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Druid Summon Cards (Full)

The document describes various beasts including an ape, awakened shrub, awakened tree, axe beak, baboon, badger, bat, black bear, and blood hawk. It provides statistics such as armor class, hit points, abilities, and actions for each beast. The beasts range in size from tiny to huge and have various speeds, senses, and challenges for combat.

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0% found this document useful (0 votes)
147 views15 pages

Druid Summon Cards (Full)

The document describes various beasts including an ape, awakened shrub, awakened tree, axe beak, baboon, badger, bat, black bear, and blood hawk. It provides statistics such as armor class, hit points, abilities, and actions for each beast. The beasts range in size from tiny to huge and have various speeds, senses, and challenges for combat.

Uploaded by

Gabor Partizer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ape Awakened Shrub Awakened Tree

Medium beast, unaligned Small plant, unaligned Huge plant, unaligned


Armor Class 12 Armor Class 9 Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6) Hit Points 10 (3d6) Hit Points 59 (7d12 + 14)
Speed 30 ft., climb 30 ft Speed 20 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) 3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2) 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)
Skills Athletics +5, Perception +3 Skills Stealth +3 Damage Vulnerabilities fire
Senses passive Perception 13 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing
Languages — Damage Resistances piercing Senses passive Perception 10
Challenge 1/2 (100 XP) Languages one language known by its creator
Senses passive Perception 10
Challenge 2 (450 XP)
Languages one language known by its creator
Actions Challenge 0 (10 XP) False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.
Multiattack. The ape makes two fist attacks. False Appearance. While the shrub remains motionless, it
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. is indistinguishable from a normal shrub.
Actions
Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., Actions Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one
onetarget. Hit: 6 (1d6 + 3) bludgeoning damage. target. Hit: 14 (3d6 + 4) bludgeoning damage. An awakened
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. tree is an ordinary tree given sentience and mobility by the
Hit: 1 (1d4- 1) slashing damage. An awakened shrub is an awaken spell or similar magic
ordinary shrub given sentience and mobility by the awaken
spell or similar magic.

Axe Beak Baboon Badger


Large beast, unaligned Small beast, unaligned Tiny beast, unaligned
Armor Class 11 Armor Class 12 Armor Class 10
Hit Points 19 (3d10 + 3) Hit Points 3 (1d6) Hit Points 3 (1d4 + 1)
Speed 50 ft. Speed 30 ft., climb 30 ft. Speed 20 ft., burrow 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (- 3) 8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2) 4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
Senses passive Perception 10 Senses passive Perception 11 Senses darkvision 30 ft., passive Perception 11
Languages - Languages — Languages —
Challenge 1/4 (50 XP) Challenge 0 (10 XP) Challenge 0 (10 XP)

Pack Tactics. The baboon has advantage on an attack roll Keen Smell. The badger has advantage on Wisdom
Actions against a creature if at least one of the baboon's allies is (Perception) checks that rely on smell.
within 5 feet of the creature and the ally isn't incapacitated.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage. An axe beak is a tall Actions
flightless bird with strong legs and a heavy, wedge-shaped Actions
beak. It has a nasty disposition and tends to attack any Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
unfamiliar creature that wanders too close. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Hit: 1 (1d4- 1) piercing damage.

Bat Black Bear Blood Hawk


Tiny beast, unaligned Medium beast, unaligned Small beast, unaligned
Armor Class 12 Armor Class 11 (natural armor) Armor Class 12
Hit Points 1 (1d4- 1) Hit Points 19 (3d8 + 6) Hit Points 7 (2d6)
Speed 5 ft., fly 30 ft. Speed 40 ft., climb 30 ft. Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) 15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)
Senses blindsight 60 ft., passive Perception 11 Skills Perception +3 Skills Perception +4
Languages — Senses passive Perception 13 Senses passive Perception 14
Challenge 0 (10 XP) Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1/8 (25 XP)
Echolocation. The bat can't use its blind sight while
deafened. Keen Smell. The bear has advantage on Wisdom Keen Sight. The hawk has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on sight.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing. Pack Tactics. The hawk has advantage on an attack roll
Actions 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.
Actions Multiattack. The bear makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one Actions
creature. Hit: 1 piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1 d6 + 2) piercing damage. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one Hit: 4 (1d4 + 2) piercing damage. Taking its name from its
target. Hit: 7 (2d4 + 2) slashing damage. crimson feathers and aggressive nature, the blood hawk
fearlessly attacks almost any animal, stabbing it with its
dagger like beak. Blood hawks flock together in large
numbers, attacking as a pack to take down prey.
Boar Brown Bear Camel
Medium beast, unaligned Large beast, unaligned Large beast, unaligned
Armor Class 11 (natural armor) Armor Class 11 (natural armor) Armor Class 9
Hit Points 11 (2d8 + 2) Hit Points 34 (4d10 + 12) Hit Points 15 (2d10 + 4)
Speed 40 ft. Speed 40 ft., climb 30 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 16 (+3) 8 (-1 ) 14 (+2) 2 (-4) 8 (-1 ) 5 (-3)
Senses passive Perception 9 Skills Perception +3 Senses passive Perception 9
Languages — Senses passive Perception 13 Languages —
Challenge 1/4 (50 XP) Languages — Challenge 1/8 (25 XP)
Challenge 1 (200 XP)
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 Keen Smell. The bear has advantage on Wisdom Actions
target takes an extra 3 (1d6) slashing damage. If the target is (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone. Hit: 2 (1d4) bludgeoning damage.
Actions
Relentless (Recharges after a Short or Long Rest). If the
boar takes 7 damage or less that would reduce it to 0 hit Multiattack. The bear makes two attacks: one with its bite
points, it is reduced to 1 hit point instead. and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. target. Hit: 11 (2d6 + 4) slashing damage.
Hit: 4 (1d6 + 1) slashing damage.

Cat Constrictor Snake Crab


Tiny beast, unaligned Large beast, unaligned Tiny beast, unaligned
Armor Class 12 Armor Class 12 Armor Class 11 (natural armor)
Hit Points 2 (1 d4) Hit Points 13 (2d10 + 2) Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft. Speed 30 ft., swim 30 ft. Speed 20 ft. , swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) 15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
Skills Perception +3, Stealth +4 Senses blindsight 10ft., passive Perception 10 Skills Stealth +2
Senses passive Perception 13 Languages — Senses blindsight 30 ft. , passive Perception 9
Languages — Challenge 1/4 (50 XP) Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP)
Keen Smell. The bear has advantage on Wisdom
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Amphibious. The crab can breathe air and water.
(Perception) checks that rely on smell .

Actions Actions
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +0 to hit, reach 5 ft ., one target.
creature. Hit: 5 (1d6 + 2) piercing damage.
target. Hit: 1 slashing damage. Hit: 1 bludgeoning damage.

Constrict: Melee Weapon Attack: +4 1 , reaab 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.

Crocodile Deer Dire Wolf


Large beast, unaligned Medium beast, unaligned Large beast, unaligned
Armor Class 12 (natural armor) Armor Class 13 Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 4 (1d8) Hit Points 37 (5d10 + 10)
Speed 20 ft., swim 30 ft. Speed 50 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2. (-4) 10 (+0) 5 (-3) 11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 13 (+1) 7 (-2)
Skills Stealth +2 Senses passive Perception 12 Skills Perception +3, Stealth +4
Senses passive Perception 10 Languages — Senses passive Perception 13
Languages — Challenge 0 (10 XP) Languages —
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

Hold Breath. The crocodile can hold its breath for 15 Actions Keen Hearing and Smell. The wolf has advantage on
minutes. Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage. Pack Tactics. The wolf has advantage on an attack roll
Actions 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
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
grappled (escape DC 12). Until this grapple ends, the target is
Actions
restrained, and the crocodile can't bite another target. 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.
Draft Horse Eagle Elephant
Large beast, unaligned Small beast, unaligned Huge beast, unaligned
Armor Class 10 Armor Class 12 Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 3 (1d6) Hit Points 76 (8d12 + 24)
Speed 40 ft. Speed 10 ft ., fly 60 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) 6 (-2) 15 (+2) 10 (+0) 2 (- 4) 14 (+2) 7 (- 2) 22 (+6) 9 (-1) 17 (+3) 3 (- 4) 11 (+0) 6 (- 2)
Senses passive Perception 10 Skills Perception +4 Senses passive Perception 1
Languages — Senses passive Perception 14 Languages —
Challenge 1/4 (50 XP) Languages — Challenge 4 (1 ,100 XP)
Challenge 0 (10 XP)
Trampling Charge. If the elephant moves at least 20 feet
Actions Keen Sight. The eagle has advantage on Wisdom straight toward a creature and then hits it with a gore attack
(Perception) checks that rely on sight. on the same turn, that target must succeed on a DC 12
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. , one
Strength saving throw or be knocked prone. If the target is
target. Hit: 9 (2d4 + 4) bludgeoning damage.
Actions prone, the elephant can make one stomp attack against it as
a bonus action.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
prone creature. Hit: 21 (3d10 + 5) bludgeoning damage.

Elk Flying Snake Frog


Large beast, unaligned Tiny beast, unaligned Tiny beast, unaligned
Armor Class 10 Armor Class 14 Armor Class 11
Hit Points 13 (2d10 + 2) Hit Points 5 (2d4) Hit Points 1 (1d4- 1)
Speed 50 ft. Speed 30 ft. , fly 60 ft., swim 30 ft. Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 4 (- 3) 18 (+4) 11 (+0) 2 (- 4) 12 (+1) 5 (- 3) 1 (- 5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
Senses passive Perception 10 Senses blindsight 10 ft., passive Perception 11 Skills Perception + 1, Stealth +3
Languages — Languages — Senses darkvision 30 ft., passive Perception 11
Challenge 1/4 (50 XP) Challenge 1/8 (25 XP) Languages —
Challenge 0 (0 XP)
Charge. •lf the elk moves at least 20 feet straight toward a Flyby. The snake doesn't provoke opportunity attacks when
target and then bits it with a ram attack on the same turn, the it flies out of an enemy's reach . Amphibious. The frog can breathe air and water.
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. Actions Standing Leap. The frog's long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Actions target.Hit: 1 piercing damage plus 7 (3d4) poison damage.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage. A flying snake is a brightly colored, winged serpent found in A frog has no effective attacks. It feeds on small insects and
remote jungles. Tribes people and cultists sometimes typically dwells near water, in trees, or underground. The
domesticate flying snakes to serve as messengers that deliver frog's statistics can also be used to represent a toad.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one scrolls wrapped in their coils.
prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Giant Ape Giant Badger Giant Bat


Huge beast, unaligned Medium beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 10 Armor Class 13
Hit Points 157 (15d12 + 60) Hit Points 13 (2d8 + 4) Hit Points 22 (4d10)
Speed 40 ft., climb 40 ft.. Speed 30 ft., burrow 10 ft. Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (- 2) 12 (+1 ) 7 (-2) 13 (+1) 10 (+0) 15 (+2) 2 (- 4) 12 (+1) 5 (- 3) 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
Skills Athletics +9, Perception +4 Senses darkvision 30 ft., passive Perception 11 Senses blindsight 60 ft., passive Perception 11
Senses passive Perception 14 Languages — Languages —
Languages — Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Challenge 7 (2,900 XP)
Keen Smell. The badger has advantage on Wisdom Echolocation. The bat can’t use its blindsight while
Multiattack. The ape makes two fist attacks. (Perception) checks that rely on smell. deafened.
Keen Hearing. The bat has advantage on Wisdom
Actions Actions (Perception) checks that rely on hearing.

Multiattack. The badger makes two attacks: one with its bite
Fist. Melee Weapon Attack: +9 to hit, reach 10ft., one target.
and one with its claws.
Actions
Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 30 (7d6 + 6) bludgeoning damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. creature. Hit: 5 (1d6 + 2) piercing damage.
Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 6 (2d4 + 1) slashing damage.
Giant Boar Giant Centipede Giant Constrictor Snake
Large beast, unaligned Small beast, unaligned Huge beast, unaligned
Armor Class 12 (natural armor) Armor Class 13 (natural armor) Armor Class 12
Hit Points 42 (5d10 + 15) Hit Points 4 (1d6 + 1) Hit Points 60 (8d12 + 8)
Speed 40 ft. Speed 30 ft., climb 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (- 2) 5 (-3) 5 (- 3) 14 (+2) 12 (+1 ) 1 (- 5) 7 (- 2) 3 (-4) 19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (−4)
Senses passive Perception 8 Senses blindsight 30 ft., passive Perception 8 Skills Perception +2
Languages — Languages — Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP) Challenge 1/4 (50 XP) Languages —
Challenge 2 (450 XP)
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 Actions
target takes an extra 7 (2d6) slashing damage. If the target is
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one
a creature, it must succeed on a DC 13 Strength saving Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one
creature. Hit: 4 (ld4 + 2) piercing damage, and the target must
throw or be knocked prone. creature. Hit: 11 (2d6 +4) piercing damage.
succeed on a DC 11 Constitution saving throw or take 10
(3d6) poison damage. If the poison damage reduces the
Relentless (Recharges after a Short or Long Rest). If the target to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
boar takes 10 damage or less that would reduce it to 0 hit creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
points, it is reduced to 1 hit point instead. poisoned in this way.
target is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the snake can't constrict another
Actions target.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.


Hit: 10 (2d6 + 3) slashing damage.

Giant Crab Giant Crocodile Giant Eagle


Medium beast, unaligned Huge beast, unaligned Large beast, neutral good
Armor Class 15 (natural armor) Armor Class 14 (natural armo r) Armor Class 13
Hit Points 13 (3d8) Hit Points 13 (3d8) Hit Points 26 (4d10 + 4)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 50 ft. Speed 10 ft., fly 80 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (-1) 3 (−4) 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (- 2) 16 (+3) 17 (+3) 13 (+1) 8 (- 1) 14 (+2) 10 (+0)
Skills Stealth +4 Skills Stealth +5 Skills Perception +4
Senses blindsight 30 ft., passive Perception 9 Senses passive Perception 10 Senses passive Perception 14
Languages — Languages — Languages Giant Eagle, understands Common and Auran
Challenge 1/8 (25 XP) Challenge 5 (1 ,800 XP) but can 't speak them
Challenge 1 (200 XP)
Amphibious. The crab can breathe air and water. Hold Breath. The crocodile can hold its breath for 30
minutes. Keen Sight. The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Actions Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target Multiattack. The crocodile makes two attacks: one with its
Multiattack. The eagle makes two attacks: one with its beak
bite and one with its tail.
is grappled (escape DC 11). The crab has two claws, each of and one with its talons .
which can grapple only one target. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
Hit: 6 (1d6 + 3) piercing damage.
(escape DC 16) . Until this grapple ends, the target is
restrained, and the crocodile can't bite another target.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft. , one
Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a
noble creature that speaks its own language and understands
not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
speech in the Common tongue. A mated pair of giant eagles
damage. If the target is a creature, it must succeed on a DC
typically has up to four eggs or young in their nest (treat the
16 Strength saving throw or be knocked prone.
young as normal eagles).

Giant Elk Giant Fire Beetle Giant Frog


Huge beast, unaligned Small beast, unaligned Medium beast, unaligned
Armor Class 14 (natural armor) Armor Class 13 Armor Class 11
Hit Points 42 (Sd12 + 10) Hit Points 4 (1d6 + 1) Hit Points 18 (4d8)
Speed 60 ft. Speed 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0) 8 (-1) 10 (+0) 12 (+1) 1 (−5) 7 (-2) 3 (−4) 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (−4)
Skills Perception +4 Senses blindsight 30 ft., passive Perception 8 Skills Perce ption +2, Stealth +3
Senses passive Perception 14 Languages — Senses blindsight 30 ft., passive Perception 9
Languages Giant Elk, understands Common, Elvish, and Challenge 0 (10 XP) Languages —
Sylvan but can't speak them Challenge 1/4 (50 XP)
Challenge 2 (450 XP) Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet. Amphibious. The frog can breathe air and water.
Charge. If the elk moves at least 20 feet straight toward a
Standing Leap. The frog's long jump is up to 20 feet and its high
target and then hits it with a ram attack on the same turn, the
jump is up to 10 feet, with or without a running start.
target takes an extra 7 (2d6) damage. If the target is a Actions
creature, it must succeed on a DC 14 Strength saving throw
or be knocked prone. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Actions
Hit: 2 (1d6 − 1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
Actions (1d6 + 1) piercing damage, and the target is grappled (escape DC
11). Until this grapple ends, the target is restrained, and the frog
Ram. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: can't bite another target.
11 (2d6 + 4) bludgeoning damage.
Swallow. The frog makes one bite attack against a Small or smaller
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft ., one prone target it is grappling. If the attack hits, the target is swallowed, and the
creature. Hit: 22 (4d8 + 4) bludgeoning damage. grapple ends. The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside the frog, and it
The majestic giant elk is rare to the point that its appearance is takes 5 (2d4) acid damage at the start of each of the frog's turns. The
often taken as a foreshadowing of an important event, such as the frog can have only one target swallowed at a time. If the frog dies, a
birth of a king. Legends tell of gods that take the form of giant elk swallowed creature is no longer restrained by it and can escape from
when visiting the Material Plane. Many cultures therefore believe the corpse using 5 feet of movement, exiting prone.
that to hunt these creatures is to invite divine wrath.
Giant Goat Giant Hyena Giant Lizard
Large beast, unaligned Large beast, unaligned Large beast, unaligned
Armor Class 11 (natural armor) Armor Class 12 Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 45 (6d10 + 12) Hit Points 19 (3d10 + 3)
Speed 40 ft. Speed 50 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (- 4) 12 (+1) 6 (- 2) 16 (+3) 14 (+2) 14 (+2) 2 (- 4) 12 (+1) 7 (- 2) 15 (+2) 12 (+1) 13 (+1) 2 (- 4) 10 (+0) 5 (- 3)
Senses passive Perception 11 Skills Perception +3 Senses darkvision 30 ft., passive Perception 10
Languages — Senses passive Perception 13 Languages —
Challenge 1/2 (100 XP) Languages — Challenge 1/4 (50 XP)
Challenge 1 (200 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 , Rampage. When the hyena reduces a creature to 0 hit Actions
the target takes an extra 5 (2d4) bludgeoning damage. If the 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 Bite. Melee Weap'on Attack: +4 to hit, reach 5 ft., one target.
target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone. attack. Hit: 6 (1d8 + 2) piercing damage.

Sure-Footed. The goat has advantage on Strength and


Dexterity saving throws made against effects that would
Actions A giant lizard can be ridden or used as a draft animal. Lizardfolk
knock it prone. also keep them as pets, and subterranean giant lizards are used
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. as mounts and pack animals by drow, duergar, and other
Hit: 10 (2d6 + 3) piercing damage. Underdark dwellers.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: VARIANT: GIANT LIZARD TRAITS
8 (2d4 + 3) bludgeoning damage.
Some giant lizards have one or both of the following traits. Hold
Breath. The lizard can hold its breath for 15 minutes. (A lizard that
has this trait also has a swimming speed of 30 feet.)
Spider Climb. The lizard can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.

Giant Octopus Giant Owl Giant Poisonous Snake


Large beast, unaligned Large beast," neutral Medium beast, unaligned
Armor Class 11 Armor Class 12 Armor Class 14
Hit Points 52 (8d10 + 8) Hit Points 19 (3d10 + 3) Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 60 ft. Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (- 3) 13 (+1) 15 (+2) 12 (+1) 8 (- 1) 13 (+1 ) 10 (+0) 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (−4)
Skills Perception +4, Stealth +5 Skills Perception +5, Stealth +4 Skills Perception +2
Senses darkvision 60ft., passive Perception 14 Senses darkvision 120ft., passive Perception 15 Senses blindsight 10 ft., passive Perception 12
Languages — Languages — Languages —
Challenge 1 (200 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Hold Breath. While out of water, the octopus can hold its breath Flyby. The owl doesn't provoke opportunity attacks when it
for 1 hour. flies out of an enemy's reach . Actions
Underwater Camouflage. The octopus has advantage on Keen Hearing and Sight. The owl has advantage on Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Dexterity (Stealth) checks made while underwater. Wisdom (Perception) checks that rely on hearing or sight. Hit: 6 (1d4 + 4) piercing damage, and the target must make a
Water Breathing. The octopus can breathe only underwater. DC 11 Constitution saving throw, taking 10 (3d6) poison
Actions damage on a failed save, or half as much damage on a
Actions successful one.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one Hit: 8 (2d6 + 1) slashing damage.
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Giant owls often befriend fey and other sylvan creatures and are
creature, _it is grappled (escape DC 16). Until this grapple ends, guardians of their woodland realms.
the target is restrained, and the octopus can't use its tentacles on
another target.
Ink Cloud (Recharges after a Short or Long Rest). 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 Rat Giant Scorpion Giant Sea Horse


Small beast, unaligned Large beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 15 (natural armor) Armor Class 13 (natural armor)
Hit Points 7 (2d6) Hit Points 52 (7d10 + 14) Hit Points 16 (3d10)
Speed 30 ft. Speed 40 ft. Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3) 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4) 12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (-3)
Senses darkvision 60 ft., passive Perception 9 Senses blindsight 60 ft., passive Perception 9 Senses passive Perception 11
Languages — Languages — Languages —
Challenge 1/8 (25 XP) Challenge 3 (700 XP) Challenge 1/2 (100 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks Multiattack. The scorpion makes three attacks: two with its Charge. If the sea horse moves at least 20 feet straight
that rely on smell. claws and one with its sting.. toward a target and then hits it with a ram attack on the
Pack Tactics. The rat has advantage on an attack roll against a same turn , the target takes an extra 7 (2d6) bludgeoning
creature if at least one of the rat’s allies is within 5 feet of the creature damage. It the target is a creature, it must succeed on a DC
and the ally isn’t incapacitated.
Actions 11 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Water Breathing. The sea horse can breathe only
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
Actions grappled (escape DC 12). The scorpion has two claws, each
underwater.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 of which can grapple only one target.
+ 2) piercing damage. Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
VARIANT: DISEASED GIANT RATS creature. Hit: 7 (1d10 + 2) piercing damage, and the target Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Some giant rats carry vile diseases that they spread with their bites. A diseased must make a DC 12 Constitution saving throw, taking 22 Hit: 4 (1d6 + 1) bludgeoning damage.
giant rat has a challenge rating of 1/8 (25 XP) and the following action instead (4d10) poison damage on a failed save, or half as much
of its normal bite attack. Like their smaller kin, giant sea horses are shy, colorful fish
damage on a successful one.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) with elongated bodies and curled tails. Aquatic elves train
piercing damage. If the target is a creature, it must succeed on a DC 10 them as mounts.
Constitution saving throw or contract a disease. Until the disease means, and
the target's hit point maximum decreases by 3 (1 d6) every 24 hours. If the
target's hit point maximum drops to 0 as a result of this disease, the target dies.
Giant Shark Giant Spider Giant Toad
Huge beast, unaligned Large beast, unaligned Large beast, unaligned
Armor Class 13 (natural armor) Armor Class 14 (natural armor) Armor Class 11
Hit Points 126 (11d12 +55) Hit Points 26 (4d10 + 4) Hit Points 39 (6d10 + 6)
Speed 0 ft., swim 50 ft. Speed 30 ft., climb 30 ft. Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (- 5) 10 (+0) 5 (-3) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) 15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
Senses blindsight 60 ft., passive Perception 13 Skills Stealth +7 Senses darkvision 30 ft., passive Perception 10
Languages — Senses blindsight 10 ft., darkvision 60 ft., passive Languages —
Perception 10 Challenge 1 (200 XP)
Challenge 5 (1 ,800 XP)
Languages —
Blood Frenzy. The shark has advantage on melee attack Challenge 1 (200 XP) Amphibious. The toad can breathe air and water.
rolls against any creature that doesn't have all its hit points. Spider Climb. The spider can climb difficult surfaces, including upside Standing Leap. The toad’s long jump is up to 20 feet and its high
down on ceilings, without needing to make an ability check. jump is up to 10 feet, with or without a running start.
Water Breathing. The shark can breathe only underwater. 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 Actions
Actions webbing. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
Actions (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 target is grappled (escape DC 13). Until this grapple ends, the
Hit: 22 (3d10 + 6) piercing damage. (1d8 + 3) piercing damage, and the target must make a DC 11 target is restrained, and the toad can’t bite another target.
Constitution saving throw, taking 9 (2d8) poison damage on a failed save, Swallow. The toad makes one bite attack against a Medium or
or half as much damage on a successful one. If the poison damage smaller target it is grappling. If the attack hits, the target is
A giant shark is 30 feet long and normally found in deep reduces the target to 0 hit points, the target is stable but poisoned for 1 swallowed, and the grapple ends. The swallowed target is blinded
oceans. Utterly fearless, it preys on anything that crosses its hour, even after regaining hit points, and is paralyzed while poisoned in and restrained, it has total cover against attacks and other effects
path, including whales and ships. this way.
outside the toad, and it takes 10 (3d6) acid damage at the start of
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
one creature. Hit: The target is restrained by webbing. As an action, the
each of the toad’s turns. The toad can have only one target
restrained target can make a DC 12 Strength check, bursting the webbing swallowed at a time.
on a success. The webbing can also be attacked and destroyed (AC 10; If the toad dies, a swallowed creature is no longer restrained by it
hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and and can escape from the corpse using 5 feet of movement, exiting
psychic damage). prone.

Giant Vulture Giant Wasp Giant Weasel


Large beast, neutral evil Medium beast, unaligned Medium beast, unaligned
Armor Class 10 Armor Class 12 Armor Class 13
Hit Points 22 (3d10 + 6) Hit Points 13 (3d8) Hit Points 9 (2d8)
Speed 10 ft., fly 60 ft. Speed 10 ft., fly 50 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2) 10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) 11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (- 3)
Skills Perception +3 Senses passive Perception 10 Skills Perception +3, Stealth +5
Senses passive Perception 13 Languages — Senses darkvision 60 ft., passive Perception 13
Languages Giant vulture understands Common but can't Challenge 1/2 (100 XP) Languages —
speak. Challenge 1/8 (25 XP)
Challenge 1 (200 XP) Actions Keen Hearing and Smell. The weasel has advantage on
Keen Sight and Smell. The vulture has advantage on Wisdom Wisdom (Perception) checks that rely on hearing or smell.
(Perception) checks that rely on sight or smell. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage, and the target
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 must make a DC 11 Constitution saving throw, taking 10 (3d6) Actions
creature and the ally isn't incapacitated. poison damage on a failed save, or half as much damage on
a successful one. If the poison damage reduces the target to Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
0 hit points, the target is stable but poisoned for 1 hour, even Hit: 5 (1d4 + 3) piercing damage.
Actions after regaining hit points, and is paralyzed while poisoned in
Multiattack. The vulture makes two attacks: one with its beak and one with its
this way.
talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 9 (2d6 +
2) slashing damage.
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.

Giant Wolf Spider Goat Hawk


Medium beast, unaligned Medium beast, unaligned Tiny beast, unaligned
Armor Class 13 (natural armor) Armor Class 10 Armor Class 13
Hit Points 11 (2d8 + 2) Hit Points 4 (1d8) Hit Points 1 (1 d4 - 1)
Speed 40 ft., climb 40 ft. Speed 40 ft. Speed 10 ft. , fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (- 3) 5 (-3) 16 (+3) 8 (- 1) 2 (- 4) 14 (+2) 6 (−2)
Skills Perception +3, Stealth +7 Senses passive Perception 10 Skills Perception +4
Senses blindsight 10 ft., darkvision 60 ft., passive Languages — Senses passive Perception 14
Perception 13 Languages —
Challenge 0 (10 XP)
Languages —
Challenge 0 (10 XP)
Challenge 1/4 (50 XP) Charge. If the goat moves at least 20 feet straight toward a
Spider Climb. The spider can climb difficult surfaces, including upside target and then hits it with a ram attack on the same turn, the Keen Sight. The hawk has advantage on Wisdom
down on ceilings, without needing to make an ability check. (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the spider knows the exact target takes an extra 2 (1d4) bludgeoning damage. If the
location of any other creature in contact with the same web. target is a creature, it must succeed on a DC 10 Strength
Web Walker. The spider ignores movement restrictions caused by saving throw or be knocked prone. Actions
webbing.
Sure-Footed. The goat has advantage on Strength and
Actions Dexterity saving throws made against effects that would Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 knock it prone. target. Hit: 1 slashing damage.
(1d6 + 1) piercing damage, and the target must make a DC 11
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 Actions
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 Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
this way.
Hit: 3 (1d4 + 1) bludgeoning damage.
Smaller than a giant spider, a giant wolf spider hunts
prey across open ground or hides in a burrow or crevice,
or in a hidden cavity beneath debris.
Hunter Shark Hyena Jackal
Large beast, unaligned Medium beast, unaligned Small beast, unaligned
Armor Class 12 (natural armor) Armor Class 11 Armor Class 12
Hit Points 45 (6d10 + 12) Hit Points 5 (1d8 + 1) Hit Points 3 (1d6)
Speed 0 ft ., swim 40 ft. Speed 50 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (- 5) 10 (+0) 6 (−2) 11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3) 8 (-1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2)
Skills Perception +2 Senses passive Perception 13 Skills Perception +3
Senses blindsight 30 ft., passive Perception 12 Languages — Senses passive Perception 13
Languages — Challenge 0 (10 XP) Languages —
Challenge 2 (450 XP) Challenge 0 (10 XP)
Pack Tactics. The hyena has advantage on an attack roll
Blood Frenzy. The shark has advantage on melee attack against a creature if at least one of the hyena's allies is Keen Hearing and Smell. The jackal has advantage on
rolls against any creature that doesn't have all its hit points. within 5 feet of the creature and the ally isn't incapacitated. Wisdom (Perception) checks that rely on hearing or smell.
Water Breathing. The shark can breathe only underwater. Pack Tactics. The jackal has advantage on an attack roll
Actions 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.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Actions
Hit: 13 (2d8 + 4) piercing damage.
Bite. Melee Weapon Attack:+ 1 to hit, reach 5 ft. , one target.
Hit: 1 (1d4- 1) 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.

Killer Whale Lion Lizard


Huge beast, unaligned Large beast, unaligned Tiny beast, unaligned
Armor Class 12 (natural armor) Armor Class 12 Armor Class 1 0
Hit Points 90 (12d12 + 12) Hit Points 26 (4d10 + 4) Hit Points 2 (1d4)
Speed 0 ft., swim 60 ft. Speed 50 ft. Speed 20 ft., climb 20 ft..
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2) 17 (+3) 15 (+2) 13 (+1) 3 (−4) 12 (+1) 8 (-1) 2 (- 4) 11 (+0) 10 (+0) 1 (-5) 8 (- 1) 3 (-4)
Skills Perception +3 Skills Perception +3, Stealth +6 Senses darkvision 30ft. , passive Perception 9
Senses blindsight 120ft., passive Perception 13 Senses passive Perception 13 Languages —
Languages — Languages — Challenge 0 (10 XP)
Challenge 3 (700 XP) Challenge 1 (200 XP)

Echolocation. The whale can't use its blindsight while Keen Smell. The lion has advantage on Wisdom (Perception) checks Actions
deafened. that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hold Breath. The whale can hold its breath for 30 minutes. creature if at least one of the lion's allies is within 5 feet of the creature Hit: 1 piercing damage.
Keen Hearing. The whale has advantage on Wisdom and the ally isn 't incapacitated .
(Perception) checks that rely on hearing. 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
Actions 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
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. to 25 feet.
Hit: 21 (5d6 + 4) piercing damage.

Actions
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.

Mammoth Mastiff Mule


Huge beast, unaligned Medium beast, unaligned Medium beast, unaligned
Armor Class 13 (natural armor) Armor Class 12 Armor Class 10
Hit Points 126 (11d12 + 55) Hit Points 5 (ld8 + 1) Hit Points 11(2d8 + 2)
Speed 40 ft. Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (−4) 11 (+0) 6 (-2) 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (-2) 14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Senses passive Perception 10 Skills Perception +3 Senses passive Perception 10
Languages — Senses passive Perception 13 Languages —
Challenge 6 (2,300 XP) Languages — Challenge 1/8 (25 XP)
Challenge 1/8 (25 XP)
Trampling Charge. If the mammoth moves at least 20 feet Beast of Burden. The mule is considered to be a Large
straight toward a creature and then hits it with a gore attack Keen Hearing and Smell. The mastiff has advantage on animal for the purpose of determining its carrying capacity.
on the same turn, that target must succeed on a DC 18 Wisdom (Perception) checks that rely on hearing or smell.
Sure-Footed. The mule has advantage on Strength and
Strength saving throw or be knocked prone. If the target is Dexterity saving throws made against effects that would
prone, the mammoth can make one stomp attack against it Actions knock it prone.
as a bonus action.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it Actions
must succeed on a DC 11 Strength saving throw or be
knocked prone. Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Gore. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
target. Hit: 25 (4d8 + 7) piercing damage. Mastiffs are impressive hounds prized by humanoids for their
Stomp. Melee Weapon Attack:+10 to hit, reach 5 ft. , one loyalty and keen senses, Mastiffs can be trained as guard
prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. dogs, hunting dogs, and war dogs. Halflings and other Small
humanoids ride them as mounts.
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.
Octopus Owl Panther
Small beast, unaligned Tiny beast, unaligned Medium beast, unaligned
Armor Class 12 Armor Class 11 Armor Class 12
Hit Points 3 (1d6) Hit Points 1 (ld4- 1) Hit Points 13 (3d8)
Speed 5 ft., swim 30 ft. Speed 5 ft., fly 60 ft. Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
Skills Perception +2, Stealth +4 Skills Perception +3, Stealth +3 Skills Perception +4, Stealth +6
Senses darkvision 30 ft., passive Perception 12 Senses darkvision 120ft., passive Perception 13 Senses passive Perception 14
Languages — Languages — Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP) Challenge 1/4 (50 XP)
Hold Breath. While out of water, the octopus can hold its breath Flyby. The owl doesn't provoke opportunity attacks when it Keen Smell. The panther has advantage on Wisdom
for 30 minutes. flies out of an enemy's reach. (Perception) checks that rely on smell.
Underwater Camouflage. The octopus has advantage on Keen Hearing and Sight. The owl has advantage on
Dexterity (Stealth) checks made while underwater. Pounce. If the panther moves at least 20 feet straight toward
Wisdom (Perception) checks that rely on hearing or sight. a creature and then hits it with a claw attack on the same
Water Breathing. The octopus can breathe only underwater. turn, that target must succeed on a DC 12 Strength saving
Actions throw or be knocked prone. If the target is prone, the panther
Actions can make one bite attack against it as a bonus action.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. target. Hit: 1 slashing damage.
Hit: 1 bludgeoning damage, and the target is grappled (escape DC Actions
10). Until this grapple ends, the octopus can 't use its tentacles on
another target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot
radius cloud of ink extends all around the octopus if it is Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
underwater. The area is heavily obscured for 1 minute, although a Hit: 4 (1d4 + 2) slashing damage.
significant current can disperse the ink. After releasing the ink, the
octopus can use the Dash action as a bonus action.

Poisonous Snake Polar Bear Pony


Tiny beast, unaligned Large beast, unaligned Medium beast, unaligned
Armor Class 13 Armor Class 12 (natural armor) Armor Class 10
Hit Points 2 (1d4) Hit Points 42 (5d10 + 15) Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft. Speed 40 ft., swim 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)
Senses blindsight 10ft., passive Perception 10 Skills Perception +3 Senses passive Perception 10
Languages — Senses passive Perception 13 Languages —
Challenge 1/8 (25 XP) Languages — Challenge 1/8 (25 XP)
Challenge 2 (450 XP)
Actions Keen Smell. The bear has advantage on Wisdom (Perception) Actions
checks that rely on smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 1 piercing damage, and the target must make a DC 10 target. Hit: 7 (2d4 + 2) bludgeoning damage.
Constitution saving throw, taking 5 (2d4) poison damage on a Actions
failed save, or half as much damage on a successful one.
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
(ld8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit:
12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground, feeding on
subterranean lichen and blind fish. Known as cave bears, these ill-
tempered behemoths have coarse, dark hair and darkvision out to
a range of 60 feet. Otherwise, they have the same statistics as a
polar bear.

Quipper Rat Raven


Tiny beast, unaligned Tiny beast, unaligned Tiny beast, unaligned
Armor Class 13 Armor Class 10 Armor Class 12
Hit Points 1 (ld4- 1) Hit Points 1 (1d4- 1) Hit Points 1 (1d4- 1)
Speed 0 ft. , swim 40 ft. Speed 20 ft. Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (- 1) 1 (-5) 7 (- 2) 2 (-4) 2 (-4) 11 (+0) 9 (- 1) 2 (-4) 10 (+0) 4 (-3) 2 (-4) 14 (+2) 8 (- 1) 2 (- 4) 12 (+1 ) 6 (-2)
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 30 ft., passive Perception 10 Skills Perception +3
Languages — Languages — Senses passive Perception 13
Challenge 0 (10 XP) Challenge 0 (10 XP) Languages —
Challenge 0 (10 XP)
Blood Frenzy. The quipper has advantage on melee attack Keen Smell. The rat has advantage on Wisdom (Perception)
rolls against any creature that doesn't have all its hit points. checks that rely on smell. Mimicry. The raven can mimic simple sounds it has heard,
such as a person whispering, a baby crying, or an animal
Water Breathing. The quipper can breathe only underwater. chittering. A creature that hears the sounds can tell they are
Actions imitations with a successful DC 10 Wisdom (Insight) check.
Actions Bite. Melee Weapon Attack: +0 to hit, reac h 5 ft ., one target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 1 piercing damage. Actions
Hit: 1 piercing damage. Beak. Melee Weapon Attack: +4 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.
Reef Shark Rhinoceros Riding Horse
Medium beast, unaligned Large beast, unaligned Large beast, unaligned
Armor Class 12 (natural armor) Armor Class 11 (natural armor) Armor Class 10
Hit Points 22 (4d8 + 4) Hit Points 45 (6d10 + 12) Hit Points 13 (2d10 + 2)
Speed 0 ft., swim 40 ft. Speed 40 ft. Speed 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) 21 (+5) 8 (- 1) 15 (+2) 2 (- 4) 12 (+1) 6 (- 2) 16 (+3) 10 (+0) 12 (+1) 2 (- 4) 11 (+0) 7 (-2)
Skills Perception +2 Senses passive Perception 11 Senses passive Perception 10
Senses blindsight 30 ft., passive Perception 12 Languages — Languages —
Languages — Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)
Charge. If the rhinoceros moves at least 20 feet straight
Pack Tactics. The shark has advantage on an attack roll toward a target and then hits it with a gore attack on the Actions
against a creature if at least one of the shark's allies is within same turn, the target takes an extra 9 (2d8) bludgeoning Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one
5 feet of the creature and the ally isn't incapacitated. damage. If the target is a creature, it must succeed on a DC target. Hit: 8 (2d4 + 3) bludgeoning damage.
Water Breathing. The shark can breathe only underwater. 15 Strength saving throw or be knocked prone.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. Hit: 14 (2d8 + 5) bludgeoning 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.

Saber-Toothed Tiger Scorpion Sea Horse


Large beast, unaligned Tiny beast, unaligned Tiny beast, unaligned
Armor Class 12 Armor Class 11 (natural armor) Armor Class 14 (natural armor)
Hit Points 52 (7d10 + 14) Hit Points 1 (1d4 - 1) Hit Points 1 (1d4 - 1)
Speed 40 ft. Speed 10 ft. Speed 0 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (- 1) 2 (- 4) 11 (+0) 8 (-1) 1 (-5) 8 (- 1) 2 (-4) 1 (- 5) 12 (+1) 8 (-1) 1 (- 5) 10 (+0) 2 (-4)
Skills Perception +3, Stealth +6 Senses blind sight 10 ft., passive Perception 9 Senses passive Perception 10
Senses passive Perception 13 Languages — Languages —
Languages — Challenge 0 (10 XP) Challenge 0 (0 XP)
Challenge 2 (450 XP)
Water Breathing. The sea horse can breathe only
Keen Smell. The tiger has advantage on Wisdom Actions underwater.
(Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a Sting. Melee Weapon Attack: +2 to hit, reach 5 ft. , one
creature and then hits it with a claw attack on the same turn, creature. Hit: 1 piercing damage, and the target must make a
that target must succeed on a DC 14 Strength saving throw DC 9 Constitution saving throw, taking 4 (1d8) poison
or be knocked prone. If the target is prone, the tiger can damage on a failed save, or half as much damage on a
make one bite attack against it as a bonus action. successful one.

Actions
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.

Spider Stirge Tiger


Tiny beast, unaligned Tiny beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 14 (natural armor) Armor Class 12
Hit Points 1 (1d4- 1) Hit Points 2 (1d4) Hit Points 37 (5d10 + 10)
Speed 20 ft., climb 20 ft. Speed 10 ft., fly 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (- 4) 14 (+2) 8 (- 1) 1 (- 5) 10 (+0) 2 (- 4) 4 (-3) 16 (+3) 11 (+0) 2 (−4) 8 (-1) 6 (−2) 17 (.+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (- 1)
Skills Stealth +4 Senses darkvision 60 ft., passive Perception 9 Skills Perception +3, Stealth +6
Senses darkvision 30 ft. , passive Perception 10 Languages — Senses darkvision 60 ft., passive Perception 13
Languages — Challenge 1/8 (25 XP) Languages —
Challenge 0 (10 XP) Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, Actions Keen Smell. The tiger has advantage on Wisdom
including upside down on ceilings, without needing to make (Perception) checks that rely on smell.
an ability check. Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage, and the Pounce. If the tiger moves at least 20 feet straight toward a
Web Sense. While in contact with a web, the spider knows creature and then hits it with a claw attack on the same turn,
the exact location of any other creature in contact with the stirge attaches to the target. While attached, the stirge that target must succeed on a DC 13 Strength saving throw
same web. doesn’t attack. Instead, at the start of each of the stirge’s or be knocked prone. If the target is prone, the tiger can
turns, the target loses 5 (1d4 + 3) hit points due to blood make one bite attack against it as a bonus action.
Web Walker. The spider ignores movement restrictions
caused by webbing. loss.
The stirge can detach itself by spending 5 feet of its Actions
movement. It does so after it drains 10 hit points of blood
Actions from the target or the target dies. A creature, including the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, can use its action to detach the stirge. Hit: 8 (1d10 + 3) piercing damage.
creature. Hit: 1 piercing damage, and the target must succeed
on a DC 9 Constitution saving throw or take 2 (1d4) poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
damage. Hit: 7 (1d8 + 3) slashing damage.
Vulture Warhorse Weasel
Medium beast, unaligned Large beast, unaligned Tiny beast, unaligned
Armor Class 10 Armor Class 11 (natural armor) Armor Class 13
Hit Points 5 (1d8 + 1) Hit Points 19 (3d10 + 3) Hit Points 1 (1d4- 1)
Speed 10 ft., fly 50 ft. Speed 60 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (- 2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3) 18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (-2) 3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)
Skills Perception +3 Senses passive Perception 11 Skills Perception +3, Stealth +5
Senses passive Perception 13 Languages — Senses passive Perception 13
Languages — Challenge 1/2 (100 XP) Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP)
Trampling Charge. If the horse moves at least 20 feet
Keen Sight and Smell. The vulture has advantage on straight toward a creature and then hits it with a hooves Keen Hearing and Smell. The weasel has advantage on
Wisdom (Perception) checks that rely on sight or smell. attack on the same turn, that target must succeed on a DC Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The vulture has advantage on an attack roll 14 Strength saving throw or be knocked prone. If the target
against a creature if at least one of the vulture's allies is is prone, the horse can make another attack with its hooves Actions
within 5 feet of the creature and the ally isn't incapacitated . against it as a bonus action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Actions Hit: 1 piercing damage.

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage. Hit: 11 (2d6 + 4) bludgeoning damage.

An armored warhorse has an AC based on the type of barding


worn (see the Player's Handbook for more information on barding).
The horse's AC includes its Dexterity modifier, where applicable.
Barding doesn't alter the horse's challenge rating. AC Barding 12
Leather / 13 Studded leather / 14 Ring mail / 15 Scale mail / 16
Chain Mail / 17 Splint Mail / 18 Plate Mail

Wolf Swarm of Bats Swarm of Beetles


Medium beast, unaligned Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned
Armor Class 13 (natural armor) Armor Class 12 (natural armor) Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 22 (5d8) Hit Points 22 (5d8)
Speed 40 ft. Speed 0 ft., fly 30 ft. Speed 20 ft., climb 20 ft. burrowing 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2) 5 (-3) 15 (+2) 10 (+0) 2 (- 4) 12 (+1) 4 (-3) 3 (−4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Skills Perception +3, Stealth +4 Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 13 Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, frightened, paralyzed,
Languages — petrified, prone, restrained, stunned petrified, prone, restrained, stunned
Challenge 1/4 (50 XP) Senses blindsight 60 ft., passive Perception 11 Senses blindsight 10 ft., passive Perception 8
Languages — Languages —
Keen Hearing and Smell. The wolf has advantage on
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls Echolocation. The swarm can 't use its blindsight while Swarm. The swarm can occupy another creature’s space
against a creature if at least one of the wolf’s allies is within 5 deafened. and vice versa, and the swarm can move through any
feet of the creature and the ally isn’t incapacitated. Keen Hearing. The swarm has advantage on Wisdom opening large enough for a Tiny insect. The swarm can’t
(Perception) checks that rely on hearing. regain hit points or gain temporary hit points.
Actions Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. enough for a Tiny insect. The swarm can’t regain hit points or gain
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it temporary hit points. Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
must succeed on a DC 11 Strength saving throw or be in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5
knocked prone. Actions (2d4) piercing damage if the swarm has half of its hit points or
fewer.
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.

Swarm of Centipedes Swarm Of Poisonous Snakes Swarm of Quippers.


Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural armor) Armor Class 14 Armor Class 13
Hit Points 22 (5d8) Hit Points 36 (8d8) Hit Points 28 (8d8 - 8)
Speed 20 ft., climb 20 ft. burrowing 5 ft. Speed 30 ft. , swim 30 ft. Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (−4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (- 4) 13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, frightened, paralyzed, Condition Immunities charmed, frightened , paralyzed,
petrified, prone, restrained, stunned petrified, prone, restrained, stunned petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8 Senses blindsight 10 ft. passive Perception 10 Senses darkvision 60ft., passive Perception 8
Languages — Languages — Languages —
Challenge 1/2 (100 XP) Challenge 2 (450 XP) Challenge 1 (200 XP)

Swarm. The swarm can occupy another creature’s space Swarm. The swarm can occupy another creature's space Blood Frenzy. The swarm has advantage on melee attack
and vice versa, and the swarm can move through any and vice versa, and the swarm can move through any rolls against any creature that doesn't have all its hit points.
opening large enough for a Tiny insect. The swarm can’t opening large enough for a Tiny snake. The swarm can't Swarm. The swarm can occupy another creature's space
regain hit points or gain temporary hit points. regain hit points or gain temporary hit points. and vice versa, and the swarm can move through any
opening large enough for a Tiny quipper. The swarm can't
Actions Actions regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target Bites. Melee Weapon Attack: +6 to hit, reach 0 ft ., one
in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 creature in the swarm's space. Hit: 7 (2d6) piercing damage,
(2d4) piercing damage if the swarm has half of its hit points or or 3 (1d6) piercing damage if the swarm has half of its hit Actions
fewer. points or fewer. The target must make a DC 10 Constitution
saving throw, taking 14 (4d6) poison damage on a failed save, Bites. Melee Weapon Attack: +5 to hit, reach 0 ft ., one
A creature reduced to 0 hit points by a swarm of centipedes is creature in the swarm's space. Hit: 14 (4d6) piercing damage,
stable but poisoned for 1 hour, even after regaining hit points, or half as much damage on a successful one.
or 7 (2d6) piercing damage if the swarm has half of its hit
and paralyzed while poisoned in this way. points or fewer.
Swarm of Rats. Swarm of Ravens. Swarm of Spiders
Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned
Armor Class 0 Armor Class 12 Armor Class 12 (natural armor)
Hit Points 24 (7d8 - 7) Hit Points 24 (7d8 - 7) Hit Points 22 (5d8)
Speed 30 ft. Speed 10 ft., fly 50 ft. Speed 20 ft., climb 20 ft. burrowing 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (- 1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) 6 (- 2) 14 (+2) 8 (-1) 3 (- 4) 12 (+1) 6 (-2) 3 (−4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Damage Resistances bludgeoning, piercing, slashing Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened , paralyzed, Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10 petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8
Languages — Senses passive Perception 15 Languages —
Challenge 1/4 (50 XP) Languages — Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom Swarm. The swarm can occupy another creature’s space and vice
(Perception) checks that rely on smell. Swarm. The swarm can occupy another creature's space 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
Swarm. The swarm can occupy another creature's space and vice versa , and the swarm can move through any points.
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. Spider Climb. The swarm can climb difficult surfaces, including upside
opening large enough for a Tiny rat. The swarm can 't regain down on ceilings, without needing to make an ability check.
hit points or gain temporary hit points.
Web Sense. While in contact with a web, the swarm knows the exact
Actions location of any other creature in contact with the same web.
Actions Web Walker. The swarm ignores movement restrictions caused by
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target webbing.
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)
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
piercing damage if the swarm has half of its hit points or fewer. Actions
fewer. 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.

Swarm of Wasps Dinosaur, Allosaurus Dinosaur, Ankylosaurus


Medium swarm of Tiny beasts, unaligned Large beast, unaligned Huge beast, unaligned
Armor Class 12 (natural armor) Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 22 (5d8) Hit Points 51 (6d10 + 18) Hit Points 68 (8d12 + 16)
Speed 5 ft., fly 30 ft. Speed 60 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (−4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 19 (+4) 13 (+1) 17 (+3) 2 (- 4) 12 (+1) 5 (-3) 19 (+4) 11 (+0) 15 (+2) 2 (- 4) 12 (+1) 5 (-3)
Damage Resistances bludgeoning, piercing, slashing Skills Perception +5 Senses passive Perception 11
Condition Immunities charmed, frightened, paralyzed, Senses passive Perception 15 Languages —
petrified, prone, restrained, stunned Languages — Challenge 3 (700 XP)
Senses blindsight 10 ft., passive Perception 8 Challenge 2 (450 XP)
Languages — Actions
Pounce. If the allosaurus moves at least 30 feet straight
Challenge 1/2 (100 XP)
toward a creature and then hits it with a claw attack on the Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target .
Swarm. The swarm can occupy another creature’s space same turn, that target must succeed on a DC 13 Strength Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a
and vice versa, and the swarm can move through any saving throw or be knocked prone. If the target is prone, the creature, it must succeed on a DC 14 Strength saving throw
opening large enough for a Tiny insect. The swarm can’t allosaurus can make one bite attack against it as a bonus or be knocked prone.
regain hit points or gain temporary hit points. action.

Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target Hit: 15 (2d10 + 4) piercing damage.
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 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
fewer. Hit: 8 (ld8 + 4) slashing damage.

Dinosaur, Plesiosaurus Dinosaur, Pteranodon Dinosaur, Triceratops


Large beast, unaligned Medium beast, unaligned Huge beast, unaligned
Armor Class 13 (natural armor) Armor Class 13 (natural armor) Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24) Hit Points 13 (3d8) Hit Points 95 (10d12 + 30)
Speed 20 ft., swim 40 ft. Speed 10 ft., fly 60 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (- 4) 12 (+1) 5 (-3) 12 (+1) 15 (+2) 10 (+0) 2 (- 4) 9 (-1) 5 (-3) 22 (+6) 9 (- 1) 17 (+3) 2 (- 4) 11 (+0) 5 (-3)
Skills Perception +3, Stealth +4 Skills Perception +1 Senses passive Perception 10
Senses passive Perception 13 Senses passive Perception 11 Languages —
Languages — Languages — Challenge 5 (1 ,800 XP)
Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Trampling Charge. If the triceratops moves at least 20 feet
Hold Breath. The plesiosaurus can hold its breath for 1 Flyby. The pteranodon doesn't provoke an opportunity straight toward a creature and then hits it with a gore attack
hour. attack when it flies out of an enemy's reach. on the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target is
Actions Actions prone, the triceratops can make one stomp attack against it
as a bonus action
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. , one target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) piercing damage. Hit: 6 (2d4 + 1) piercing damage.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
Dinosaur, Tyrannosaurus Rex Azer Elemental, Air
Huge beast, unaligned Medium elemental, lawful neutral Large elemental, neutral
Armor Class 13 (natural armor) Armor Class 17 (natural armor, shield) Armor Class 15
Hit Points 136 (13d12 +52) Hit Points 39 (6d8 + 12) Hit Points 90 (12d10 + 24)
Speed 50 ft. Speed 30 ft. Speed 0 ft., fly 90 ft. (hover).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (- 4) 12 (+1) 9 (-1) 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Skills Perception +4 Saving Throws Con +4 Damage Resistances lightning, thunder; bludgeoning, piercing, and
slashing from nonmagical weapons
Senses passive Perception 14 Damage Immunities fire, poison Damage Immunities poison
Languages — Condition Immunities poisoned Condition Immunities exhaustion, grappled, paralyzed,
Challenge 8 (3 ,900 XP) Senses passive Perception 11 petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages lgnan
Languages Au ran
Actions Challenge 2 (450 XP) Challenge 5 (1 ,800 XP)
Multiattack. The tyrannosaurus makes two attacks: one with Heated Body. A creature that touches the azer or hits it with a Air Form. The elemental can enter a hostile creature's space and stop
its bite and one with its tail. It can't make both attacks against melee attack while within 5 feet of it takes 5 (1d10) fire damage. there. It can move through a space as narrow as 1 inch wide without
the same target. squeezing.
Heated Weapons. When the azer hits with a metal melee
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. weapon, it deals an extra 3 (1d6) fire damage (included in the Actions
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium attack). Multiattack. The elemental makes two slam attacks.
or smaller creature, it is grapp led (escape DC 17) . Until this Illumination. The azer sheds bright light in a 10-foot radius and Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
grapple ends, the target is restrained, and the tyrannosaurus dim light for an additional10 feet. (2d8 + 5) bludgeoning damage.
can't bite another target. Whirlwind (Recharge 4-6). Each creature in the elemental's space must
make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8
Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. + 2) bludgeoning damage and is flung up 20 feet away from the
Hit: 20 (3d8 + 7) bludgeoning damage. Actions elemental in a random direction and knocked prone. If a thrown target
strikes an object, such as a wall or floor, the target takes 3 (1d6)
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft ., bludgeoning damage for every 10 feet it was thrown. If the target is
one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + thrown at another creature, that creature must succeed on a DC 13
3) bludgeoning damage if used with two hands to make a Dexterity saving throw or take the same damage and be knocked prone.
melee attack, plus 3 (1d6) fire damage. If the saving throw is successful, the target takes half the bludgeoning
damage and isn't flung away or knocked prone.

Elemental, Earth Elemental, Fire Elemental, Water


Large elemental, neutral Large elemental, neutral Large elemental, neutral
Armor Class 13 Armor Class 14 (natural armor)
Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48)
Hit Points 102 (12d10 + 36)
Hit Points 126 (12d10 + 60) Speed 30 ft., swim 90 ft.
Speed 50 ft.
Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) 18 (+4) 14 (+2) 18 (+4) 5 (- 3) 10 (+0) 8 (- 1)
20 (+5) 8 (-1) 20 (+5) 5 (- 3) 10 (+0) 5 (- 3) Damage Resistances acid; bludgeoning, piercing, and slashing from
Damage Resistances bludgeoning, piercing, and slashing from nonmagical
weapons nonmagical weapons
Damage Vulnerabilities thunder Damage Immunities poison
Damage Immunities fire, poison
Damage Resistances bludgeoning, piercing, and slashing Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, Condition Immunities exhaustion, grappled, paralyzed,
from nonmagical weapons prone, restrained, petrified, poisoned, prone, restrained, unconscious
Damage Immunities poison Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 10
Languages lgnan Languages Aquan
Condition Immunities exhaustion, paralyzed, petrified,
Challenge 5 (1 ,800 XP) Challenge 5 (1 ,800 XP)
poisoned, unconscious
Fire Form. The elemental can move through a space as narrow as 1 Water Form. The elemental can enter a hostile creature's space and
Senses darkvision 60 ft., tremorsense 60 ft.,passive stop there. It can move through a space as narrow as 1 inch wide
inch wide without squeezing. A creature that touches the elemental or
Perception 10 hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire without squeezing.
Languages Terran damage. In addition, the elemental can enter a hostile creature's space Freeze. If the elemental takes cold damage, it partially freezes; its
and stop there. The first time it enters a creature's space on a turn, that speed is reduced by 20 feet until the end of its next turn.
Challenge 5 (1 ,800 XP)
creature takes 5 (1d10) fire damage and catches fire; until someone Actions
Earth Glide. The elemental can burrow through non magical, takes an action to douse the fire, the creature takes 5 (1d10) fire
damage at the start of each of its turns. Multiattack. The elemental makes two slam attacks.
unworked earth and stone. While doing so, the elemental Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 13
Illumination. The elemental sheds bright light in a 30-foot radius and (2d8 + 4) bludgeoning damage.
doesn't disturb the material it moves through. dim light in an additional 30 feet. Whelm (Recharge 4-6). Each creature in the elemental's space must
Siege Monster. The elemental deals double damage to Water Susceptibility. For every 5 feet the elemental moves in water, or make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
objects and structures. for every gallon of water splashed on it, it takes 1 cold damage. + 4) bludgeoning damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is restrained and
Actions unable to breathe unless it can breathe water. If the saving throw is
Actions successful, the target is pushed out of the elemental's space. The
Multiattack. The elemental makes two touch attacks.
elemental can grapple one Large creature or up to two Medium or smaller
Multiattack. The elemental makes two slam attacks. Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 creatures at one time. At the start of each of the elemental's turns, each
(2d6 + 3) fire damage. If the target is a creature or a flammable object, it target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature
Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one ignites. Until a creature takes an action to douse the fire , the target takes within 5 feet of the elemental can pull a creature or object out of it by
target.Hit: 14 (2d8 + 5) bludgeoning damage. 5 (1d10) fire damage at the start of each of its turns. taking an action to make a DC 14 Strength and succeeding

Galeb Duhr Gargoyle Genie, Dao


Medium elemental, neutral Medium elemental, chaotic evil Large elemental, neutral evil
Armor Class 18 (natural armor)
Armor Class 16 (natural armor) Armor Class 15 (natural armor) Hit Points 187 (15d10 + 105)
Hit Points 85 (9d8 + 45) Hit Points 52 (7d8 + 21) Speed 30 ft., burrow 30 ft., fly 30 ft.
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) Speed 30 ft ., fly 60 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 14 (+2)
20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0) 15 (+2) 11 (+0) 16 (+3) 6 (- 2) 11 (+0) 7 (-2) Saving Throws lnt +5, Wis +5, Cha +6
Damage Resistances bludgeon in g, piercing, and slashing from Damage Resistances bludgeoning, piercing, and slashing Condition Immunities petrified
nonmagical weapons Senses darkvision 120ft., passive Perception 11
from non magical weapons that aren't adamantine Languages Terran
Damage Immunities poison Damage Immunities poison Challenge 11 (7,200 XP)
Condition Immunities exhaustion, paralyzed, poisoned, petrified Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60ft., tremorsense 60ft., passive Perception 11 Earth Glide. The dao can burrow through nonmagical, unworked earth
Languages Terran Senses darkvision 60 ft., passive Perception 10 and stone. While doing so, the dao doesn't disturb the material it moves
Languages Terran through .
Challenge 6 (2,300 XP) Elemental Demise. If the dao dies, its body disintegrates into
False Appearance. While the galeb duhr remains motionless, it is Challenge 2 (450 XP) crystalline powder, leaving behind on ly equipment the dao was wearing
indistinguishable from a normal boulder. or carrying.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight False Appearance. While the gargoyle remains motion less, Innate Spellcasting. The dao's innate speilcasting ability is Charisma
toward a target and then hits it with a slam attack on the same it is indistinguishable from an inanimate statue. (spell save DC 14, +6 to hit with spell attacks) . It can innately cast the
turn, the target takes an extra 7 (2d6) bludgeoning damage. If the following spells, requiring no material components:
target is a creature, it must succeed on a DC 16 Strength saving At will: detect evil and good, detect magic, stone shape
throw or be knocked prone. Actions 3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form,
Actions Multiattack. The gargoyle makes two attacks: one with its bite invisibility, phantasmal killer, plane shift, wall of stone
Sure-Footed. The dao has advantage on Strength and Dexterity saving
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: and one with its claws. throws made against effects that would knock it prone.
12 (2d6 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Actions
Animate Boulders (1/Day). The galeb duhr magically animates up
to two boulders it can see within 60 feet of it. A boulder has Hit: 5 (1d6 + 2) piercing damage. Multiattack. The dao makes two fist attacks or two maul attacks.
statistics like those of a galeb duhr, except it has Intelligence 1 and Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Fist. Melee Weapon Attack:+ 10 to hit, reach 5 ft., one target. Hit: 15
Charisma 1, it can't be charmed or frightened, and it lacks this (2d8 + 6) bludgeoning damage.
target. Hit: 5 (1d6 + 2) slashing damage. Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20
action option. A boulder remains animated as long as the galeb
(4d6 + 6) bludgeoning damage. If the target is a Huge or smaller
duhr maintains concentration, up to l minute (as if concentrating on
creature, it must succeed on a DC 18 Strength check or be knocked
a spell. prone
Genie, Djinni Genie, Efreeti Genie, Marid
Large elemental, chaotic good Large elemental, lawful evil Large elemental, chaotic neutral
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 161 (14d10 + 84) Armor Class 17 (natural armor)
Hit Points 229 (17d10 + 136)
Speed 30 ft., fly 90 ft. Hit Points 200 (16d10 + 112) Speed 30 ft., fly 60 ft., swim 90 ft.
STR DEX CON INT WIS CHA
Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4)
Saving Throws Dex +6, Wis +7, Cha +9 22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3) Saving Throws Dex +5, Wis +7, Cha +8
Damage Immunities lightning, thunder Damage Resistances acid, cold, lightning
Saving Throws lnt +7, Wis +6, Cha +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Senses darkvision 120ft., passive Perception 13 Damage Immunities fire
Languages Aquan
Languages Auran Senses darkvision 120 ft., passive Perception 12 Challenge 11 (7,200 XP)
Challenge 11 (7,200 XP) Languages lgnan Amphibious. The marid can breathe air and water.
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, Challenge 11 (7,200 XP) Elemental Demise. If the marid die s, its body disintegrates into a burst
leaving behind only equipment the djinni was wearing or carrying.
of water and foam , leaving behind only equipment the marid was
Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell Elemental Demise. If the efreeti dies, its body disintegrates in a flash of
save DC 17, +9 to hit with spell attacks) . It can innately cast the following wearing or carrying.
fire and puff of smoke, leaving behind only equipment the efreeti was Innate Spellcasting. The marid's innate spellcasting ability is Charisma
spells, requiring no material components: wearing or carrying.
At will: detect evil and good, detect magic, thunderwave (spell save DC 16, +8 to hit with spell attacks) . It can innately cast the
3/day each: create food and water (can create wine instead of water), tongues, Innate Spellcasting. The efreeti's innate spell casting ability is following spells, requiring no material components:
wind walk Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately At will: create or destroy water, detect evil and good, detect magic,fog
1/day each: conjure elemental (air elemental only), creation, gaseous form, cast the following spells, requiring no material components: cloud, purify food and drink
invisibility, major image, plane shift 3/day each: tongues, water breathing, water walk
At will: detect magic
Actions 1/day each: conjure elemental (water elemental only), control water,
Multiattack. The djinni makes three scimitar attacks. 3/day: enlarge/reduce, tongues gaseous form, invisibility, plane shift
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 1/day each: conjure elemental (fire elemental only), gaseousform, Actions
5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). invisibility, major image, plane shift, wall of fire
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically Multiattack. The marid makes two trident attacks.
Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range
forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as
long as the djinni maintains concentration (as if concentrating on a spell). Any
Actions 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6)
creature, but the djinni, that enters the whirlwind must succeed on a DC 18 Multiattack. The efreeti makes two scimitar attacks or uses its Hurl piercing damage if used with two hands to make a melee attack.
Strength saving throw or be restrained by it. The djinni can move the whirlwind Flame twice. Water jet. The marid magically shoots water in a 60-foot line that is 5 feet
up to 60 feet as an action, and creatures restrained by the whirlwind move with it. wide. Each creature in that line must make a DC 16 Dexterity saving
The whirlwind ends if the djinni loses sight of it. A creature can use its action to Scimitar. Melee Weapon Attack:+ 10 to hit, reach 5 ft. , one target. Hit: throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it
free a creature restrained by the whirlwind, including itself, by succeeding on a 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. is Huge or smaller, is pushed up to 20 feet away from the marid and
DC 18 Strength check. If the check succeeds, the creature is no longer Hurl Flame. Ranged Spell Attack: +7 to hit, range 120ft., one target. Hit: knocked prone. On a success, a target takes half the bludgeoning
restrained and moves to the nearest space outside the whirlwind 17 (5d6) fire damage damage, but is neither pushed nor knocked prone

Invisible Stalker Magmin Mephit, Dust


Medium elemental, neutral Small elemental, chaotic neutral Small elemental, neutral evil
Armor Class 14 Armor Class 14 (natural armor) Armor Class 12
Hit Points 104 (16d8 + 32) Hit Points 9 (2d6 + 2) Hit Points 17 (5d6)
Speed 50 ft., fly 50 ft. (hover) Speed 30 ft. Speed 30 ft. , fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 10 (+0) 5 (- 3) 14 (+2) 10 (+0) 9 (- 1) 11 (+0) 10 (+0)
Skills Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Vulnerabilities fire
from nonmagical weapons Damage Immunities fire Damage Immunities poison
Damage Immunities poison Senses darkvision 60 ft., passive Perception 10 Condition Immunities poisoned
Condition Immunities exhaustion, grappled, paralyzed, Languages lgnan Senses darkvision 60ft., passive Perception 12
petrified, poisoned, prone, restrained, unconscious Languages Auran, Terran
Challenge 1/2 (100 XP)
Senses darkvision 60ft., passive Perception 18 Challenge 1/2 (100 XP)
Languages Auran, understands Common,doesn't speak it Death Burst. When the magmin dies, it explodes in a burst of fire Death Burst. When the mephit dies, it explodes in a burst of dust.
Challenge 6 (2 ,300 XP) and magma. Each creature within 10 feet of it must make a DC 11 Each creature within 5 feet of it must then succeed on a DC 10
Dexterity saving throw, taking 7 (2d6) fire damage on a failed Constitution saving throw or be blinded for 1 minute. A blinded
Invisibility. The stalker is invisible. save, or half as much damage on a successful one. Flammable creature can repeat the saving throw on each of its turns, ending
objects that aren't being worn or carried in that area are ignited.
Faultless Tracker. The stalker is given a quarry by its the effect on itself on a success.
summoner. The stalker knows the direction and di stance to Ignited Illumination. As a bonus action, the magmin can set itself Innate Spellcasting (1/Day). The mephit can innately cast sleep,
ablaze or extinguish its flames. While ablaze, the magmin sheds
its quarry as long as the two of them are on the same plane requiring no material components. Its innate spellcasting ability is
bright light in a 10-foot radius and dim light for an additional10 Charisma.
of existence. The stalker also knows the location of its feet.
summoner Actions
Actions
Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit: 4 (1d4 + 2) slashing damage.
Multiattack. The stalker makes two slam attacks. target. Hit: 7 (2d6) fire damage. If the target is a creature or a Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone
flammable object, it ignites. Until a creature takes an action to of blinding dust. Each creature in that area must succeed on a DC
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.
douse the fire, the creature takes 3 (1d6) fire damage at the 10 Dexterity saving throw or be blinded for 1 minute. A creature
Hit: 10 (2d6 + 3) bludgeoning damage. can repeat the saving throw at the end of each of its turns, ending
end of each of its turns.
the effect on itself on a success

Mephit, Ice Mephit, Magma Mephit, Mud


Small elemental, neutral evil Small elemental, neutral evil Small elemental, neutral evil
Armor Class 11 Armor Class 11 Armor Class 11
Hit Points 21 (6d6) Hit Points 22 (5d6 + 5) Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 30 ft. Speed 30 ft., fly 30 ft. Speed 20 ft., fly 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (- 1) 11 (+0) 12 (+1) 8 (-1) 12 (+1) 12 (+1) 7 (- 2) 10 (+0) 10 (+0) 8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
Skills Perception +2, Stealth +3 Skills Stealth +3 Skills Stealth +3
Damage Vulnerabilities bludgeoning, fire Damage Vulnerabilities cold Damage Immunities poison
Damage Immunities cold, poison Damage Immunities fire, poison Condition Immunities poisoned
Condition Immunities poisoned Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10
Senses darkvision 60ft., passive Perception 12 Senses darkvision 60ft., passive Perception 10 Languages Aquan, Terran
Languages Aquan, Auran Challenge 1/4 (50 XP)
Languages lgnan, Terran
Challenge 1/2 (100 XP) Death Burst. When the mephit dies, it explodes in a burst of
Challenge 1/2 (100 XP)
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of
jagged ice. Each creature within 5 feet of it must make a DC 10 Death Burst. When the mephit dies, it explodes in a burst of lava. Each it must succeed on a DC 11 Dexterity saving throw or be
Dexterity saving throw, taking 4 (1d8) slashing damage on a failed creature within 5 feet of it must make a DC 11 Dexterity saving throw,
taking 7 (2d6) fire damage on a failed save, or half as much damage on restrained until the end of the creature's next turn.
save, or half as much damage on a successful one.
a successful one. False Appearance. While the mephit remains motionless, it
False Appearance. While the mephit remains motionless, it is False Appearance. While the mephit remains motionless, it is is indistinguishable from an ordinary mound of mud.
indistinguishable from an ordinary shard of ice. indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day). The mephit can innately cast fog Innate Spellcasting (1/Day). The mephit can innately cast heat metal Actions
cloud, requiring no material components. Its innate spellcasting (spell save DC 10), requiring no material components. Its innate Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one
ability is Charisma. spellcasting ability is Charisma.
creature. Hit: 4 (1d6 + 1) bludgeoning damage.
Actions Actions Mud Breath (Recharge 6). The mephit belches viscid mud
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. onto one creature within 5 feet of it. If the target is Medium or
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3
Hit: 3 (1d4 + 1) slashing damage plus 2 (ld4) cold damage. (1d4 + 1) slashing damage plus 2 (1d4) fire damage. smaller, it must succeed on a DC 11 Dexterity saving throw or
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. be restrained for 1 minute. A creature can repeat the saving
cold air. Each creature in that area must succeed on a DC 10 Each creature in that area must make a DC 11 Dexterity saving throw, throw at the end of each of its turns, ending the effect on itself
Dexterity saving throw, taking 5 (2d4) cold damage on a failed taking 7 (2d6) fire damage on a failed save, or half as much damage on a on a success.
save, or half as much damage on a successful one. successful one
Mephit, Smoke Mephit, Steam Salamander
Small elemental, neutral evil Small elemental, neutral evil Large elemental, neutral evil
Armor Class 12 Armor Class 10 Armor Class 15 (natural armor)
Hit Points 22 (5d6 + 5) Hit Points 21 (6d6) Hit Points 90 (12d10 + 24)
Speed 30 ft. , fly 30 ft. Speed 30 ft., fly 30 ft. Speed 30 ft
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (- 2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
Skills Perception +2, Stealth +4 Damage Immunities fire, poison Damage Vulnerabilities cold
Damage Immunities fire, poison Condition Immunities poisoned Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 from non magical weapons
Senses darkvision 60ft., passive Perception 12 Languages Aquan, lgnan Damage Immunities fire
Languages Auran, lgnan Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP) Languages lgnan
Death Burst. When the mephit dies, it explodes in a cloud of Challenge 5 (1,800 XP)
Death Burst. When the mephit dies, it leaves behind a cloud
steam . Each creature within 5 feet of the mephit must Heated Body. A creature that touches the salamander or hits it with a
of smoke that fills a 5-foot-radius sphere centered on its
succeed on a DC 10 Dexterity saving throw or take 4 (1d8) melee attack while within 5 feet of it takes 7 (2d6) fire damage.
space. The sphere is heavily obscured. Wind disperses the
fire damage. Heated Weapons. Any metal melee weapon the salamander wields
cloud, which otherwise lasts for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate
dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. Actions
spellcasting ability is Charisma.
Multiattack. The salamander makes two attacks: one with its spear and
Actions one with its tail.
Actions Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. , one Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
creature. Hit: 2 (ld4) slashing damage plus 2 (1d4) fire 20 ft./60ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one piercing damage if used with two hands to make a melee attack, plus 3
damage.
creature. Hit: 4 (1d4 + 2) slashing damage. (1d6) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot
Cinder Breath (Recharge 6). The mephit exhales a 15-foot Tail. Melee Weapon Attack: +7 to hit, reach 10 ft. , one target. Hit: 11
cone of scalding steam . Each creature in that area must (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is
cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire grappled (escape DC 14). Until this grapple ends, the target is restrained,
succeed on a DC 10 Dexterity saving throw or be blinded until damage on a failed save, or half as much damage on a the salamander can automatically hit the target with its tail, and the
the end of the mephit's next turn. successful one. salamander can't make tail attacks against other targets.

Salamander, fire snake Water weird Xorn


Medium elemental, neutral evil Large elemental, neutral Medium elemental, neutral
Armor Class 14 (natural armor) Armor Class 13 Armor Class 19. (natural armor)
Hit Points 22 (5d8) Hit Points 58 (9d10 + 9) Hit Points 73 (7d8 + 42)
Speed 30 ft Speed 0 ft., swim 60 ft. Speed 20 ft., burrow 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 8 (-1) 17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)
Damage Vulnerabilities cold Damage Resistances fire; bludgeoning, piercing, and Damage Resistances piercing and slashing from non
Damage Resistances bludgeoning, piercing, and slashing slashing from non magical weapons magical weapons that aren't adamantine
from nonmagical weapons Damage Immunities poison Senses darkvision 60ft., tremorsense 60ft., passive
Damage Immunities fire Condition Immunities exhaustion, grappled, paralyzed, Perception 16
poisoned, restrained, prone, unconscious Languages Terran
Senses darkvision 60ft., passive Perception 10
Senses blindsight 30ft., passive Perception 10 Challenge 5 (1,800 XP)
Languages understands lgnan but can't speak
Languages understands Aquan but doesn't speak Earth Glide. The xorn can burrow through non magical,
Challenge 1 (200 XP)
Challenge 3 (700 XP) unworked earth and stone. While doing so, the xorn doesn't
Heated Body. A creature that touches the snake or hits it disturb the material it moves through.
with a melee attack while within 5 feet of it takes 3 (1d6) fire Invisible in Water. The water weird is invisible while fully
Stone Camouflage. The xorn has advantage on Dexterity
damage. immersed in water.
(Stealth) checks made to hide in rocky terrain.
Water Bound. The water weird dies if it leaves the water to Treasure Sense. The xorn can pinpoint, by scent, the
which it is bound or if that water is destroyed.
Actions location of precious metals and stones, such as coins and
Actions gems, within 60 feet of it.
Multiattack. The snake makes two attacks: one with its bite
and one with its tail. Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one
Actions
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target Multiattack. The xorn makes three claw attacks and one bite
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
is Medium or smaller, it is grappled (escape DC 13) and attack.
Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.
pulled 5 feet toward the water weird. Until this grapple ends, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. the target is restrained, the water weird tries to drown it, and Hit: 6 (ld6 + 3) slashing damage.
Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire the water weird can't constrict another target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
damage. Hit: l3 (3d6 + 3) piercing damage.

Dryad Hag, Green


Blink Dog Medium fey, neutral
Medium fey, neutral evil
Medium fey, lawful good Armor Class 11 (16 with barkskin)
Armor Class 17 (natural armor)
Hit Points 22 (5d8)
Armor Class 13 Hit Points 82 (lld8 + 33)
Speed 30 ft.
Hit Points 22 (4d8 + 4) Speed 30 ft.
STR DEX CON INT WIS CHA
Speed 40 ft. 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA Skills Perception +4, Stealth +5 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Senses darkvision 60ft., passive Perception 14 Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Languages Elvish, Sylvan
Senses darkvision 60ft., passive Perception 14
Skills Perception +3, Stealth +5 Challenge 1 (200 XP)
Languages Common, Draconic, Sylvan
Senses passive Perception 13 Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell
Challenge 3 (700 XP)
save DC 14). The dryad can innately cast the following spells, requiring no
Languages Blink Dog, understands Sylvan but can’t speak it material components: At will: druidcraft; 3/day each: entangle, goodberry;
Amphibious. The hag can breathe air and water.
Challenge 1/4 (50 XP) 1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell
Keen Hearing and Smell. The dog has advantage on and other magical effects. save DC 12). She can innately cast the following spells, requiring no material
Speak with Beasts and Plants. The dryad can communicate with beasts and components: At will: dancing lights, minor illusion, vicious mockery
Wisdom (Perception) checks that rely on hearing or smell. plants as if they shared a language.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to
that hears the sounds can tell they are imitations with a successful DC 14
step magically into one living tree within her reach and emerge from a second
Actions living tree within 60 feet of the first tree, appearing in an unoccupied space
Wisdom (Insight) check.
within 5 feet of the second tree. Both trees must be large or bigger
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions Actions
Hit: 4 (1d6 + 1) piercing damage. Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage slashing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with shillelagh. Illusory Appearance. The hag covers herself and anything she is wearing or
with any equipment it is wearing or carrying, up to 40 feet to Fey Charm. The dryad targets one humanoid or beast that she can see within carrying with a magical illusion that makes her look like another creature of her
30 feet of her. If the target can see the dryad, it must succeed on a DC 14 general size and humanoid shape. The illusion ends if the hag takes a bonus
an unoccupied space it can see. Before or after teleporting, Wisdom saving throw or be magically charmed. The charmed creature regards action to end it or if she dies. The changes wrought by this effect fail to hold up to
the dog can make one bite attack. the dryad as a trusted friend to be heeded and protected. Although the target physical inspection. For example, the hag could appear to have smooth skin, but
isn't under the dryad's control, it takes the dryad's requests or actions in the someone touching her would feel her rough flesh. Otherwise, a creature must
most favorable way it can .Each time the dryad or its allies do anything harmful take an action to visually inspect the illusion and succeed on a DC 20
to the target, it can repeat the saving throw, ending the effect on itself on a Intelligence (Investigation) check to discern that the hag is disguised.
success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a Invisible Passage. The hag magically turns invisible until she attacks or casts a
different plane of existence from the target, or ends the effect as a bonus spell, or until her concentration ends (as if concentrating on a spell). While
action. If a target 's saving throw is successful, the target is immune to the invisible, she leaves no physical evidence of her passage, so she can be tracked
dryad's Fey Charm for the next 24 hours The dryad can have no more than only by magic. Any equipment she wears or carries is invisible with her.
one humanoid and up to three beasts charmed at a time.
Hag, Sea
Medium fey, chaotic evil Pixie Satyr
Armor Class 14 (natural armor) Tiny fey, neutral good Medium fey, chaotic neutral
Hit Points 52 (7d8 + 21) Armor Class 15 Armor Class 14 (leather armor)
Speed 30ft., swim 40ft.
Hit Points 1 (1d4 - 1) Hit Points 31 (7d8)
STR DEX CON INT WIS CHA
Speed 10ft., fly 30 ft. Speed 40 ft.
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
Senses darkvision 60ft., passive Perception 11
Languages Aquan, Common, Giant
2 (- 4) 20 (+5) 8 (- 1) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
Challenge 2 (450 XP) Skills Perception +4, Stealth +7 Skills Perception +2, Performance +6, Stealth +5
Amphibious. The hag can breathe air and water. Senses passive Perception 14 Senses passive Perception 12
Horrific Appearance. Any humanoid that starts its turn within30 feet of the hag Languages Sylvan Languages Common, Elvish, Sylvan
and can see the hag's true form must make a DC 11 Wisdom saving throw. On Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
a failed save, the creature is frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns , with disadvantage if the hag is
within line of sight, ending the effect on itself on a success. If a creature's Magic Resistance. The pixie has advantage on saving Magic Resistance. The satyr has advantage on saving
saving throw is successful or the effect ends for it, the creature is immune to throws against spells and other magical effects. throws against spells and other magical effects.
the hag's Horrific Appearance for the next 24 hours. Unless the target is
surprised or the revelation of the hag's true fo rm is sudden, the target can Innate Spellcasting. The pixie's innate spellcasting ability is
avert its eyes and avoid making the initial saving throw. Until the start of its next
turn, a creature that averts its eyes has disadvantage on attack rolls against the
Charisma (spell save DC 12). It can innately cast the Actions
following spells, requiring only its pixie dust as a component:
hag.
At will: druidcraft Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions 1/day each: confusion, dancing lights, detect evil and good, Hit: 6 (2d4 + 1) bludgeoning damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) detect thoughts, dispel magic, entangle, fly, phantasmal Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
slash ing damage. force, polymorph, sleep. one target. Hit: 6 (1 d6 + 3) piercing damage.
Death Glare. The hag targets one frightened creature she can see within 30 feet
of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or Actions ft., one target. Hit: 6 (ld6 + 3) piercing damage.
carrying with a magical illusion that makes her look like an ugly creature of her
general size and humanoid shape. The effect ends if the hag takes a bonus Superior Invisibility. The pixie magically turns invisible until
action to end it or if she dies. The changes wrought by this effect fail to hold up to its concentration ends (as if concentrating on a spell). Any
physical inspection. For example, the hag could appear to have no claws, but
someone touching her hand might feel the claws. Otherwise, a creature must equipment the pixie wears or carries is invisible with it.
take an action to visually inspect the illusion and succeed on a DC 16
Intelligence (Investigation) check to discern that the hag is disguised.

Sprite
Tiny fey, neutral good
Armor Class 15 (leather armor)
Hit Points 2 (1d4)
Speed 10ft., fly 40ft.
STR DEX CON INT WIS CHA
3 (- 4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)

Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/1 60 ft.,
one target. Hit: 1 piercing damage, and the target must succeed on
a DC 10 Constitution saving throw or become poisoned for l min
ute. If its saving th row result is 5 or lower, the poisoned target fa lls
unconscious for the same duration, or until it takes damage or
another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows
the creature's current emotional state. If the target fails a DC 10
Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
saving throw.
Invisibility. The sprite magically turns invisible until it attacks or
casts a spell, or until its concentration ends (as if concentrating on
a spell). Any equipment the sprite wears or carries is invisible with
it.

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