR DEX CON INT WIS CHA
SCORE 1 12 8 1 10 2
MOD -5 +1 -1 -5 +0 -4
SAVE -5 +1 -1 -5 +0 -4
  • Skills: Perception +2, Stealth +5
  • Senses: Passive Perception 12
  • CR 0 (XP 0)

Traits

Water Breathing. The seahorse can breathe only underwater.

Actions

Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks.

Animals: Sharks

Giant Shark

Huge Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 92 (8d12 + 40)
  • Speed: 5 ft., Swim 60 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 23 11 21 1 10 5
MOD +6 +0 +5 -5 +0 -3
SAVE +6 +0 +5 -5 +0 -3
  • Skills: Perception +3
  • Senses: blindsight 60 ft.; Passive Perception 13
  • CR 5 (XP 1,800; PB +3)

Traits

Water Breathing. The shark can breathe only underwater.

Actions

Multiattack. The shark makes two Bite attacks.

Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 22 (3d10 + 6) Piercing damage.

Hunter Shark

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 45 (6d10 + 12)
  • Speed: 5 ft., Swim 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 18 14 15 1 10 4
MOD +4 +2 +2 -5 +0 -3
SAVE +4 +2 +2 -5 +0 -3
  • Skills: Perception +2
  • Senses: blindsight 60 ft.; Passive Perception 12
  • CR 2 (XP 450; PB +2)

Traits

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. 14 (3d6 + 4) Piercing damage.

Reef Shark

Medium Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 22 (4d8 + 4)
  • Speed: 5 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 14 15 13 1 10 4
MOD +2 +2 +1 -5 +0 -3
SAVE +2 +2 +1 -5 +0 -3
  • Skills: Perception +2
  • Senses: blindsight 30 ft.; Passive Perception 12
  • CR 1/2 (XP 100; PB +2)

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 of the creature and the ally doesn't have the Incapacitated condition.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 7 (2d4 + 2) Piercing damage.

Animals: Snakes

Constrictor Snake

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 13 (2d10 + 2)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 15 14 12 1 10 3
MOD +2 +2 +1 -5 +0 -4
SAVE +2 +2 +1 -5 +0 -4
  • Skills: Perception +2, Stealth +4
  • Senses: blindsight 10 ft.; Passive Perception 12
  • CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 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).

Flying Snake

Small Monstrosity, Unaligned

  • Armor Class: 14
  • Hit Points: 5 (2d4)
  • Speed: 30 ft., Fly 60 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 4 15 11 2 12 5
MOD -3 +2 +0 -4 +1 -3
SAVE -3 +2 +0 -4 +1 -3
  • Senses: blindsight 10 ft.; Passive Perception 11
  • CR 1/8 (XP 25; PB +2)

Traits

Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage plus 5 (2d4) Poison damage.

Giant Constrictor Snake

Huge Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 60 (8d12 + 8)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 19 14 12 1 10 3
MOD +4 +2 +1 -5 +0 -4
SAVE +4 +2 +1 -5 +0 -4
  • Skills: Perception +2
  • Senses: blindsight 10 ft.; Passive Perception 12
  • CR 2 (XP 450; PB +2)

Actions

Multiattack. The snake makes one Bite attack and uses Constrict.

Bite. Melee Attack Roll: +6, reach 10 ft. 11 (2d6 + 4) Piercing damage.

Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).

Giant Venomous Snake

Medium Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft., Swim 40 ft.
  • Initiative: +4 (14)
STR DEX CON INT WIS CHA
SCORE 10 18 13 2 10 3
MOD +0 +4 +1 -4 +0 -4
SAVE +0 +4 +1 -4 +0 -4
  • Skills: Perception +2
  • Senses: blindsight 10 ft.; Passive Perception 12
  • CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +6, reach 10 ft. 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage.

Swarm of Venomous Snakes

Medium Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 36 (8d8)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +4 (14)
STR DEX CON INT WIS CHA
SCORE 8 18 11 1 10 3
MOD -1 +4 +0 -5 +0 -4
SAVE -1 +4 +0 -5 +0 -4
  • Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: blindsight 10 ft.; Passive Perception 10
  • CR 2 (XP 450; PB +2)

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +6, reach 5 ft. 8 (1d8 + 4) Piercing damage—or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage.

Venomous Snake

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 5 (2d4)
  • Speed: 30 ft., Swim 30 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 2 15 11 1 10 3
MOD -4 +2 +0 -5 +0 -4
SAVE -4 +2 +0 -5 +0 -4
  • Senses: blindsight 10 ft.; Passive Perception 10
  • CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage.

Animals: Spiders

Giant Spider

Large Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 26 (4d10 + 4)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 14 16 12 2 11 4
MOD +2 +3 +1 -4 +0 -3
SAVE +2 +3 +1 -4 +0 -3
  • Skills: Perception +4, Stealth +7
  • Senses: darkvision 60 ft.; Passive Perception 14
  • CR 1 (XP 200; PB +2)

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 it knows the location of any other creature in contact with the same web.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

Web (Recharge 5-6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).

Giant Wolf Spider

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft., Climb 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 12 16 13 3 12 4
MOD +1 +3 +1 -4 +1 -3
SAVE +1 +3 +1 -4 +1 -3
  • Skills: Perception +3, Stealth +7
  • Senses: blindsight 10 ft., darkvision 60 ft.; Passive Perception 13
  • CR 1/4 (XP 50; PB +2)

Traits

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

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage.

Spider

Small Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 1 (1d4 - 1)
  • Speed: 20 ft., Climb 20 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 2 14 8 1 10 2
MOD -4 +2 -1 -5 +0 -4
SAVE -4 +2 -1 -5 +0 -4
  • Skills: Stealth +4
  • Senses: darkvision 30 ft.; Passive Perception 10
  • CR 0 (XP 0 or 10; PB +2)

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.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 1 Piercing damage plus 2 (1d4) Poison damage.

Animals: Tigers

Saber-Toothed Tiger

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 52 (7d10 + 14)
  • Speed: 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 18 17 15 3 12 8
MOD +4 +3 +2 -4 +1 -1
SAVE +6 +5 +2 -4 +1 -1
  • Skills: Perception +5, Stealth +7
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 2 (XP 450; PB +2)

Traits

Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet.

Actions

Multiattack. The tiger makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. 11 (2d6 + 4) Slashing damage.

Bonus Actions

Nimble Escape. The tiger takes the Disengage or Hide action.

Tiger

Large Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 30 (4d10 + 8)
  • Speed: 40 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 17 16 14 3 12 8
MOD +3 +3 +2 -4 +1 -1
SAVE +3 +3 +2 -4 +1 -1
  • Skills: Perception +3, Stealth +7
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1 (XP 200; PB +2)

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Bonus Actions

Nimble Escape. The tiger takes the Disengage or Hide action.

Animals: Vultures

Giant Vulture

Large Monstrosity, Neutral Evil

  • Armor Class: 10
  • Hit Points: 25 (3d10 + 9)
  • Speed: 10 ft., Fly 60 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 15 10 16 6 12 7
MOD +2 +0 +3 -2 +1 -2
SAVE +2 +0 +3 -2 +1 -2
  • Resistances: Necrotic
  • Skills: Perception +3
  • Senses: darkvision 60 ft.; Passive Perception 13
  • Languages: Understands Common but can't speak
  • CR 1 (XP 200; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Gouge. Melee Attack Roll: +4, reach 5 ft. 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn.

Vulture

Medium Beast, Unaligned

  • Armor Class: 10
  • Hit Points: 5 (1d8 + 1)
  • Speed: 10 ft., Fly 50 ft.
  • Initiative: +0 (10)
STR DEX CON INT WIS CHA
SCORE 7 10 13 2 12 4
MOD -2 +0 +1 -4 +1 -3
SAVE -2 +0 +1 -4 +1 -3
  • Skills: Perception +3
  • Senses: Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

Traits

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 doesn't have the Incapacitated condition.

Actions

Beak. Melee Attack Roll: +2, reach 5 ft. 2 (1d4) Piercing damage.

Animals: Weasels

Giant Weasel

Medium Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 9 (2d8)
  • Speed: 40 ft., Climb 30 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 11 17 10 4 12 5
MOD +0 +3 +0 -3 +1 -3
SAVE +0 +3 +0 -3 +1 -3
  • Skills: Acrobatics +5, Perception +3, Stealth +5
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 5 (1d4 + 3) Piercing damage.

Weasel

Small Beast, Unaligned

  • Armor Class: 13
  • Hit Points: 1 (1d4 - 1)
  • Speed: 30 ft., Climb 30 ft.
  • Initiative: +3 (13)
STR DEX CON INT WIS CHA
SCORE 3 16 8 2 12 3
MOD -4 +3 -1 -4 +1 -4
SAVE -4 +3 -1 -4 +1 -4
  • Skills: Acrobatics +5, Perception +3, Stealth +5
  • Senses: darkvision 60 ft.; Passive Perception 13
  • CR 0 (XP 0 or 10; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 1 Piercing damage.

Animals: Wolves

Dire Wolf

Large Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 22 (3d10 + 6)
  • Speed: 50 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 17 15 15 3 12 7
MOD +3 +2 +2 -4 +1 -2
SAVE +3 +2 +2 -4 +1 -2
  • Skills: Perception +5, Stealth +4
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 1 (XP 200; PB +2)

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.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.

Wolf

Medium Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft.
  • Initiative: +2 (12)
STR DEX CON INT WIS CHA
SCORE 14 15 12 3 12 6
MOD +2 +2 +1 -4 +1 -2
SAVE +2 +2 +1 -4 +1 -2
  • Skills: Perception +5, Stealth +4
  • Senses: darkvision 60 ft.; Passive Perception 15
  • CR 1/4 (XP 50; PB +2)

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.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.