Almiraj
STR: -2 (4)
DEX: +3 (16)
CON: +0 (10)
CR: 0 HP: 3 (1d6)
PRF: Speed: 50ft
AC: Base AC: 13
Actions: DEX+PRF
Horn: {___} Damage: 1d4+3 Piercing Range: 5ft
Traits:
Keen Senses: The Almiraj has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Senses: Darkvision, 30ft
Skills: Perception +4, Stealth +5
Size: Small
Baboon
STR: -1 (8)
DEX: +2 (14)
CON: +0 (11)
CR: 0 HP: 3 (1d6)
PRF: Speed: 30ft, climb 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d4-1 Piercing Range: 5ft
Traits:
Pack Tactics: The baboon has advantage on an attack
roll against a creature if at least one of the baboon's
allies is within 5 ft. of the creature and the ally isn't
incapacitated..
Size: Small
Badger
STR: -3 (4)
DEX: +0 (11)
CON: +1 (12)
CR: 0 HP: 3 (1d4+1)
PRF: Speed: 20ft, burrow 5ft
AC: Base AC: 10
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Keen Smell: The badger has advantage on Wisdom
(Perception) checks that rely on smell
Senses: Darkvision 30ft
Size: Tiny
Bat
STR: -4 (2)
DEX: +2 (15)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 5ft, fly 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Echolocation: The bat can't use its blindsight while
deafened.
Keen Hearing: The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Senses: Blindsight, 60ft.
Size: Tiny
Cat
STR: -4 (3)
DEX: +2 (15)
CON: +0 (10)
CR: 0 HP: 2 (1d4)
PRF: Speed: 40ft, climb 30ft
AC: Base AC: 12
Actions: DEX+PRF
Claws: {___} Damage: 1d1 Slashing Range: 5ft
Traits:
Keen Smell: The cat has advantage on Wisdom
(Perception) checks that rely on smell.
Skills: Perception +3, Stealth +4
Size: Tiny
Crab
STR: -4 (2)
DEX: +0 (11)
CON: +0 (10)
CR: 0 HP: 2 (1d4)
PRF: Speed: 20ft, swim 20ft
AC: Base AC: 11
Actions: DEX+PRF
Claws: {___} Damage: 1d1 Bludgeoning Range: 5ft
Traits:
Amphibious: The crab can breathe air and water.
Senses: Blindsight 30ft
Skills: Stealth +2
Size: Tiny
Cranium Rat
STR: -4 (2)
DEX: +2 (14)
CON: + 0 (10)
CR: 0 HP: 2(1d4)
PRF: Speed: 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Illumination: As a bonus action, the cranium rat can
shed dim light from its brain in a 5-foot radius or
extinguish the light.
Telepathic Shroud: The cranium rat is immune to any
effect that would sense its emotions or read its
thoughts, as well as to all divination spells.
Senses: Darkvision 30ft
Skills: Telepathy 30ft
Size: Tiny
Deer
STR: +0 (11)
DEX: +3 (16)
CON: +0 (11)
CR: 0 HP: 4 (1d8)
PRF: Speed: 50ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d4 Piercing Range: 5ft
Traits:
Size: Medium
Eagle
STR: -2 (6)
DEX: +2 (15)
CON: +0 (10)
CR: 0 HP: 3 (1d6)
PRF: Speed: 10ft, fly 60ft
AC: Base AC: 12
Actions: DEX+PRF
Talons: {___} Damage: 1d4+2 Slashing Range: 5ft
Traits:
Keen Sight: The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
Skills: Perception +4
Size: Small
Flying Monkey
STR: -1 (8)
DEX: +2 (14)
CON: +0 (11)
CR: 0 HP: 3 (1d6)
Speed: 30ft, climb 20ft,
PRF: fly 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d4-1 Piercing Range: 5ft
Traits:
Pack Tactics: The flying monkey has advantage on an
attack roll against a creature if at least one of the monkey's
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Size: Small
Frog
STR: -5 (1)
DEX: +1 (13)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 20ft, swim 20ft
AC: Base AC: 11
Traits:
Amphibious: The frog can breathe air and water
Standing Leap: The frog's long jump is up to 10 ft. and its
high jump is up to 5 ft., with or without a running start.
Skills: Perception +1, Stealth +3
Senses: Darkvision 30 Ft
Size: Tiny
Giant Fire Beetle
STR: -1 (8)
DEX: +0 (10)
CON: +1 (12)
CR: 0 HP: 4 (1d6+1)
PRF: Speed: 30ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 1d6-1 Slashing Range: 5ft
Traits:
Illumination: The beetle sheds bright light in a 10-foot
radius and dim light for an additional 10 ft.
Senses: Blindsight 30 Ft.
Size: Small
Giant Fly
STR: +2 (14)
DEX: +1 (13)
CON: +1 (13)
CR: 0 HP: 19 (3d10+3)
PRF: Speed: 30ft, fly 60ft
AC: Base AC: 11
Traits:
Senses: Darkvision 60 Ft.
Size: Large
Goat
STR: +1 (12)
DEX: +0 (10)
CON: +0 (11)
CR: 0 HP: 4 (1d8)
PRF: Speed: 40ft
AC: Base AC: 10
Actions: STR+PRF
Ram: {___} Damage: 1d4+1 Bludgeoning Range: 5ft
Traits:
Charge: If the goat moves at least 20 ft. straight
toward a target and then hits it with a ram attack
on the same turn, the target takes an extra 2 (1d4)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 10 Strength saving throw or
be knocked prone.
Sure-Footed: The goat has advantage on Strength
and Dexterity saving throws made against effects
that would knock it prone
Size: Medium
Hawk
STR: -3 (5)
DEX: +3 (16)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 10ft fly 60ft
AC: Base AC: 13
Actions: DEX+PRF
Talons: {___} Damage: 1d1 Slashing Range: 5ft
Traits:
Keen Sight: The hawk has advantage on Wisdom
(Perception) checks that rely on sight.
Skills: Perception +4.
Size: Tiny
Hyena
STR: +0 (11)
DEX: +1 (13)
CON: +1 (12)
CR: 0 HP: 5 (1d8+1)
PRF: Speed: 50ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 1d6 Piercing Range: 5ft
Traits:
Pack Tactics: The hyena has advantage on an attack
roll against a creature if at least one of the hyena's allies
is within 5 ft. of the creature and the ally isn't
incapacitated.
Skills: Perception +3
Size: Medium
Jackal
STR: -1 (8)
DEX: +2 (15)
CON: +0 (11)
CR: 0 HP: 3 (1d6)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d4-1 Piercing Range: 5ft
Traits:
Keen Hearing and Smell: The jackal has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The jackal has advantage on an attack roll
against a creature if at least one of the jackal's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Size: Small
Lizard
STR: -4 (2)
DEX: +0 (11)
CON: +0 (10)
CR: 0 HP: 2 (1d4)
PRF: Speed: 20ft climb 20ft
AC: Base AC: 10
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Senses: Darkvision 30ft.
Size: Tiny
Octopus
STR: -3 (4)
DEX: +2 (15)
CON: +0 (11)
CR: 0 HP: 3 (1d6)
PRF: Speed: 5ft, swim 30ft
AC: Base AC: 12
Actions: DEX+PRF
Tentacles: {___} Damage: 1d1 Bludgeoning Range: 5ft
The target is grappled (escape dc 10) Until this grapple
ends, the octopus can't use its tentacles on another target
Ink Cloud: (Recharges after a Short or Long Rest). A 5-
foot-radius cloud of ink extends all around the octopus if it
is underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.
Traits:
Hold Breath: While out of water, the octopus can hold its
breath for 30 minutes.
Underwater Camouflage: The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only
underwater.
Senses: Darkvision, 30ft Skills: Stealth +4
Size: Small
Owl
STR: -4 (3)
DEX: +1 (13)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 5ft fly 60 ft
AC: Base AC: 11
Actions: DEX+PRF
Talons: {___} Damage: 1d1 Slashing Range: 5ft
Traits:
Flyby: The owl doesn't provoke opportunity attacks when
it flies out of an enemy's reach.
Keen Hearing and Sigh: The owl has advantage on
Wisdom (Perception) checks that rely on hearing or sight.
Senses: Darkvision 120ft Skills: Stealth +3
Size: Tiny
Quipper
STR: -4 (2)
DEX: +3 (16)
CON: -1 (9)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: swim 40ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Blood Frenzy: The quipper has advantage on melee attack
rolls against any creature that doesn't have all its hit
points.
Water Breathing: The quipper can breathe only
underwater.
Senses: Darkvision 60ft
Size: Tiny
Rat
STR: -4 (2)
DEX: +0 (11)
CON: -1 (9)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 20ft
AC: Base AC: 10
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Keen Smell: The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Senses: Darkvision 30ft
Size: Tiny
Raven
STR: -4 (2)
DEX: +2 (14)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 10ft 50ft fly
AC: Base AC: 12
Actions: DEX+PRF
Beak: {___} Damage: 1d1 Piercing Range: 5ft
Traits:
Mimicry: The raven can mimic simple sounds it has
heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can tell
they are imitations with a successful DC 10 Wisdom
(Insight) check.
Skills: Perception +3
Size: Tiny
Scorpion
STR: -4 (2)
DEX: +0 (11)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 10ft
AC: Base AC: 11
Actions: DEX+PRF
Sting: {___} Damage: 1d1 Piercing Range: 5ft
plus (1d8)poison damage. The target must make a DC 9
Constitution saving throw, taking the poison damage on a
failed save, or half as much damage on a successful one.
Traits:
Senses: Blindsight, 10ft
Size: Tiny
Sea Horse
STR: -5 (1)
DEX: +1 (12)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 20ft Swim
AC: Base AC: 11
Traits:
Water Breathing: The sea horse can breathe only underwater
Size: Tiny
Spider
STR: -4 (2)
DEX: +2 (14)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 20ft, 20ft climb
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d1 Piercing Range: 5ft
(1d4)poison damage. The target must succeed on a DC 9
Constitution saving throw or take the poison damage.
Traits:
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Web Sense: While in contact with a web, the spider
knows the exact location of any other creature in contact
with the same web.
Web Walker: The spider ignores movement restrictions
caused by webbing.
Senses: Darkvision 30ft Skills: Stealth +4
Size: Tiny
Tressym
STR: -4 (3)
DEX: +2 (15)
CON: +0 (10)
CR: 0 HP: 5 (2d4)
PRF: Speed: 40ft, climb 30ft, fly 40ft
AC: Base AC: 12
Actions: DEX+PRF
Claw: {___} Damage: 1 Slashing Range: 5ft
Traits:
Detect Invisibility: Within 50 feet of the tressym,
magical invisibility fails to conceal anything from the
tressym's sight
Keen Smell: The tressym has advantage on Wisdom
(Perception) checks that rely on smell.
Poison Sense: The tressym can detect whether a
substance is poisonous by taste, touch, or smell.
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 60ft
Skills: Perception +5, Stealth +4
Size: Tiny
Vulture
STR: -2 (7)
DEX: +0 (10)
CON: +1 (13)
CR: 0 HP: 5 (1d8+1)
PRF: Speed: 10ft, fly 50ft
AC: Base AC: 10
Actions: DEX+PRF
Beak: {___} Damage: 1d4 Piercing Range: 5ft
Traits:
Keen Sight and Smell: The vulture has advantage on
Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics: The vulture has advantage on an attack
roll against a creature if at least one of the vulture's
allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Skills: Perception +3
Size: Medium
Weasel
STR: -3 (4)
DEX: +3 (16)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 30ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1 Piercing Range: 5ft
Traits:
Keen Hearing and Smell: The weasel has advantage
on Wisdom (Perception) checks that rely on hearing or
smell.
Skills: Perception +3, Stealth +5
Size: Tiny
Raccoon
STR: -3 (4)
DEX: +3 (16)
CON: -1 (8)
CR: 0 HP: 1 (1d4-1)
PRF: Speed: 30ft, Climb 20ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1 Piercing Range: 5ft
Traits:
Keen Hearing and Smell: The weasel has advantage
on Wisdom (Perception) checks that rely on hearing or
smell.
Skills: Perception +3, Stealth +5
Size: Tiny
Blood Hawk
STR: -2 (6)
DEX: +2 (14)
CON: +0 (10)
CR: 1/8 HP: 7 (2d6)
PRF: Speed: 10ft, 60ft fly
AC: Base AC: 12
Actions: DEX+PRF
Beak: {___} Damage: 1d4+2 Piercing Range: 5ft
Traits:
Keen Sight: The hawk has advantage on Wisdom
(Perception) checks that rely on sight.
Pack Tactics: The hawk has advantage on an attack roll
against a creature if at least one of the hawk's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Skills: Perception +4
Size: Small
Camel
STR: +3 (16)
DEX: -1 (8)
CON: +2 (14)
CR: 1/8 HP: 15 (2d10+4)
PRF: Speed: 50ft
AC: Base AC: 9
Actions: STR+PRF
Bite: {___} Damage: 1d4 Bludgeoning Range: 5ft
Traits:
Size: Medium
Dolphin
STR: +2 (14)
DEX: +1 (13)
CON: +1 (13)
CR: 1/8 HP: 11 (2d8+2)
PRF: Speed: 60ft swim
AC: Base AC: 12
Actions: STR+PRF
Slam: {___} Damage: 1d6+2 Bludgeoning Range: 5ft
Traits:
Charge: If the dolphin moves at least 30 feet straight
toward a target and then hits it with a slam attack on the
same turn, the target takes an extra 3 (1d6) bludgeoning
damage.
Hold Breath: The dolphin can hold its breath for 20
minutes.
Senses: Blindsight 60ft Skills: Perception +3
Size: Medium
Flying Snake
STR: -3 (4)
DEX: +4 (18)
CON: +0 (11)
CR: 1/8 HP: 5 (2d4)
Speed: 30ft, fly 60ft swim 30ft.
PRF:
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1 Piercing Range: 5ft
plus (3d4)poison damage.
Traits:
Flyby: The snake doesn't provoke opportunity attacks
when it flies out of an enemy's reach.
Senses: Blindsight 10 Ft
Size: Tiny
Giant Crab
STR: +1 (13)
DEX: +2 (15)
CON: +0 (11)
CR: 1/8 HP: 13 (3d8)
PRF: Speed: 30ft, swim 30ft.
AC: Base AC: 15
Actions: DEX+PRF
Claw: {___} Damage: 1d6+1 Bludgeoning Range: 5ft
The target is grappled (escape dc 11) The crab has two
claws, each of which can grapple only one target
Traits:
Amphibious: The crab can breathe air and water.
Senses: Blindsight 30 ft
Skills: Stealth +4
Size: Medium
Giant Rat
STR: -2 (7)
DEX: +2 (15)
CON: +0 (11)
CR: 1/8 HP: 7 (2d6)
PRF: Speed: 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d4+2 Piercing Range: 5ft
Traits:
Keen Smell: The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll
against a creature if at least one of the rat's allies is within
5 ft. of the creature and the ally isn't incapacitated.
Size: Small
Giant Rat (Diseased)
STR: -2 (7)
DEX: +2 (15)
CON: +0 (11)
CR: 1/8 HP: 7 (2d6)
PRF: Speed: 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d4+2 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 10
Constitution saving throw or contract a disease. Until the
disease is cured, the target can’t regain hit points except
by magical means, and the target’s hit point maximum
decreases by 3 (1d6) every 24 hours. If the target’s hit
point maximum drops to 0 as a result of this disease, the
target dies
Traits:
Keen Smell: The rat has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics: The rat has advantage on an attack roll
against a creature if at least one of the rat's allies is within
5 ft. of the creature and the ally isn't incapacitated.
Size: Small
Giant Weasel
STR: +0 (11)
DEX: +3 (16)
CON: +0 (10)
CR: 1/8 HP: 9 (2d8)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d4+3 Piercing Range: 5ft
Traits:
Keen Hearing and Smell: The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Senses: Darkvision 60 ft
Skills: Perception +3, Stealth +5
Size: Medium
Mastiff
STR: +1 (13)
DEX: +2 (14)
CON: +1 (12)
CR: 1/8 HP: 5 (1d8+1)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d6+1 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone
Traits:
Keen Hearing and Smell: The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Skills: Perception +3
Size: Medium
Mule
STR: +2 (14)
DEX: +0 (10)
CON: +1 (13)
CR: 1/8 HP: 11 (2d8+2)
PRF: Speed: 40ft
AC: Base AC: 10
Actions: STR+PRF
Hooves: {___} Damage: 1d2+2 Bludgeon Range: 5ft
Traits:
Beast of Burden: The mule is considered to be a Large
animal for the purpose of determining its carrying
capacity.
Sure-Footed: The mule has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
Size: Medium
Poisonous Snake
STR: -4 (2)
DEX: +3 (16)
CON: +0 (11)
CR: 1/8 HP: 2 (1d4)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1 Piercing Range: 5ft
plus (2d4)poison damage. The target must make a DC 10
Constitution saving throw, taking the poison damage on a
failed save, or half as much damage on a successful one.
Traits:
Senses: Blindsight 10ft
Size: Tiny
Pony
STR: +2 (15)
DEX: +0 (10)
CON: +1 (13)
CR: 1/8 HP: 11 (2d8+2)
PRF: Speed: 40ft
AC: Base AC: 10
Actions: STR+PRF
Hooves: {___} Damage: 2d4+2 Bludgeon Range: 5ft
Traits:
Size: Medium
Stirge
STR: -3 (4)
DEX: +3 (16)
CON: +0 (11)
CR: 1/8 HP: 2 (1d4)
PRF: Speed: 10ft, fly 40ft
AC: Base AC: 14
Actions: DEX+PRF
Blood Drain: {___} Damage: 1d4+3 Piercing Range: 5ft
The stirge attaches to the target While attached, the stirge
doesn't attack. Instead, at the start of each of the stirge's
turns, the target loses 5 (1d4 + 3) hit points due to blood
loss. The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
target, can use its action to detach the stirge
Traits:
Senses: Darkvision 60 ft
Size: Tiny
Axe Beak
STR: +2 (14)
DEX: +1 (12)
CON: +1 (12)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 50ft
AC: Base AC: 11
Actions: STR+PRF
Beak: {___} Damage: 1d8+2 Slashing Range: 5ft
Traits:
Size: Large
Boar
STR: +1 (13)
DEX: +0 (11)
CON: +1 (12)
CR: 1/4 HP: 11 (2d8+2)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Tusk: {___} Damage: 1d6+1 Slashing Range: 5ft
Traits:
Charge: If the boar moves at least 20 ft. straight toward a
target and then hits it with a tusk attack on the same turn,
the target takes an extra 3 (1d6) slashing damage. If the
target is a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest): If
the boar takes 7 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead.
Size: Medium
Constrictor Snake
STR: +2 (15)
DEX: +2 (14)
CON: +1 (12)
CR: 1/4 HP: 13 (2d10+2)
PRF: Speed: 30ft, 30ft swim
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d6+2 Piercing Range: 5ft
Constrict: {___} Damage: 1d8+2 Bludgeon Range: 5ft
The target is grappled (escape dc 14) Until this grapple
ends, the creature is restrained, and the snake can't
constrict another target
Traits:
Senses: Blindsight 10ft
Size: Large
Cow
STR: +4 (18)
DEX: +0 (10)
CON: +2 (14)
CR: 1/4 HP: 15 (2d10+4)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: STR+PRF
Gore: {___} Damage: 1d6+4 Piercing Range: 5ft
Traits:
Charge: If the cow moves at least 20 feet straight toward
a target and then hits it with a gore attack on the same
turn, the target takes an extra 7 (2d6) piercing damage.
Size: Large
Deep Rothe
STR: +4 (18)
DEX: +0 (10)
CON: +2 (14)
CR: 1/4 HP: 13 (2d8+4)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: STR+PRF
Gore: {___} Damage: 1d6+4 Piercing Range: 5ft
Traits:
Charge: If the rothe moves at least 20 feet straight toward
a target and then hits it with a gore attack on the same
turn, the target takes an extra 7 (2d6) piercing damage.
Innate Spellcasting: The deep rothe's spellcasting ability
is Charisma. It can innately cast dancing lights at will,
requiring no components.
Senses: Darkvision: 60ft
Size: Large
Dimetrodon
STR: +2 (14)
DEX: +0 (10)
CON: +2 (15)
CR: 1/4 HP: 19 (3d8+6)
PRF: Speed: 30ft, swim 20ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d6+2 Piercing Range: 5ft
Traits:
Skills: Perception +2.
Size: Medium
Draft Horse
STR: +4 (18)
DEX: +0 (10)
CON: +1 (12)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 40ft
AC: Base AC: 10
Actions: STR+PRF
Hooves: {___} Damage: 2d4+4 Piercing Range: 5ft
Traits:
Size: Medium
Elk
STR: +3 (16)
DEX: +0 (10)
CON: +1 (12)
CR: 1/4 HP: 13 (2d10+2)
PRF: Speed: 50ft
AC: Base AC: 10
Actions: STR+PRF
Ram: {___} Damage: 1d6+3 Bludgeon Range: 5ft
Hooves: {___} Damage: 2d4+3 Bludgeon Range: 5ft
Target most be prone for hooves
Traits:
Charge: If the elk moves at least 20 ft. straight toward a
target and then hits it with a ram attack on the same turn,
the target takes an extra 7 (2d6) damage. If the target is a
creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.
Size: Large
Giant Badger
STR: +1 (13)
DEX: +0 (10)
CON: +2 (15)
CR: 1/4 HP: 13 (2d8+4)
Speed: 30ft, burrow 10ft
PRF:
AC: Base AC: 10
Actions: STR+PRF
Bite: {___} Damage: 1d6+1 Piercing Range: 5ft
Claws: {___} Damage: 2d4+1 Slashing Range: 5ft
Multiattack: The badger makes two attacks: one with its
bite and one with its claws.
Traits:
Keen Smell: The badger has advantage on Wisdom
(Perception) checks that rely on smell.
Senses: Darkvision 30ft
Size: Medium
Giant Bat
STR: +2 (15)
DEX: +3 (16)
CON: +0 (11)
CR: 1/4 HP: 22 (4d10)
Speed: 10ft, 60ft fly
PRF:
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d6+2 Piercing Range: 5ft
Traits:
Echolocation: The bat can't use its blindsight while
deafened.
Keen Hearing: The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Senses: Blindsight 60ft
Size: Medium
Giant Centipede
STR: -3 (5)
DEX: +2 (14)
CON: +1 (12)
CR: 1/4 HP: 4 (1d6+1)
Speed: 30ft, climb 30ft
PRF:
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d4+2 Piercing Range: 5ft
plus (3d6)poison damage. The target must succeed on a
DC 11 Constitution saving throw or take the poison
damage. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
Traits:
Senses: Blindsight 30ft
Size: Small
Giant Frog
STR: +1 (12)
DEX: +1 (13)
CON: +0 (11)
CR: 1/4 HP: 18 (4d8)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 1d6+1 Piercing Range: 5ft
Target is grappled (escape dc 11) Until grapple ends, the
target is restrained, and the frog can't bite another target
Swallow: The frog makes a bite attack against a Small or
smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, has total cover against attacks and
other effects outside the frog, and takes (2d4) acid damage
at the start of each of the frog's turns. The frog can have
only one target swallowed at a time. If the frog dies, a
swallowed creature is no longer restrained and can escape
from the corpse using 5 ft. of movement, exiting prone.
Traits:
Amphibious: The frog can breathe air and water
Standing Leap: The frog's long jump is up to 20 ft. and its
high jump is up to 10 ft., with or without a running start.
Senses: Darkvision, 30ft Skills: Stealth +3
Size: Medium
Giant Lizard
STR: +2 (15)
DEX: +1 (12)
CON: +1 (13)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 30ft, 30ft climb
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+2 Piercing Range: 5ft
Traits:
Variant: 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.)
Variant: Spider Climb: The lizard can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Senses: Darkvision 30ft
Size: Large
Giant Owl
STR: +1 (13)
DEX: +2 (15)
CON: +1 (12)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 5ft, 60ft fly
AC: Base AC: 12
Actions: DEX+PRF
Talons: {___} Damage: 2d6+1 Slashing Range: 5ft
Traits:
Flyby: The owl doesn't provoke opportunity attacks when
it flies out of an enemy's reach.
Keen Hearing and Sight: The owl has advantage on
Wisdom (Perception) checks that rely on hearing or sight.
Skills: Perception +5, Stealth +4
Languages: Giant Owl, Understands Common, Elvish,
And Sylvan But Can't Speak
Senses: Darkvision 120ft
Size: Large
Giant Poisonous Snake
STR: +0 (10)
DEX: +4 (18)
CON: +1 (13)
CR: 1/4 HP: 11 (2d8+2)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1d4+4 Piercing Range: 5ft
plus (3d6)poison damage. The target must make a DC 11
Constitution saving throw, taking the poison damage on a
failed save, or half as much damage on a successful one.
Traits:
Senses: Blindsight, 10ft Skills: Perception +2
Size: Medium
Giant Riding Lizard
STR: +2 (15)
DEX: +1 (12)
CON: +1 (13)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 30ft, 30ft climb
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+2 Piercing Range: 5ft
Traits:
Spider Climb: The lizard can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Senses: Darkvision 30ft
Size: Large
Giant Wolf Spider
STR: +1 (12)
DEX: +3 (16)
CON: +1 (13)
CR: 1/4 HP: 18 (4d8)
PRF: Speed: 40ft, climb 40ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 1d6+1 Piercing Range: 5ft
plus (2d6)poison damage. The target must make a DC 11
Constitution saving throw, taking the poison damage on a
failed save, or half as much damage on a successful one. If
the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining
hit points, and is paralyzed while poisoned in this way.
Traits:
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Web Sense: While in contact with a web, the spider knows
the exact location of any other creature in contact with the
same web.
Web Walker: The spider ignores movement restrictions
caused by webbing
Senses: Darkvision 60ft, Blindsight 10ft
Skills: Stealth +7, Perception +3
Size: Medium
Guthash
STR: -2 (7)
DEX: +2 (15)
CON: +0 (11)
CR: 1/4 HP: 16 (4d8)
PRF: Speed: 30ft
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1d4+2 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 10
Constitution saving throw or contract a disease. Until the
disease is cured, the target can't regain hit points except by
magical means, and the target's hit point maximum
decreases by 3 (1d6) every 24 hours. If the target's hit
point maximum drops to 0 as a result of this disease, the
target dies.
Traits:
Keen Hearing and Smell: The guthash has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Senses: Darkvision 60ft
Size: Medium
Hadrosaurus
STR: +2 (15)
DEX: +0 (10)
CON: +1 (13)
CR: 1/4 HP: 19 (3d10+3)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Tail: {___} Damage: 1d10+2 Bludgeon Range: 5ft
Traits:
Skills: Perception +2
Size: Large
Male Steeder
STR: +2 (15)
DEX: +1 (12)
CON: +2 (14)
CR: 1/4 HP: 13 (2d8+4)
PRF: Speed: 30ft, climb 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+2 Piercing Range: 5ft
the target must make a DC 12 Constitution saving throw,
taking 4 (1d8) acid damage on a failed save, or half as
much damage on a successful one.
Sticky Leg: {___} Range: 5ft
(Recharges when the Steeder Has No Creatures Grappled.)
to hit, reach 5 ft., one Small or Tiny creature. Hit: The
target is stuck to the steeder's leg and grappled until it
escapes (escape DC 12)
Traits:
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Leap. The steeder can expend all its movement on its turn to
jump up to 60 feet vertically or horizontally, provided that is
speed is at least 30 feet.
Skills: Stealth +5
Size: Medium
Ox
STR: +4 (18)
DEX: +0 (10)
CON: +2 (14)
CR: 1/4 HP: 15 (2d10+4)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: STR+PRF
Gore: {___} Damage: 1d6+4 Piercing Range: 5ft
Traits:
Charge: If the ox moves at least 20 feet straight toward a
target and then hits it with a gore attack on the same turn,
the target takes an extra 7 (2d6) piercing damage.
Beast of Burden: The oxen is considered to be a Huge
animal for the purposes of determining its carrying
capacity.
Size: Large
Panther
STR: +2 (14)
DEX: +2 (15)
CON: +0 (10)
CR: 1/4 HP: 13 (3d8)
PRF: Speed: 50ft, climb 40ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d6+2 Piercing Range: 5ft
Claw: {___} Damage: 1d4+2 Slashing Range: 5ft
Bonus Attack (Bite) VS prone target
Traits:
Keen Smell: The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce: If the panther moves at least 20ft straight
towards a target, the target must make a DC12 STR
save or be knocked prone.
Skills: Perception +4, Stealth +6
Size: Medium
Pteranodon
STR: +1 (12)
DEX: +2 (15)
CON: +0 (10)
CR: 1/4 HP: 13 (3d8)
PRF: Speed: 10ft, fly 60ft
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 2d4+1 Piercing Range: 5ft
Traits:
Flyby: The Pteranodon doesn't provoke an opportunity
attack when it flies out of an enemy's reach.
Skills: Perception +1
Size: Medium
Riding Horse
STR: +3 (16)
DEX: +0 (10)
CON: +1 (12)
CR: 1/4 HP: 13 (2d10+2)
PRF: Speed: 60ft
AC: Base AC: 10
Actions: DEX+PRF
Hooves: {___} Damage: 2d4+3 Bludgeon Range: 5ft
Traits:
Size: Large
Surface Rothe
STR: +4 (18)
DEX: +0 (10)
CON: +2 (14)
CR: 1/4 HP: 15 (2d10+4)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: STR+PRF
Gore: {___} Damage: 1d6+4 Piercing Range: 5ft
Traits:
Charge: If the rothe moves at least 20 feet straight
toward a target and then hits it with a gore attack on the
same turn, the target takes an extra 7 (2d6) piercing
damage.
Senses: Darkvision 30ft
Size: Large
Stench Kow
STR: +4 (18)
DEX: +0 (10)
CON: +2 (14)
CR: 1/4 HP: 15 (2d10+4)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: STR+PRF
Gore: {___} Damage: 1d6+4 Range: 5ft
Traits:
Charge: If the kow moves at least 20 feet straight
toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 7 (2d6)
piercing damage.
Stench: Any creature other than a stench kow that
starts its turn within 5 feet of the stench kow must
succeed on a DC 12 Constitution saving throw or
be poisoned until the start of the creature’s next
turn. On a successful saving throw, the creature is
immune to the stench of all stench kows for 1 hour.
Damage Resistances: cold, fire, poison
Size: Large
Velociraptor
STR: -2 (6)
DEX: +2 (14)
CON: +1 (13)
CR: 1/4 HP: 10 (3d4+3)
PRF: Speed: 30ft
AC: Base AC: 10
Actions: DEX+PRF
Bite: {___} Damage: 1d6+2 Piercing Range: 5ft
Claws: {___} Damage: 1d4+2 Slashing Range: 5ft
Multiattack, one with each
Traits:
Pack Tactics: The velociraptor has advantage on an
attack roll against a creature if at least one of the
velociraptor's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Skills: Perception +3
Size: Tiny
Wolf
STR: +1 (12)
DEX: +2 (15)
CON: +1 (12)
CR: 1/4 HP: 11 (2d8+2)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 2d4+2 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone
Traits:
Keen Hearing and Smell: The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics: The wolf has advantage on an attack roll
against a creature if at least one of the wolf's allies is
within 5 ft. of the creature and the ally isn't
incapacitated.
Skills: Perception +3, Stealth +4
Size: Medium
Ape
STR: +3 (16)
DEX: +2 (14)
CON: +2 (14)
CR: 1/2 HP: 19 (3d8+6)
PRF: Speed: 30ft, climb 30ft
AC: Base AC: 12
Actions: STR+PRF
Fist: {___} Damage: 1d6+3 Bludgeon Range: 5ft
Rock: {___} Damage: 1d6+3 Piercing Range: 25/50ft
Multiattack: The Ape can double-fist the enemy
Traits:
Skills: Athletics +5, Perception +3
Size: Medium
Black Bear
STR: +2 (15)
DEX: +0 (10)
CON: +2 (14)
CR: 1/2 HP: 19 (3d8+6)
PRF: Speed: 40ft, climb 30ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 1d6+2 Piercing Range: 5ft
Claws: {___} Damage: 2d4+2 Slashing Range: 5ft
Multiattack: The bear gets one attack with each
Traits:
Keen Smell: The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Size: Medium
Crocodile
STR: +2 (15)
DEX: +0 (10)
CON: +1 (13)
CR: 1/2 HP: 19 (3d10+3)
PRF: Speed: 20ft, swim 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d10+2 Piercing Range: 5ft
The target is grappled (escape dc 12) Until this grapple
ends, the target is restrained, and the crocodile can't bite
another target
Traits:
Hold Breath: The crocodile can hold its breath for 15
minutes.
Skills: Stealth +2
Size: Large
Giant Goat
STR: +3 (17)
DEX: +0 (11)
CON: +1 (12)
CR: 1/2 HP: 19 (3d10+3)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Ram: {___} Damage: 2d4+3 Bludgeon Range: 5ft
Traits:
Charge: If the goat moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 5 (2d4) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.
Sure-Footed: The goat has advantage on Strength and
Dexterity saving throws made against effects that
would knock it prone.
Size: Large
Giant Sea Horse
STR: +1 (12)
DEX: +2 (15)
CON: +0 (11)
CR: 1/2 HP: 16 (3d10)
PRF: Speed: 40ft swim
AC: Base AC: 13
Actions: DEX+PRF
Ram: {___} Damage: 1d6+1 Bludgeon Range: 5ft
Traits:
Charge: If the sea horse moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 7 (2d6) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 11 Strength saving throw or be knocked prone.
Water Breathing: The sea horse can breathe only
underwater.
Size: Large
Giant Wasp
STR: +0 (10)
DEX: +2 (14)
CON: +0 (10)
CR: 1/2 HP: 13 (3d8)
PRF: Speed: 10ft, 50ft fly
AC: Base AC: 12
Actions: DEX+PRF
Sting: {___} Damage: 1d6+2 Piercing Range: 5ft
plus (3d6)poison damage. The target must make a DC 11
Constitution saving throw, taking the poison damage on a
failed save, or half as much damage on a successful one. If
the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining
hit points, and is paralyzed while poisoned in this way.
Traits:
Size: Large
Jaculi
STR: +2 (15)
DEX: +2 (14)
CON: +0 (11)
CR: 1/2 HP: 16 (3d10)
PRF: Speed: 30ft, 20ft fly
AC: Base AC: 14
Actions: STR+PRF
Bite: {___} Damage: 2d6+2 Piercing Range: 5ft
Spring: The jaculi springs up to 30 feet in a straight line
and makes a bite attack against a target within its reach.
This attack has advantage if the jaculi springs at least 10
feet. If the attack hits, the bite deals an extra 7 (2d6)
piercing damage.
Traits:
Camouflage: The jaculi has advantage on Dexterity
(Stealth) checks made to hide.
Keen Smell: The jaculi has advantage on Wisdom
(Perception) checks that rely on smell.
Size: Large
Reef Shark
STR: +2 (14)
DEX: +1 (13)
CON: +1 (13)
CR: 1/2 HP: 22 (4d8+4)
PRF: Speed: 40ft swim
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+2 Piercing Range: 5ft
Traits:
Pack Tactics: The shark has advantage on an attack roll
against a creature if at least one of the shark's allies is within
5 ft. of the creature and the ally isn't incapacitated.
Water Breathing: The shark can breathe only underwater.
Senses: Blindsight: 30ft
Skills: Perception +2
Size: Medium
War Horse
STR: +4 (18)
DEX: +1 (12)
CON: +1 (13)
CR: 1/2 HP: 19 (3d10+3)
PRF: Speed: 60ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 2d6+4 Bludgeon Range: 5ft
2nd as bonus if prone.
Traits:
Trampling Charge: If the horse moves at least 20 ft. straight
toward a creature and then hits it with a hooves attack on the
same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is prone, the
horse can make another attack with its hooves against it as a
bonus action.
Size: Medium
Brown Bear
STR: +4 (19)
DEX: +0 (10)
CON: +3 (16)
CR: 1 HP: 34 (4d10+12)
PRF: Speed: 40ft, climb 30ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 1d8+4 Piercing Range: 5ft
Claw: {___} Damage: 2d6+4 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Smell: The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Skills: Perception +3
Size: Large
Crag Cat
STR: +3 (16)
DEX: +3 (17)
CON: +3 (16)
CR: 1 HP: 34 (4d10+12)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 1d10+3 Piercing Range: 5ft
Claw: {___} Damage: 1d8+3 Slashing Range: 5ft
Bonus Attack (Bite) VS prone target
Traits:
Nondetection: The cat cannot be targeted or detected
by any divination magic or perceived by magical
scrying sensors.
Spell Turning: The cat has advantage on saving throws
on any spell that targets only the cat. If the cat saves
and the spell level is less than 7th, it instead targets the
caster.
Pounce: If the cat moves at least 20ft straight towards a
target, the target must make a DC13 STR save or be
knocked prone.
Senses: Darkvision, 60ft Skills: Stealth +7
Size: Large
Deinonychus
STR: +2 (15)
DEX: +2 (15)
CON: +2 (14)
CR: 1 HP: 26 (4d8+8)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 1d8+2 Piercing Range: 5ft
Claw: {___} Damage: 1d8+2 Slashing Range: 5ft
Bonus Attack (Bite) VS prone target
Multiattack: 1 bite and 2 claws per round
Traits:
Pounce: If the deinonychus moves at least 20 feet
straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked prone. If
the target is prone, the deinonychus can make one bite
attack against it as a bonus action.
Skills: Perception +3
Size: Large
Dire Wolf
STR: +3 (17)
DEX: +2 (15)
CON: +2 (15)
CR: 1 HP: 37 (5d10+10)
PRF: Speed: 50ft
AC: Base AC: 14
Actions: STR+PRF
Bite: {___} Damage: 2d6+3 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone
Traits:
Keen Hearing and Smell: The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Pack Tactics: The wolf has advantage on an attack roll
against a creature if at least one of the wolf's allies is
within 5 ft. of the creature and the ally isn't
incapacitated.
Skills: Perception +3, Stealth +4
Size: Large
Female Steeder
STR: +2 (15)
DEX: +3 (16)
CON: +2 (14)
CR: 1 HP: 30 (4d10+8)
PRF: Speed: 30ft, climb 30ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
target must make a DC 12 Constitution saving throw,
taking 9 (2d8) acid damage on a failed save, or half as
much damage on a successful one.
Sticky Leg: {___} Range: 5ft
Recharges when nothing is grappled, medium or smaller
creature is stuck to the steeder's leg and grappled until it
escapes (escape DC 12)
Traits:
Spider Climb: The steeder can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Leap: The steeder can expend all its movement on its turn
to jump up to 90 feet vertically or horizontally, provided
that is speed is at least 30 feet.
Senses: Darkvision: 120ft Skills: Stealth +7
Size: Large
Giant Eagle
STR: +3 (16)
DEX: +3 (17)
CON: +1 (13)
CR: 1 HP: 26 (4d10+4)
PRF: Speed: 10ft, fly 80ft
AC: Base AC: 13
Actions: DEX+PRF
Beak: {___} Damage: 1d6+3 Piercing Range: 5ft
Talons: {___} Damage: 2d6+3 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Sight: The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
Languages: Giant Eagle, Understands Common And
Auran But Can't Speak
Skills: Perception +4
Size: Large
Giant Hyena
STR: +3 (16)
DEX: +2 (14)
CON: +2 (14)
CR: 1 HP: 45 (6d10+12)
PRF: Speed: 50ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d6+3 Piercing Range: 5ft
Traits:
Rampage: When the hyena reduces a creature to 0 hit
points with a melee attack on its turn, the hyena can take a
bonus action to move up to half its speed and make a bite
attack.
Skills: Perception +3
Size: Large
Giant Octopus
STR: +3 (17)
DEX: +1 (13)
CON: +1 (13)
CR: 1 HP: 52 (8d10+8)
PRF: Speed: 10ft, swim 60ft
AC: Base AC: 11
Actions: STR+PRF
Tentacles: {___} Damage: 2d6+3 Bludgeon Range: 15ft
If the target is a creature, it is grappled (escape DC 16).
Until this grapple ends, the target is restrained, and the
octopus can't use its tentacles on another target
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.
Traits:
Hold Breath: While out of water, the octopus can hold its
breath for 1 hour.
Underwater Camouflage: The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only
underwater.
Skills: Perception +4, Stealth +5
Senses: Darkvision 60ft.
Size: Large
Giant Spider
STR: +2 (14)
DEX: +3 (16)
CON: +1 (12)
CR: 1 HP: 26 (4d10+4)
PRF: Speed:30ft, climb 30ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
target must make a DC 11 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as much
damage on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned for
1 hour, even after regaining hit points, and is paralyzed while
poisoned in this way.
Web: {___} Range: 30/60ft
The target is restrained by webbing. As an action, the
restrained target can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can also be attacked
and destroyed (AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic damage).
Traits:
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Web Sense: While in contact with a web, the spider knows
the exact location of any other creature in contact with the
same web.
Web Walker: The spider ignores movement restrictions
caused by webbing.
Skills: Stealth +7
Senses: Darkvision 60ft, Blindsight 10ft.
Size: Large
Giant Toad
STR: +2 (15)
DEX: +1 (13)
CON: +1 (13)
CR: 1 HP: 39 (6d10+6)
PRF: Speed: 20ft, swim 40ft
AC: Base AC: 11
Actions: STR+PRF
Bite: {___} Damage: 1d10+2 Piercing Range: 5ft
plus (1d10)poison damage. The target is grappled (escape dc
13) Until this grapple ends, the target is restrained, and the
toad can't bite another target
Swallow: The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad's turns. The toad can
have only one target swallowed at a time. If escape, target
exits prone
Traits:
Amphibious: The toad can breathe air and water
Standing Leap: The toad's long jump is up to 20 ft. and its
high jump is up to 10 ft., with or without a running start.
Skills: Stealth +7
Senses: Darkvision 30ft,
Size: Large
Giant Vulture
STR: +2 (15)
DEX: +0 (10)
CON: +2 (15)
CR: 1 HP: 22 (3d10+6)
PRF: Speed: 10ft, fly 60ft
AC: Base AC: 10
Actions: STR+PRF
Beak: {___} Damage: 2d4+2 Piercing Range: 5ft
Talons: {___} Damage: 2d6+2 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Sight and Smell: The vulture has advantage on
Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics: The vulture has advantage on an attack roll
against a creature if at least one of the vulture's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Skills: Perception +3
Size: Large
Lion
STR: +3 (17)
DEX: +2 (15)
CON: +1 (13)
CR: 1 HP: 26 (4d10+4)
PRF: Speed: 50ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
Claws: {___} Damage: 1d6+3 Slashing Range: 5ft
Traits:
Keen Smell: The lion has advantage on Wisdom
(Perception) checks that rely on smell.
Pack Tactics: The lion has advantage on an attack roll
against a creature if at least one of the lion's allies is within
5 ft. of the creature and the ally isn't incapacitated.
Pounce: If the lion moves at least 20 ft. straight toward a
creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is prone, the lion
can make one bite attack against it as a bonus action.
Running Leap: With a 10-foot running start, the lion can
long jump up to 25 ft..
Skills: Perception +3, Stealth +6
Size: Large
Spider King
STR: +2 (14)
DEX: +3 (16)
CON: +1 (12)
CR: 1 HP: 44 (4d10+22)
PRF: Speed:30ft, climb 30ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
target must make a DC 11 Constitution saving throw, taking 9 (2d8)
poison damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit points,
the target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web: {___} Range: 30/60ft
The target is restrained by webbing. As an action, the restrained target
can make a DC 12 Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison, and
psychic damage).
Traits:
Spider Climb: The spider can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Two Heads: Because of its two heads, the Spider King has advantage
on Wisdom (Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, and knocked
unconscious.
Web Sense: While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by
webbing.
Skills: Stealth +7
Senses: Darkvision 60ft, Blindsight 10ft.
Size: Large
Tiger
STR: +3 (17)
DEX: +2 (15)
CON: +2 (14)
CR: 1 HP: 37 (5d10+10)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
Claws: {___} Damage: 1d6+3 Slashing Range: 5ft
Bite as bonus on prone
Traits:
Keen Smell: The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
within 5 ft. of the creature and the ally isn't incapacitated.
Pounce: If the tiger moves at least 20 ft. straight toward a
creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is prone, the lion
can make one bite attack against it as a bonus action.
Senses: Darkvision 60ft
Skills: Perception +3, Stealth +6
Size: Large
Allosaurus
STR: +4 (19)
DEX: +1 (13)
CON: +3 (17)
CR: 2 HP: 51 (6d10+18)
PRF: Speed: 60ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 2d10+4 Piercing Range: 5ft
Talons: {___} Damage: 1d8+4 Slashing Range: 5ft
Bite as bonus on prone
Traits:
Pounce: If the allosaurus moves at least 30 feet straight
toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the allosaurus can make one bite attack against it as a
bonus action.
Skills: Perception +5
Size: Large
Auroch
STR: +4 (20)
DEX: +0 (10)
CON: +3 (16)
CR: 2 HP: 38 (4d10+16)
PRF: Speed: 50ft
AC: Base AC: 15
Actions: STR+PRF
Gore: {___} Damage: 2d8+5 Piercing Range: 5ft
Traits:
Powerful Build: The auroch counts as one size larger
when determining the auroch's carrying capacity and the
weight you can push, drag, or lift.
Charge: If the auroch moves at least 20 feet straight
toward a target and then hits it with a gore attack on the
same turn, the target takes an extra 14 (3d8) damage. If the
target is a creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Skills: Perception +5
Size: Large
Cave Bear
STR: +5 (20)
DEX: +0 (10)
CON: +3 (16)
CR: 2 HP: 42 (5d10+15)
PRF: Speed: 40ft, climb 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+5 Piercing Range: 5ft
Claw: {___} Damage: 2d6+5 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Smell: The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Senses: Darkvision 60ft
Skills: Perception +3
Size: Large
Giant Boar
STR: +3 (17)
DEX: +0 (10)
CON: +3 (16)
CR: 2 HP: 42 (5d10+15)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: STR+PRF
Tusk: {___} Damage: 2d6+3 Slashing Range: 5ft
Traits:
Charge: If the boar moves at least 20 ft. straight toward a
target and then hits it with a tusk attack on the same turn,
the target takes an extra 7 (2d6) slashing damage. If the
target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest): If the
boar takes 10 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.
Size: Large
Ghost Rothe
STR: +8 (26)
DEX: +1 (12)
CON: +5 (20)
CR: 2 HP: 42 (4d10+20)
PRF: Speed: 40ft
AC: Base AC: 14
Actions: STR+PRF
Gore: {___} Damage: 2d4+8 Piercing Range: 5ft
Traits:
Stampede: If the rothe moves at least 20 feet straight
toward a target and then hits it with a gore attack on the
same turn, the target takes an extra 7 (1d12)
bludgeoning damage and succeeds STR throw (DC 18)
or knocked prone.
Resist Enchantment: +4 to throws against
enchantment magic.
Innate Casting: Can cast Jump and Silence once daily.
Skills: Perception +6
Senses: Darkvision 60ft
Size: Large
Giant Constrictor Snake
STR: +4 (19)
DEX: +2 (14)
CON: +1 (12)
CR: 2 HP: 60 (8d12+8)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d6+4 Piercing Range: 10ft
Constrict: {___} Damage: 2d8+4 Bludgeon Range: 10ft
The target is grappled (escape dc 16) Until this grapple
ends, the creature is restrained, and the snake can't
constrict another target
Traits:
Skills: Perception +2
Senses: Blindsight 10 ft
Size: Huge
Giant Crayfish
STR: +2 (15)
DEX: +1 (13)
CON: +1 (13)
CR: 2 HP: 45 (7d10+7)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 15
Actions: STR+PRF
Claw: {___} Damage: 1d10+2 Slashing Range: 5ft
Multiattack: Two claws
Traits:
Amphibious: The giant crayfish can breathe air and
water.
Senses: Blindsight 30ft
Skills: Stealth +3
Size: Large
Giant Elk
STR: +4 (19)
DEX: +3 (16)
CON: +2 (14)
CR: 2 HP: 42 (5d12+10)
Speed: 60ft
PRF:
AC: Base AC: 14
Actions: STR+PRF
Ram: {___} Damage: 2d6+4 Bludgeon Range: 10ft
Hooves: {___} Damage: 4d8+4 Bludgeon Range: 5ft
Hooves only on prone
Traits:
Charge: If the elk moves at least 20 ft. straight toward
a target and then hits it with a ram attack on the same
turn, the target takes an extra 7 (2d6) damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Skills: Perception +4
Languages: Giant Elk, Understands Common, Elvish,
And Sylvan But Can't Speak
Size: Huge
Hunter Shark
STR: +4 (18)
DEX: +1 (13)
CON: +2 (15)
CR: 2 HP: 45 (6d10+12)
Speed: 40ft swim
PRF:
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d8+4 Piercing Range: 5ft
Traits:
Blood Frenzy: The shark has advantage on melee
attack rolls against any creature that doesn't have all its
hit points.
Water Breathing: The shark can breathe only
underwater.
Skills: Perception +2
Senses: Blindsight 30ft
Size: Large
Plesiosaurus
STR: +4 (18)
DEX: +2 (15)
CON: +3 (16)
CR: 2 HP: 68 (8d10+24)
Speed: 20 ft, 40ft swim
PRF:
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 3d6+4 Piercing Range: 10ft
Traits:
Hold Breath: The plesiosaurus can hold its breath for 1
hour.
Skills: Perception +3, Stealth +4
Size: Large
Polar Bear
STR: +5 (20)
DEX: +0 (10)
CON: +3 (16)
CR: 2 HP: 42 (5d10+15)
PRF: Speed: 40ft, swim 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+5 Piercing Range: 5ft
Claw: {___} Damage: 2d6+5 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Smell: The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Skills: Perception +3
Size: Large
Quetzalcoatlus
STR: +2 (15)
DEX: +1 (13)
CON: +1 (13)
CR: 2 HP: 30 (4d12+4)
PRF: Speed: 10ft, fly 80ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 3d6+2 Piercing Range: 10ft
Traits:
Dive Attack: If the quetzalcoatlus is flying and dives at
least 30 feet toward a target and then hits with a bite
attack, the attack deals an extra 10 (3d6) damage to the
target.
Flyby: The quetzalcoatlus doesn't provoke an
opportunity attack when it flies out of an enemy's reach
Skills: Perception +2
Size: Huge
Rhinoceros
STR: +5 (21)
DEX: -1 (8)
CON: +2 (15)
CR: 2 HP: 45 (6d10+12)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Gore: {___} Damage: 2d8+5 Bludgeon Range: 5ft
Traits:
Charge: If the rhinoceros moves at least 20 ft. straight
toward a target and then hits it with a gore attack on the
same turn, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or be knocked prone.
Size: Large
Saber-Toothed Tiger
STR: +4 (18)
DEX: +2 (14)
CON: +2 (15)
CR: 2 HP: 52 (7d10+14)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d10+5 Piercing Range: 5ft
Claw: {___} Damage: 2d6+5 Slashing Range: 5ft
Bonus action bite vs prone
Traits:
Keen Smell: The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce: If the tiger moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target
is prone, the tiger can make one bite attack against it as
a bonus action.
Size: Large
Ankylosaurus
STR: +4 (19)
DEX: +0 (11)
CON: +2 (15)
CR: 3 HP: 68 (8d12+16)
PRF: Speed: 30ft
AC: Base AC: 15
Actions: STR+PRF
Tail: {___} Damage: 4d6+4 Bludgeon Range: 10ft
If the target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Traits:
Size: Huge
Giant Lightning Eel
STR: +0 (11)
DEX: +3 (17)
CON: +3 (16)
CR: 3 HP: 42 (5d10+15)
PRF: Speed: 5ft, 30ft swim
AC: Base AC: 13
Actions: DEX+PRF
Bite: {___} Damage: 2d6+3 Piercing Range: 5ft
plus 1d8 lightning
Multiattack: 2 bite attacks
Lightning Jolt: (Recharge 5–6). One creature the eel
touches within 5 feet of it outside water, or each creature
within 15 feet of it in a body of water, must make a DC 12
Constitution saving throw. On failed save, a target takes 13
(3d8) lightning damage. If the target takes any of this
damage, the target is stunned until the end of the eel's next
turn. On a successful save, a target takes half as much
damage and isn't stunned.
Traits:
Damage Resistances: Lightning
Senses: Blindsight 60 ft
Water Breathing: The eel can breathe only
underwater.
Size: Large
Giant Scorpion
STR: +2 (15)
DEX: +1 (13)
CON: +2 (15)
CR: 3 HP: 52 (7d10+14)
PRF: Speed: 40ft
AC: Base AC: 15
Actions: DEX+PRF
Claw: {___} Damage: 1d8+2 Bludgeon Range: 5ft
The target is grappled (Escape DC 12) The scorpion has
two claws, each of which can grapple only one target.
Sting: {___} Damage: 1d10+2 Piercing Range: 5ft
The target must make a DC 12 Constitution saving throw,
taking 22 (4d10) poison damage on a failed save, or half as
much damage on a successful one.
Multiattack: 2 claw attacks and third with stinger.
Traits:
Senses: Blindsight 60 ft
Size: Large
Giant Snapping Turtle
STR: +4 (19)
DEX: +0 (10)
CON: +2 (14)
CR: 3 HP: 75 (10d10+20)
PRF: Speed: 30ft, swim 40ft
Base AC: 17, 12 if prone
AC:
Actions: STR+PRF
Bite: {___} Damage: 4d6+4 Slashing Range: 5ft
Traits:
Amphibious: The turtle can breathe air and water.
Stable: Whenever an effect knocks the turtle prone, it
can make a DC 10 Constitution saving throw to avoid
being knocked prone. A prone turtle is upside down. To
stand up, it must succeed on a DC 10 Dexterity check
on its turn and then use all its movement for that turn.
Senses: Darkvision 60 ft
Size: Large
Killer Whale
STR: +4 (19)
DEX: +0 (10)
CON: +1 (13)
CR: 3 HP: 90 (12d12+12)
PRF: Speed: swim 60ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 5d6+4 Piercing Range: 5ft
Traits:
Echolocation: The whale can't use its blindsight while
deafened.
Hold Breath: The whale can hold its breath for 30
minutes
Keen Hearing: The whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Senses: Blindsight 120 ft
Skills: Perception +3
Size: Huge
Elephant
STR: +6 (22)
DEX: -1 (9)
CON: +3 (17)
CR: 4 HP: 76 (8d12+24)
PRF: Speed: 40ft
AC: Base AC: 12
Actions: STR+PRF
Gore: {___} Damage: 3d8+6 Piercing Range: 5ft
Stomp: {___} Damage: 3d10+6 Piercing Range: 5ft
Stomp can only be on prone creature as bonus action.
Traits:
Trampling Charge: If the elephant moves at least 20
ft. straight toward a creature and then hits it with a gore
Attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked prone. If
the target is prone, the elephant can make one stomp
Attack against it as a Bonus Action.
Size: Huge
Giant Subterranean Lizard
STR: +5 (21)
DEX: -1 (9)
CON: +3 (17)
CR: 4 HP: 66 (7d12+21)
PRF: Speed:30ft, swim 50ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 2d10+5 Piercing Range: 5ft
the target is grappled (escape DC 15). Until this grapple ends, the target
is restrained, and the lizard can't bite another target.
Tail: {___} Damage: 2d6+5 Piercing Range: 5ft
If the target is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone.
Swallow: {___} Damage: 2d10+5 Piercing Range: 5ft
The target is swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and other
effects outside the lizard, and it takes 10 (3d6) acid damage at the start
of each of the lizard's turns. The lizard can have only one target
swallowed at a time.
Multiattack: The lizard makes two attacks: one with its bite and one
with its tail. One attack can be replaced by Swallow.
Traits:
Skills: Stealth +3
Size: Huge
Stegosaurus
STR: +5 (20)
DEX: -1 (8)
CON: +3 (17)
CR: 4 HP: 76 (8d12+24)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Tail: {___} Damage: 6d6+5 Piercing Range: 10ft
Traits:
Size: Huge
Brontosaurus
STR: +5 (21)
DEX: -1 (9)
CON: +3 (17)
CR: 5 HP: 121 (9d20+27)
PRF: Speed: 30ft
AC: Base AC: 15
Actions: STR+PRF
Stomp: {___} Damage: 5d8+5 Bludgeon Range: 20ft
the target must succeed on a DC 14 Strength saving throw
or be knocked prone.
Tail: {___} Damage: 6d8+5 Bludgeon Range: 20ft
Traits:
Saving Throws: Con +6
Size: Gargantuan
Giant Crocodile
STR: +5 (21)
DEX: -1 (9)
CON: +3 (17)
CR: 5 HP: 85 (9d12+27)
PRF: Speed: 30ft, swim 50ft
AC: Base AC: 14
Actions: STR+PRF
Bite: {___} Damage: 3d10+5 Piercing Range: 5ft
The target is grappled (escape dc 16) Until this grapple
ends, the target is restrained, and the crocodile can't bite
another target
Tail: {___} Damage: 2d8+5 Bludgeon Range: 10ft
If the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
Target cannot be grappled by bite.
Multiattack: The crocodile makes two attacks: one with
its bite and one with its tail.
Traits:
Hold Breath: The crocodile can hold its breath for 30
minutes.
Skills: Stealth +5
Size: Huge
Giant Shark
STR: +6 (23)
DEX: +0 (11)
CON: +5 (21)
CR: 5 HP: 126 (11d12+55)
PRF: Speed: swim 50ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 3d10+6 Piercing Range: 5ft
Traits:
Blood Frenzy: The shark has advantage on melee
attack rolls against any creature that doesn't have all its
hit points.
Water Breathing: The shark can breathe only
underwater.
Skills: Perception +3
Senses: Blindsight 60ft
Size: Huge
Hulking Crab
STR: +4 (19)
DEX: -1 (8)
CON: +3 (16)
CR: 5 HP: 76 (8d12+24)
PRF: Speed: 20ft, swim 50ft
AC: Base AC: 17
Actions: STR+PRF
Claw: {___} Damage: 3d10+4 Bludgeon Range: 10ft
the target is grappled (escape DC 15). The crab has two
claws, each of which can grapple only one target
Multiattack: The Crab makes 2 claw attacks
Traits:
Amphibious: The crab can breathe air and water.
Shell Camouflage: While the crab remains motionless
with its eyestalks and pincers tucked close to its body,
it resembles a natural formation or a pile of detritus. A
creature within 30 feet of it can discern its true nature
with a successful DC 15 Intelligence (Nature) check.
Skills: Stealth +2
Senses: Blindsight 30ft
Size: Huge
Triceratops
STR: +6 (22)
DEX: -1 (9)
CON: +3 (17)
CR: 5 HP: 95 (10d12+30)
PRF: Speed: 50ft
AC: Base AC: 13
Actions: STR+PRF
Gore: {___} Damage: 4d8+6 Piercing Range: 5ft
Stomp: {___} Damage: 3d10+6 Bludgeon Range: 5ft
Stomp on prone creature as bonus action
Traits:
Trampling Charge: If the triceratops moves at least 20
ft. straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone. If
the target is prone, the triceratops can make one stomp
attack against it as a bonus action.
Size: Huge
Air Elemental
STR: +2 (14)
DEX: +5 (20)
CON: +2 (14)
CR: 5 HP: 90 (12d10+24)
PRF: Speed: 90ft fly (hover)
AC: Base AC: 15
Actions: DEX+PRF
Slam: {___} Damage: 2d8+5 Bludgeon Range: 5ft
Multiattack: The air elemental makes 2 slam attacks
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 + 2) bludgeoning damage and is flung up 20 feet away from the
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)
bludgeoning damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed on a DC 13
Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning
damage and isn't flung away or knocked prone.
Traits:
Air Form: The elemental can enter a hostile creature's space and stop
there. It can move through a space as narrow as 1 inch wide without
squeezing.
Damage Resistance: Lightning; Thunder; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft
Languages: Auran
Size: Large
Earth Elemental
STR: +5 (20)
DEX: -1 (8)
CON: +5 (20)
CR: 5 HP: 126 (12d10+60)
Speed: 30ft, burrow 30ft
PRF:
AC: Base AC: 17
Actions: STR+PRF
Slam: {___} Damage: 2d8+5 Bludgeon Range: 10ft
Multiattack: The earth elemental makes 2 slam attacks
Traits:
Earth Glide: The elemental can burrow through nonmagical, unworked
earth and stone. While doing so, the elemental doesn't disturb the
material it moves through.
Siege Monster: The elemental deals double damage to objects and
structures.
Vulnerabilities: Thunder
Damage Resistance: Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned,
Unconscious
Senses: Darkvision 60 ft, Tremorsense 60 ft
Languages: Terran
Size: Large
Fire Elemental
STR: +0 (10)
DEX: +3 (17)
CON: +3 (16)
CR: 5 HP: 102 (12d10+36)
PRF: Speed: 50ft
AC: Base AC: 13
Actions: DEX+PRF
Touch: {___} Damage: 2d6+3 Fire Range: 5ft
If the target is a creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns
Multiattack: The fire elemental makes 2 touch attacks
Traits:
Fire Form: The elemental can move through a space as narrow as 1
inch wide without squeezing. A creature that touches the elemental or
hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire
damage. In addition, the elemental can enter a hostile creature's space
and stop there. The first time it enters a creature's space on a turn, that
creature takes 5 (1d10) fire damage and catches fire; until someone
takes an action to douse the fire, the creature takes 5 (1d10) fire damage
at the start of each of its turns.
Illumination: The elemental sheds bright light in a 30-foot radius and
dim light in an additional 30 ft..
Water Susceptibility: For every 5 ft. the elemental moves in water, or
for every gallon of water splashed on it, it takes 1 cold damage.
Damage Resistance: Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft
Languages: Ignan
Size: Large
Water Elemental
STR: +4 (18)
DEX: +2 (14)
CON: +4 (18)
CR: 5 HP: 114 (12d10+48)
PRF: Speed: 30ft, swim 90ft
AC: Base AC: 14
Actions: DEX+PRF
Slam: {___} Damage: 2d8+4 Bludgeon Range: 5ft
Multiattack: The water elemental makes 2 slam attacks
Whelm (Recharge 4-6): Each creature in the elemental's space must
make a DC 15 Strength saving throw. On a failure, a target takes 13
(2d8 + 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 unable to breathe unless it can breathe water. If the saving throw is
successful, the target is pushed out of the elemental's space. The
elemental can grapple one Large creature or up to two Medium or
smaller creatures at one time. At the start of each of the elemental's
turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning
damage. A creature within 5 feet of the elemental can pull a creature or
object out of it by taking an action to make a DC 14 Strength and
succeeding. Traits:
Water Form: The elemental can enter a hostile creature's space and
stop there. It can move through a space as narrow as 1 inch wide
without squeezing.
Freeze: If the elemental takes cold damage, it partially freezes; its speed
is reduced by 20 ft. until the end of its next turn.
Damage Resistance: Acid, Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft
Languages: Aquan
Size: Large
Mammoth
STR: +7 (24)
DEX: -1 (9)
CON: +5 (21)
CR: 6 HP: 126 (11d12+55)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Gore: {___} Damage: 4d8+7 Piercing Range: 10ft
Stomp: {___} Damage: 4d10+7 Bludgeon Range: 5ft
Stomp on prone creature as bonus action
Traits:
Trampling Charge: If the mammoth moves at least 20
ft. straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a
DC 18 Strength saving throw or be knocked prone. If
the target is prone, the mammoth can make one stomp
attack against it as a bonus action.
Size: Huge
Chimeric Cat
STR: -3 (4)
DEX: +2 (15)
CON: +0 (10)
CR: 0 HP: 2 (1d4)
PRF: Speed: 40ft, 30 ft climb
AC: Base AC: 12
Actions: DEX+PRF
Claw: {___} Damage: 1 Slashing Range: 5ft
Traits:
Senses:
Blindsight: 60 ft.
Tremor Sense: 60 ft
Keen Smell: Advantage on perception checks
involving smell
Size: Tiny
Chimeric Fox
STR: -4 (2)
DEX: +3 (16)
CON: +0 (11)
CR: 0 HP: 2 (1d4)
Speed: 30ft, 5 ft
PRF: burrow
AC: Base AC: 12
Actions: DEX+PRF
Bite: {___} Damage: 1 Piercing Range: 5ft
Traits:
Chimeric Creation: The fox has fur that changes color
to match its surroundings, giving it advantage on
Dexterity (Stealth) checks.
Keen Hearing: Advantage on perception checks
involving hearing.
Size: Tiny
Moorbounder
STR: +4 (18)
DEX: +2 (14)
CON: +2 (14)
CR: 1 HP: 30 (4d10+8)
PRF: Speed: 70ft
AC: Base AC: 13
Actions: STR+PRF
Claws: {___} Damage: 4d4+4 Slashing Range: 5ft
Traits:
Standing Leap: The moorbounder's long jump is up to
40 feet and its high jump is up to 20 feet, with or
without a running start.
Senses: Darkvision, 60 ft.
Size: Large
Giant White Moray Eel
STR: +4 (19)
DEX: +2 (14)
CON: +1 (12)
CR: 2 HP: 60 (8d12+8)
PRF: Speed: 40 ft swim
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d6+4 Piercing Range: 10ft
Traits:
Water Breathing: Can only breath underwater
Senses: Darkvision, 60 ft Blindsight, 10 ft
Size: Huge
Huge Polar Bear
STR: +5 (20)
DEX: +0 (10)
CON: +3 (16)
CR: 2 HP: 65 (8d12+13)
PRF: Speed: 40ft, swim 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 1d8+5 Piercing Range: 5ft
Claw: {___} Damage: 2d6+5 Slashing Range: 5ft
Multiattack: One of each
Traits:
Keen Smell: The bear has advantage on Wisdom
(Perception) checks that rely on smell.
Skills: Perception +3
Size: Huge
Young Bulette
STR: +5 (21)
DEX: -1 (8)
CON: +2 (15)
CR: 2 HP: 45 (6d10+12)
Speed: 40ft, burrow 30ft
PRF:
AC: Base AC: 15
Actions: STR+PRF
Bite: {___} Damage: 2d8+5 Slashing
Charge: If the bulette moves at least 20 feet straight
toward a target and then hits it with a bite attack on the
same turn, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone.
Traits:
Senses: Darkvision, 60ft, Tremorsense: 60ft.
Size: Large
Young Bulette
STR: +5 (21)
DEX: -1 (8)
CON: +2 (15)
CR: 2 HP: 45 (6d10+12)
Speed: 40ft, burrow 30ft
PRF:
AC: Base AC: 15
Actions: STR+PRF
Bite: {___} Damage: 2d8+5 Slashing
Charge: If the bulette moves at least 20 feet straight
toward a target and then hits it with a bite attack on the
same turn, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone.
Traits:
Senses: Darkvision, 60ft, Tremorsense: 60ft.
Size: Large
Amphisbaena
STR: +4 (19)
DEX: +2 (14)
CON: +1 (12)
CR: 3 HP: 60 (8d12+8)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 12
Actions: STR+PRF
Bite: {___} Damage: 2d6+4 Piercing Range: 10ft
Constrict: {___} Damage: 2d8+4 Bludgeon Range: 10ft
The target is grappled (escape dc 16) Until this grapple
ends, the creature is restrained, and the snake can't
constrict another target
Multiattack: Two attacks, only one can be constrict
Traits:
Skills: Perception +2
Senses: Blindsight 10 ft
Two Heads: Because of its two heads, the Amphisbaena
has advantage on Wisdom (Perception) checks and on
saving throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Size: Huge
Plated Saber-Toothed Tiger
STR: +4 (18)
DEX: +2 (14)
CON: +2 (15)
CR: 2 HP: 84 (9d12+25)
PRF: Speed: 40ft
AC: Base AC: 17
Actions: STR+PRF
Bite: {___} Damage: 1d10+5 Piercing Range: 5ft
Claw: {___} Damage: 2d6+5 Slashing Range: 5ft
Bonus action bite vs prone
Traits:
Keen Smell: The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce: If the tiger moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target
is prone, the tiger can make one bite attack against it as
a bonus action.
Size: Large
Giant White Moose
STR: +4 (19)
DEX: +0 (11)
CON: +3 (16)
CR: 3 HP: 68 (8d10+24)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Antlers: {___} Damage: 2d8+4 Bludgeon Range: 5ft
Hooves: {___} Damage: 2d4+4 Bludgeon Range: 5ft
Multiattack: One of Each
Traits:
Charge: If the goat moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 14 Strength saving throw or be knocked prone.
Sure-Footed: The goat has advantage on Strength and
Dexterity saving throws made against effects that
would knock it prone.
Size: Large
Sangzor
STR: +3 (17)
DEX: +0 (11)
CON: +1 (12)
CR: 1 HP: 33 (6d10+3)
PRF: Speed: 40ft
AC: Base AC: 11
Actions: STR+PRF
Ram: {___} Damage: 2d4+3 Bludgeon Range: 5ft
Traits:
Damage Resistances: Bludgeoning, piercing, and
slashing from nonmagical attacks
Charge: If the goat moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the
same turn, the target takes an extra 5 (2d4) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.
Sure-Footed: The goat has advantage on Strength and
Dexterity saving throws made against effects that
would knock it prone.
Size: Large
Bristled Moorbounder
STR: +4 (18)
DEX: +2 (14)
CON: +2 (14)
CR: 3 HP: 52 (7d10+14)
PRF: Speed: 70ft
AC: Base AC: 15
Actions: STR+PRF
Claws: {___} Damage: 4d4+4 Slashing Range: 5ft
Blades: {___} Damage: 2d6+4 Slashing Range: 5ft
Traits:
Bladed Hide: At the start of each of its turns, the
moorbounder deals 5 (2d4) piercing damage to any
creature grappling it.
Standing Leap: The moorbounder's long jump is up to
40 feet and its high jump is up to 20 feet, with or
without a running start.
Senses: Darkvision, 60 ft.
Size: Large
Giant Coral Snake
STR: +1 (12)
DEX: +3 (16)
CON: +2 (14)
CR: 4 HP: 90 (12d10+24)
PRF: Speed: 30ft, swim 30ft
AC: Base AC: 13
Actions: STR+PRF
Bite: {___} Damage: 2d4+3 Piercing Range: 5ft
the target must succeed on a DC 12 Constitution saving
throw or be stunned until the end of its next turn. On a
failed save, the target begins to hallucinate and is afflicted
with a short-term madness effect (determined randomly or
by the DM; see "Madness" in chapter 8 of the Dungeon
Master's Guide). The effect lasts 10 minutes.
Traits:
Senses: Blindsight, 10ft
Size: Large
Giant Walrus
STR: +6 (22)
DEX: -1 (9)
CON: +3 (16)
CR: 4 HP: 85 (9d12+27)
PRF: Speed: 20ft, swim 40ft
AC: Base AC: 9
Actions: STR+PRF
Body Flop: {___} Damage: 2d8+6 Bludgeon Range: 5ft
Tusks: {___} Damage: 3d6+6 Piercing Range: 5ft
Multiattack: One of Each
Traits:
Hold Breath: The walrus can hold its breath for up to
30 minutes.
Size: Large
Elder Giant Lizard
STR: +5 (21)
DEX: -1 (9)
CON: +3 (17)
CR: 5 HP: 85 (9d12+27)
PRF: Speed:30ft, swim 50ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 3d10+5 Piercing Range: 5ft
the target is grappled (escape DC 15). Until this grapple ends, the target
is restrained, and the lizard can't bite another target.
Tail: {___} Damage: 2d8+5 Bludgeon Range: 10ft
If the target is a creature, it must succeed on a DC 16 Strength saving
throw or be knocked prone.
Swallow: {___} Damage: 3d10+5 Piercing Range: 5ft
The target is swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and other
effects outside the lizard, and it takes 15 (5d6) acid damage at the start
of each of the lizard's turns. The lizard can have only one target
swallowed at a time.
Multiattack: The lizard makes two attacks: one with its bite and one
with its tail. One attack can be replaced by Swallow.
Traits:
Skills: Stealth +3
Size: Huge
Giant Roctopus
STR: +3 (17)
DEX: +1 (13)
CON: +1 (13)
CR: 1 HP: 52 (8d10+8)
PRF: Speed: 20ft, climb 20ft
AC: Base AC: 11
Actions: STR+PRF
Tentacles: {___} Damage: 2d6+3 Bludgeon Range: 15ft
If the target is a creature, it is grappled (escape DC 16).
Until this grapple ends, the target is restrained, and the
octopus can't use its tentacles on another target
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.
Traits:
Camouflage: The roctopus has advantage on Dexterity
(Stealth) checks.
Skills: Perception +4, Stealth +5
Senses: Darkvision 60ft.
Size: Large
Ice Spider Queen
STR: +2 (14)
DEX: +3 (16)
CON: +1 (12)
CR: 2 HP: 44 (8d10+4)
PRF: Speed:30ft, climb 30ft
AC: Base AC: 14
Actions: DEX+PRF
Bite: {___} Damage: 1d8+3 Piercing Range: 5ft
target must make a DC 11 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as much damage on
a successful one. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way.
Icy Web: {___} Range: 30/60ft
The target is restrained by webbing and takes 2d4 cold damage at
the start of each turn. As an action, the restrained target can make
a DC 12 Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
Traits:
Damage Resistance: Cold
Cold Aura: Any creature that starts its turn within 5 feet of the
spider takes 5 (2d4) cold damage.
Spider Climb: The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Web Sense: While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
web.
Web Walker: The spider ignores movement restrictions caused
by webbing.
Skills: Stealth +7
Senses: Darkvision 60ft, Blindsight 10ft.
Size: Large
Nyxborn
Traits:
Magic Resistance: Because of its magical nature, nyxborn
creatures have advantage on saving throws against magic and
magic effects.
Immutable Form: A nyxborn creature is the philopshical ideal
of its kind. It is immune to any spell or affect that would alter
its form.
Magic Weapons: The nyxborn’s attacks count as magical.
Nyx Step: The nyxborn can move through other creatures and
objects as if they were difficult terrain and takes 1d10 force
damage if it ends its turn inside of an object.
Starlight Form: Nyxborn glow with the light of the night sky,
shedding dim light in a 15 foot radius.
Plainscow
STR: +4 (18)
DEX: -1 (8)
CON: +3 (16)
CR: 2 HP: 42 (5d10+15)
PRF: Speed: 40ft
AC: Base AC: 13
Actions: STR+PRF
Hooves: {___} Damage: 2d6+4 Bludgeon Range: 5ft
Traits:
Damage Resistances: Bludgeoning, piercing, and
slashing from nonmagical attacks
Trampling Charge: If the plainscow moves at least 20
ft. straight toward a target and then hits it with a hooves
attack on the same turn, the target must succeed on a
DC 14 Strength saving throw or be knocked prone. If
the target is prone, the plainscow can make another
attack with its hooves as a bonus action.
Size: Large