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.