This section contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.
- Armor Class
- 12
- Hit Points
- 19 (3d8+6)
- Speed
- Walking
- 30 ft
- Climbing
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
- Skills
- Athletics
- +5
- Perception
- +3
- Senses
- Passive Perception
- 13
- Languages
- None
- Multiattack
- The ape makes two fist attacks.
- +5 to hit
- reach 5 ft
- one target
- Hit
- 6 (1d6+3) bludgeoning damage
- +5 to hit
- range 25/50 ft
- one target
- Hit
- 6 (1d6+3) bludgeoning damage
- Armor Class
- 11
- Hit Points
- 19 (3d10+3)
- Speed
- 50 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
- Senses
- Passive Perception
- 10
- Languages
- None
- +4 to hit
- reach 5 ft
- one target
- Hit
- 6 (1d8+2) slashing damage
- Armor Class
- 12
- Hit Points
- 3 (1d6)
- Speed
- Walking ::30 ft
- Climbing
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) |
- Senses
- Passive Perception
- 11
- Languages
- None
- 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 isn’t incapacitated.
- +1 to hit
- reach 5 ft
- one target
- Hit
- 1 (1d4-1) piercing damage
- Armor Class
- 10
- Hit Points
- 3 (1d4+1)
- Speed
-
- Walking
- 20 ft
- Burrow
- 5 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- Darkvision
- 30 ft
- Passive Perception
- 11
- Languages
- None
- Keen Smell
- The badger has advantage on Wisdom (Perception) checks that rely on smell.
- +2 to hit
- reach 5 ft
- one target
- Hit
- 1 piercing damage
- Armor Class
- 12
- Hit Points
- 1 (1d4-1)
- Speed
- Walking
- 5 ft
- Flying
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) |
- Senses
- Blindsight
- 60 ft
- Passive Perception
- 11
- Languages
- None
- Echolocation
- The bat can’t use its blindsight while deafened.
- Keen Hearing
- The bat has advantage on Wisdom (Perception) checks that rely on hearing.
- +0 to hit
- reach 5 ft
- one creature
- Hit
- 1 piercing damage
- Armor Class
- 11 (natural armor)
- Hit Points
- 19 (3d8+6)
- Speed
- Walking
- 40 ft
- Climbing
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Senses
- Passive Perception
- 13
- Languages
- None
- Keen Smell
- The bear has advantage on Wisdom (Perception) checks that rely on smell.
- Multiattack
- The bear makes two attacks: one with its bite and one with its claws.
- +4 to hit
- reach 5 ft
- one target
- Hit
- 5 (1d6+2) piercing damage
- +4 to hit
- reach 5 ft
- one target
- Hit
- 7 (2d4+2) slashing damage
- Armor Class
- 12
- Hit Points
- 7 (2d6)
- Speed
- Walking
- 10 ft
- Flying
- 60 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) |
- Skills
- Perception
- +4
- Senses
- Passive Perception
- 14
- Languages
- None
- 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 the ally isn’t incapacitated.
- +4 to hit
- reach 5 ft
- one target
- Hit
- 4 (1d4+2) piercing damage
- Armor Class
- 11 (natural armor)
- Hit Points
- 11 (2d8+2)
- Speed
- 40 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) |
- Senses
- Passive Perception
- 9
- Languages
- None
- 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.
- +3 to hit
- reach 5 ft
- one target
- Hit
- 4 (1d6+1) slashing damage
- Armor Class
- 11 (natural armor)
- Hit Points
- 34 (4d10+12)
- Speed
- Walking
- 40 ft
- Climbing
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Senses
- Passive Perception
- 13
- Languages
- None
- Keen Smell
- The bear has advantage on Wisdom (Perception) checks that rely on smell.
The bear makes two attacks: one with its bite and one with its claws.
- +6 to hit
- reach 5 ft
- one target
- Hit
- 8 (1d8+4) piercing damage
- +6 to hit
- reach 5 ft
- one target
- Hit
- 11 (2d6+4) slashing damage
- Armor Class
- 9
- Hit Points
- 15 (2d10+4)
- Speed
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
- Senses
- Passive Perception
- 9
- Languages
- None
- +5 to hit
- reach 5 ft
- one target
- Hit
- 2 (1d4) bludgeoning damage
- Armor Class
- 12
- Hit Points
- 2 (1d4)
- Speed
- Walking
- 40 ft
- Climbing
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Stealth
- +4
- Senses
- Passive Perception
- 13
- Languages
- None
- Keen Smell
- The cat has advantage on Wisdom (Perception) checks that rely on smell.
- +0 to hit
- reach 5 ft
- one target
- Hit
- 1 slashing damage
- Armor Class
- 12
- Hit Points
- 13 (2d10+2)
- Speed
-
- Walking
- 30 ft
- Swimming
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) |
- Senses
- Blindsight
- 10 ft
- Passive Perception
- 10
- Languages
- None
- +4 to hit
- reach 5 ft
- one creature
- Hit
- 5 (1d6+2) piercing damage
- +4 to hit
- reach 5 ft
- one creature
- Hit
- 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
- Armor Class
- 11 (natural armor)
- Hit Points
- 2 (1d4)
- Speed
- Walking
- 20 ft
- Swiming
- 20 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) |
- Skills
- Stealth
- +2
- Senses
- Blindsight
- 30 ft
- Passive Perception
- 9
- Languages
- None
- Amphibious
- The crab can breathe air and water.
- +0 to hit
- reach 5 ft
- one target
- Hit
- 1 bludgeoning damage
- Armor Class
- 12 (natural armor)
- Hit Points
- 19 (3d10+3)
- Speed
-
- Walking
- 20 ft
- Swiming
- 30 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
Skills Stealth +2
- Senses
-
- Passive Perception
- 10
- Languages
- None
- Hold Breath
- The crocodile can hold its breath for 15 minutes.
- +4 to hit
- reach 5 ft
- one creature
- 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.
- Armor Class
- 13
- Hit Points
- 4 (1d8)
- Speed
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) |
- Senses
- Passive Perception
- 12
- Languages
- None
- +2 to hit
- reach 5 ft.
- one target
- Hit
- 2 (1d4) piercing damage
- Armor Class
- 14 (natural armor)
- Hit Points
- 37 (5d10+10)
- Speed
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Stealth
- +4
- Senses
- Passive Perception
- 13
- Languages
- None
- 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 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 isn’t incapacitated.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- Armor Class
- 10
- Hit Points
- 19 (3d10+3)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
- Senses
- Passive Perception
- 10
- Languages
- None
- +6 to hit
- reach 5 ft.
- one target
- Hit
- 9 (2d4+4) bludgeoning damage
- Armor Class
- 12
- Hit Points
- 3 (1d6)
- Speed
- Walking
- 10 ft.
- Flying
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) |
- Skills
- Perception
- +4
- Senses
- Passive Perception
- 14
- Languages
- None
- Keen Sight
- The eagle has advantage on Wisdom (Perception) checks that rely on sight.
- +4 to hit
- reach 5 ft.
- one target
- Hit
- 4 (1d4+2) slashing damage
- Armor Class
- 12 (natural armor)
- Hit Points
- 76 (8d12+24)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) |
- Senses
- Passive Perception
- 10
- Languages
- None
- Trampling Charge
- If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore 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 elephant can make one stomp attack against it as a bonus action.
- +8 to hit
- reach 5 ft.
- one target
- Hit
- 19 (3d8+6) piercing damage
- +8 to hit
- reach 5 ft.
- one prone creature
- Hit
- 22 (3d10+6) bludgeoning damage
- Armor Class
- 10
- Hit Points
- 13 (2d10+2)
- Speed
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) |
- Senses
- Passive Perception
- 10
- Languages
- None
- 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.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 6 (1d6+3) bludgeoning damage
- +5 to hit
- reach 5 ft.
- one prone creature
- Hit
- 8 (2d4+3) bludgeoning damage
- Armor Class
- 14
- Hit Points
- 5 (2d4)
- Speed
- Walking
- 30 ft.
- Flying
- 60 ft.
- Swimming
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- blindsight
- 10 ft.
- Passive Perception
- 11
- Languages
- None
- Flyby
- The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
- +6 to hit
- reach 5 ft.
- one target
- Hit
- 1 piercing damage plus 7 (3d4) poison damage
- Armor Class
- 11
- Hit Points
- 1 (1d4-1)
- Speed
- Walking
- 20 ft.
- Swimming
- 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) |
- Skills
- Perception
- +1
- Stealth
- +3
- Senses
- darkvision
- 30 ft.
- Passive Perception
- 11
- Languages
- None
- 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.
- Armor Class
- 12
- Hit Points
- 157 (15d12+60)
- Speed
- Walking
- 40 ft.
- Climbing
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) |
- Skills
- Athletics
- +9
- Perception
- +4
- Senses
- Passive Perception
- 14
- Languages
- None
- Multiattack
- The ape makes two fist attacks.
- +9 to hit
- reach 10 ft.
- one target
- Hit
- 22 (3d10+6) bludgeoning damage
- +9 to hit
- range 50/100 ft.
- one target
- Hit
- 30 (7d6+6) bludgeoning damage
- Armor Class
- 10
- Hit Points
- 13 (2d8+4)
- Speed
- Walking
- 30 ft.
- Burrow
- 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- Darkvision
- 30 ft.
- Passive Perception
- 11
- Languages
- None
- Keen Smell
- The badger has advantage on Wisdom (Perception) checks that rely on smell.
- Multiattack The badger makes two attacks: one with its bite and one with its claws.
- +3 to hit
- reach 5 ft.
- one target
- Hit
- 4 (1d6+1) piercing damage
- +3 to hit
- reach 5 ft.
- one target
- Hit
- 6 (2d4+1) slashing damage
- Armor Class
- 13
- Hit Points
- 22 (4d10)
- Speed
- Walking
- 10 ft.
- Flying
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) |
- Senses
- Blindsight
- 60 ft.
- Passive Perception
- 11
- Languages
- None
- Echolocation
- The bat can’t use its blindsight while deafened.
- Keen Hearing
- The bat has advantage on Wisdom (Perception) checks that rely on hearing.
- +4 to hit
- reach 5 ft.
- one creature
- Hit
- 5 (1d6+2) piercing damage
- Armor Class
- 12 (natural armor)
- Hit Points
- 42 (5d10+15)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) |
- Senses
- Passive Perception
- 8
- Languages
- None
- 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 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 10 (2d6+3) slashing damage
- Armor Class
- 13 (natural armor)
- Hit Points
- 4 (1d6+1)
- Speed
- Walking
- 30 ft.
- Climbing
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) |
- Senses
- Blindsight
- 30 ft.
- Passive Perception
- 8
- Languages
- None
- +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.
- Armor Class
- 12
- Hit Points
- 60 (8d12+8)
- Speed
- Walking
- 30 ft.
- Swiming
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) |
- Skills
- Perception
- +2
- Senses
- Blindsight
- 10 ft.
- Passive Perception
- 12
- Languages
- None
- +6 to hit
- reach 10 ft.
- one creature
- Hit
- 11 (2d6+4) piercing damage
- +6 to hit
- reach 5 ft.
- one creature
- Hit
- 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
- Armor Class
- 15 (natural armor)
- Hit Points
- 13 (3d8)
- Speed
- Walking
- 30 ft.
- Swiming
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) |
- Skills
- Stealth
- +4
- Senses
- Blindsight
- 30 ft.
- Passive Perception
- 9
- Languages
- None
- Amphibious
- The crab can breathe air and water.
- +3 to hit
- reach 5 ft.
- one target
- Hit
- 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
- Armor Class
- 14 (natural armor)
- Hit Points
- 85 (9d12+27)
- Speed
- Walking
- 30 ft.
- Swimming
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) |
- Senses
- Passive Perception
- 10
- Languages
- None
- Hold Breath
- The crocodile can hold its breath for 30 minutes.
- Multiattack
- The crocodile makes two attacks: one with its bite and one with its tail.
- +8 to hit
- reach 5 ft.
- one target
- Hit
- 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
- +8 to hit
- reach 10 ft.
- one target not grappled by the crocodile
- Hit
- 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
- Armor Class
- 13
- Hit Points
- 26 (4d10+4)
- Speed
- Walking
- 10 ft.
- Flying
- 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
- Skills
- Perception
- +4
- Senses
- Passive Perception
- 14
- Languages
- understands Common
- understands Auran
- Keen Sight
- The eagle has advantage on Wisdom (Perception) checks that rely on sight.
- Multiattack
- The eagle makes two attacks: one with its beak and one with its talons.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 6 (1d6+3) piercing damage
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 10 (2d6+3) slashing damage
- Armor Class
- 14 (natural armor)
- Hit Points
- 42 (5d12+10)
- Speed
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) |
- Skills
- Perception
- +4
- Senses
- Passive Perception
- 14
- Languages
- understands Common
- understands Elvish
- understands Sylvan
- 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.
- +6 to hit
- reach 10 ft.
- one target
- Hit
- 11 (2d6+4) bludgeoning damage
- +6 to hit
- reach 5 ft.
- one prone creature
- Hit
- 22 (4d8+4) bludgeoning damage
- Armor Class
- 13 (natural armor)
- Hit Points
- 4 (1d6+1)
- Speed
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) |
- Senses
- Blindsight
- 30 ft.
- Passive Perception
- 8
- Languages
- None
- Illumination
- The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- +1 to hit
- reach 5 ft.
- one target
- Hit
- 2 (1d6-1) slashing damage
- Armor Class
- 11
- Hit Points
- 18 (4d8)
- Speed
- Walking
- 30 ft.
- Swimming
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) |
- Skills
- Perception
- +2
- Stealth
- +3
- Senses
- Darkvision
- 30 ft.
- Passive Perception
- 12
- Languages
- None
- 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.
- +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.
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.
- Armor Class
- 11 (natural armor)
- Hit Points
- 19 (3d10+3)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
- Senses
- Passive Perception
- 11
- Languages
- None
- Charge
- If the goat 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- Sure-Footed
- The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 8 (2d4+3) bludgeoning damage
- Armor Class
- 12
- Hit Points
- 45 (6d10+12)
- Speed
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Senses
- Passive Perception
- 13
- Languages
- None
- 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.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 10 (2d6+3) piercing damage
- Armor Class
- 12 (natural armor)
- Hit Points
- 19 (3d10+3)
- Speed
- Walking
- 30 ft.
- Climbing
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
- Senses
- Darkvision
- 30 ft.
- Passive Perception
- 10
- Languages
- None
- +4 to hit
- reach 5 ft.
- one target
- Hit
- 6 (1d8+2) piercing damage
- Armor Class
- 11
- Hit Points
- 52 (8d10+8)
- Speed
- Walking
- 10 ft.
- Swimming
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
- Skills
- Perception
- +4
- Stealth
- +5
- Senses
- Darkvision
- 60 ft.
- Passive Perception
- 14
- Languages
- None
- Hold Breath
- While out of water, the octopus can hold its breath for 1 hour.
- Underwater Camouflage
- The octopus has advantage on Dexterity (Stealth) checks made while underwater.
- Water Breathing
- The octopus can breathe only underwater.
- +5 to hit
- reach 15 ft.
- one target
- Hit
- 10 (2d6+3) bludgeoning damage. If the target is 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.
A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.- Armor Class
- 12
- Hit Points
- 19 (3d10+3)
- Speed
- Walking
- 5 ft.
- Flying
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) |
- Skills
- Perception
- +5
- Stealth
- +4
- Senses
- Darkvision
- 120 ft.
- Passive Perception
- 15
- Languages
- understands Common
- understands Elvish
- understands Sylvan
- 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 or sight.
- +3 to hit
- reach 5 ft.
- one target
- Hit
- 8 (2d6+1) slashing damage
- Armor Class
- 14
- Hit Points
- 11 (2d8+2)
- Speed
- Walking
- 30 ft.
- Swimming
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |
- Skills
- Perception
- +2
- Senses
- Blindsight
- 10 ft.
- Passive Perception
- 12
- Languages
- None
- +6 to hit
- reach 10 ft.
- one target
- Hit
- 6 (1d4+4) piercing damage, and the target must make a DC 1 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- Armor Class
- 12
- Hit Points
- 7 (2d6)
- Speed
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) |
- Senses
- Darkvision
- 60 ft.
- Passive Perception
- 10
- Languages
- None
- Keen Smell
- The rat has advantage on Wisdom (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 feet of the creature and the ally isn’t incapacitated.
Variant: Diseased Giant Rats
Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack.
/Bite/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
- +4 to hit
- reach 5 ft.
- one target
- Hit
- 4 (1d4+2) piercing damage
- Armor Class
- 15 (natural armor)
- Hit Points
- 52 (7d10+14)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) |
- Senses
- Blindsight
- 60 ft.
- Passive Perception
- 9
- Languages
- None
The scorpion makes three attacks: two with its claws and one with its sting.
- +4 to hit
- reach 5 ft
- one target
- Hit
- 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
- +4 to hit
- reach 5 ft.
- one creature
- Hit
- 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
- Armor Class
- 13 (natural armor)
- Hit Points
- 16 (3d10)
- Speed
- Walking
- 0 ft.
- Swimming
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- Passive Perception
- 11
- Languages
- None
- Charge
- If the sea horse 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) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
- Water Breathing
- The sea horse can breathe only underwater.
- +3 to hit
- reach 5 ft.
- one target
- Hit
- 4 (1d6+1) bludgeoning damage
- Armor Class
- 13 (natural armor)
- Hit Points
- 126 (11d12+55)
- Speed
- 0 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) |
- Skills
- Perception
- +3
- Senses
- Blindsight
- 60 ft.
- Passive Perception
- 13
- Languages
- None
- Blood Frenzy
- The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Water Breathing
- The shark can breathe only underwater.
- +9 to hit
- reach 5 ft.
- one target
- Hit
- 22 (3d10+6) piercing damage
- Armor Class
- 14 (natural armor)
- Hit Points
- 26 (4d10+4)
- Speed
- 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) |
- Skills
- Stealth
- +7
- Senses
- Blindsight
- 10 ft.
- Darkvision
- 60 ft.
- Passive Perception
- 10
- Languages
- None
- 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.
- +5 to hit
- reach 5 ft.
- one creature
- Hit
- 7 (1d8+3) piercing damage, and the target must make a DC 1 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.
- +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).
- Armor Class
- 11
- Hit Points
- 39 (6d10+6)
- Speed
- 20 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |
- Senses
- Darkvision
- 30 ft.
- Passive Perception
- 10
- Languages
- None
- 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.
- +4 to hit
- reach 5 ft.
- one target
- Hit
- 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.
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 (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.
A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.- Armor Class
- 10
- Hit Points
- 22 (3d10+6)
- Speed
- Walking
- 10 ft.
- Flying
- 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
- Skills
- Perception
- +3
- Senses
- Passive Perception
- 13
- Languages
- None
- Keen Sight and Smell
- The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
- 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 isn’t incapacitated.
The vulture makes two attacks: one with its beak and one with its talons.
- +4 to hit
- reach 5 ft
- one target
- Hit
- 7 (2d4+2) piercing damage
- +4 to hit
- reach 5 ft.
- one target
- Hit
- 9 (2d6+2) slashing damage
- Armor Class
- 12
- Hit Points
- 13 (3d8)
- Speed
- Walking
- 10 ft.
- Flying
- 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
- Senses
- Passive Perception
- 10
- Languages
- None
- +4 to hit
- reach 5 ft.
- one creature
- Hit
- 5 (1d6+2) piercing damage, and the target must make a DC 1 Constitution saving throw, taking 10 (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.
- Armor Class
- 13
- Hit Points
- 9 (2d8)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) |
- Skills
- Perception
- +3
- Stealth
- +5
- Senses
- Darkvision
- 60 ft.
- Passive Perception
- 13
- Languages
- None
- Keen Hearing and Smell
- The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- +5 to hit
- reach 5 ft.
- one target
- Hit
- 5 (1d4+3) piercing damage
- Armor Class
- 13
- Hit Points
- 11 (2d8+2)
- Speed
- Walking
- 40 ft.
- Climbing
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) |
- Skills
- Perception
- +3
- Stealth
- +7
- Senses
- Blindsight
- 10 ft.
- Darkvision
- 60 ft.
- Passive Perception
- 13
- Languages
- None
- 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.
- +3 to hit
- reach 5 ft.
- one creature
- Hit
- 4 (1d6+1) piercing damage, and the target must make a DC 1 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.
- Armor Class
- 9
- Hit Points
- 10 (3d6)
- Speed
- 20 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) |
- Damage Vulnerabilities
- fire
- Damage Resistances
- piercing
- Senses
- Passive Perception
- 10
- Languages
- one language known by its creator
- False Appearance
- While the shrub remains motionless, it is indistinguishable from a normal shrub.
- +1 to hit
- reach 5 ft
- one target
- Hit
- 1 (1d4-1) slashing damage
- Armor Class
- 13 (natural armor)
- Hit Points
- 59 (7d12+14)
- Speed
- 20 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) |
- Damage Vulnerabilities
- fire
- Damage Resistances
- bludgeoning
- piercing
- Senses
- Passive Perception
- 10
- Languages
- one language known by its creator
- False Appearance
- While the tree remains motionless, it is indistinguishable from a normal tree.
- +6 to hit
- reach 10 ft
- one target
- Hit
- 14 (3d6+4) bludgeoning damage
- Armor Class
- 13
- Hit Points
- 22 (4d8+4)
- Speed
- 40 ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
- Skills
- Perception
- +3
- Stealth
- +5
- Senses
- Passive Perception
- 13
- Languages
- Understands Sylvan but can’t speak it
- Keen Hearing and Smell
- The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- +3 to hit
- reach 5 ft
- one target
- Hit
- 4 (1d6+1) piercing damage
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.- Armor Class
- 12
- Hit Points
- 39 (6d8+12)
- Speed
- 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) |
- Skills
- Perception
- +5
- Stealth
- +4
- Senses
-
- Darkvision
- 120 ft
- Passive Perception
- 15
- Languages
- None
- Two-Headed
- The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
The dog makes two bite attacks.
- +4 to hit
- reach 5 ft
- one target
- Hit
- 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Medium beast, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) |
Senses passive Perception 10
Languages -
Challenge 0 (10 XP)
/Charge/. If the goat 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
/Sure-Footed/. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
/Ram/. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 10 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) |
Skills Perception +4
Senses passive Perception 14
Languages -
Challenge 0 (10 XP)
/Keen Sight/. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
/Talons/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 45 (6d10+12)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) |
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages -
Challenge 2 (450 XP)
/Blood Frenzy/. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
/Water Breathing/. The shark can breathe only underwater.
/Bite/. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
Medium beast, unaligned
Armor Class 11
Hit Points 5 (1d8+1)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
/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 isn’t incapacitated.
/Bite/. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
/Keen Hearing and Smell/. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
/Pack Tactics/. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
/Bite/. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 90 (12d12+12)
Speed 0 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages -
Challenge 3 (700 XP)
/Echolocation/. The whale can’t use its blindsight while deafened.
/Hold Breath/. The whale can hold its breath for 30 minutes.
/Keen Hearing/. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
/Bite/. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.
Large beast, unaligned
Armor Class 12
Hit Points 26 (4d10+4)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) |
Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
/Keen Smell/. The lion has advantage on Wisdom (Perception) checks that rely on smell.
/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 isn’t incapacitated.
/Pounce/. If the lion moves at least 20 feet 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 lion can make one bite attack against it as a bonus action.
/Running Leap/. With a 10-foot running start, the lion can long jump up to 25 feet.
/Bite/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
/Claw/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Tiny beast, unaligned
Armor Class 10
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) |
Senses darkvision 30 ft., passive Perception 9
Languages -
Challenge 0 (10 XP)
/Bite/. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12+55)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) |
Senses passive Perception 10
Languages -
Challenge 6 (2,300 XP)
/Trampling Charge/. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
/Gore/. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.
/Stomp/. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.
A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8+1)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 1/8 (25 XP)
/Keen Hearing and Smell/. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
/Bite/. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
Senses passive Perception 10
Languages -
Challenge 1/8 (25 XP)
/Beast of Burden/. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
/Sure-Footed/. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
/Hooves/. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) |
Skills Perception +2, Stealth +4
Senses darkvision 30 ft., passive Perception 12
Languages -
Challenge 0 (10 XP)
/Hold Breath/. While out of water, the octopus can hold its breath for 30 minutes.
/Underwater Camouflage/. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
/Water Breathing/. The octopus can breathe only underwater.
/Tentacles/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.
/Ink Cloud (Recharges after a Short or Long Rest)/. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages -
Challenge 0 (10 XP)
/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 or sight.
/Talons/. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages -
Challenge 1/4 (50 XP)
/Keen Smell/. The panther has advantage on Wisdom (Perception) checks that rely on smell.
/Pounce/. If the panther moves at least 20 feet 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 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
/Claw/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 32 (5d10+5)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) |
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 3 (700 XP)
/Ethereal Jaunt/. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
/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. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.
A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
Tiny beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
Senses blindsight 10 ft., passive Perception 10
Languages -
Challenge 1/8 (25 XP)
/Bite/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 42 (5d10+15)
Speed 40 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)
/Keen Smell/. The bear has advantage on Wisdom (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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
/Claws./ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Senses passive Perception 10
Languages -
Challenge 1/8 (25 XP)
/Hooves/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 0 (10 XP)
/Blood Frenzy/. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
/Water Breathing/. The quipper can breathe only underwater.
/Bite/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) |
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge 0 (10 XP)
/Keen Smell/. The rat has advantage on Wisdom (Perception) checks that rely on smell.
/Bite/. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
/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 10 Wisdom (Insight) check.
/Beak/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (4d8+4)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) |
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages -
Challenge 1/2 (100 XP)
/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 isn’t incapacitated.
/Water Breathing/. The shark can breathe only underwater.
/Bite/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 45 (6d10+12)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) |
Senses passive Perception 11
Languages -
Challenge 2 (450 XP)
/Charge/. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
/Gore/. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10+2)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
/Hooves/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
Large beast, unaligned
Armor Class 12
Hit Points 52 (7d10+14)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) |
Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages -
Challenge 2 (450 XP)
/Keen Smell/. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
/Pounce/. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw 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 tiger can make one bite attack against it as a bonus action.
/Bite/. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.
/Claw/. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Tiny beast, unaligned
Armor Class 11 (natural armor)
Hit Points 1 (1d4-1)
Speed 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) |
Senses blindsight 10 ft., passive Perception 9
Languages -
Challenge 0 (10 XP)
/Sting/. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 0 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) |
Senses passive Perception 10
Languages -
Challenge 0 (0 XP)
/Water Breathing/. The sea horse can breathe only underwater.
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) |
Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge 0 (10 XP)
/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 creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Languages -
Challenge 1/4 (50 XP)
/Echolocation/. The swarm can’t use its blindsight while deafened.
/Keen Hearing/. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
/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.
/Bites/. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages -
Challenge 1/2 (100 XP)
/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.
/Bites/. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Variant: Insect Swarms
Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.
Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5 feet.
Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.
Swarm of Spiders. A swarm of spiders has the following additional traits.
Spider Climb. The swarm 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 swarm knows the exact location of any other creature in contact with the same web.
Web Walker. The swarm ignores movement restrictions caused by webbing.
Swarm of Wasps. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
Medium swarm of Tiny beasts, unaligned
Armor Class 14
Hit Points 36 (8d8)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10
Languages -
Challenge 2 (450 XP)
/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.
/Bites/. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Medium swarm of Tiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8-8)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages -
Challenge 1 (200 XP)
/Blood Frenzy/. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
/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 quipper. The swarm can’t regain hit points or gain temporary hit points.
/Water Breathing/. The swarm can breathe only underwater.
/Bites/. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Medium swarm of Tiny beasts, unaligned
Armor Class 10
Hit Points 24 (7d8-7)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge 1/4 (50 XP)
/Keen Smell/. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
/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.
/Bites/. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 24 (7d8-7)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages -
Challenge 1/4 (50 XP)
/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.
/Beaks/. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Large beast, unaligned
Armor Class 12
Hit Points 37 (5d10+10)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) |
Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)
/Keen Smell/. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
/Pounce/. If the tiger moves at least 20 feet 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 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
/Claw/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Medium beast, unaligned
Armor Class 10
Hit Points 5 (1d8+1)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) |
Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
/Keen Sight and Smell/. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
/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 isn’t incapacitated.
/Beak/. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10+3)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) |
Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)
/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: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) |
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
/Keen Hearing and Smell/. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
/Bite/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 75 (10d10+20)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) |
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)
/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 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 isn’t incapacitated.
/Snow Camouflage/. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
/Bite/. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
/Cold Breath (Recharge 5-6)/. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8+2)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)
/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.
Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 26 (4d10+4)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) |
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
/Keen Hearing and Smell/. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
/Bite/. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.