Animal Stat Blocks

by TheFlippinDnDAccount

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Notes:

  • Omited:

    • Ambush Drake (HotDQ): Unecessary. And let's be honest, Dragons should be Monstrosities.
    • Giant Subterranean Lizard (TftYP): Unecessary
    • Kelpie (TftYP); I'd classify it as Fey, much like the Korrid.
    • Thorn Slinger (TftYP); Boring and replaceable with other plants.
  • Sarlacc Tooth is Wonky

  • Explain the Dire classification

  • Explain Monstrosity vs Beast

  • Captialized Words:

    • Saving Throw
    • Save
    • Squeezing
    • Target
    • Creature
    • Creature Names
    • Size
      • Tiny
      • Small
      • Medium
      • Large
      • Huge
      • Gargantuan
    • Daylight
    • Ability Scores
      • Strength, Str
      • Dexterity, Dex
      • Constitution, Con
      • Intelligence, Int
      • Wisdom, Wis
      • Charisma, Cha
    • Skills
      • Athletics
      • Animal Handling
      • Persuasion
      • Sleight of hand
      • Stealth
      • Survival
    • Damage Types
      • Acid
      • Bludgeoning
      • Cold
      • Fire
      • Force
      • Lightning
      • Necrotic
      • Piercing
      • Psychic
      • Poison
      • Radiant
      • Slashing
      • Thunder
    • Conditions
      • Blinded
      • Charmed
      • Deafened
      • Exhaustion/Exhausted
      • Fatigued
      • Frightened
      • Grappled
      • Incapacitated
      • Invisible
      • Paralyzed
      • Petrified
      • Poisoned
      • Prone
      • Restrained
      • Stunned
      • Unconscious
  • Humorous:

    • Baboons
    • Honey Badger
    • Dire Honey Badger
    • Dire Ape? (Dire Gorilla?)
    • wasps
    • cockroach
    • Sarlacc; Force damage
    • Platypus: Aberration
    • Dread Mosquito
    • Tick: Monstrosity
    • Rocktopus: Pacific Northwest Tree Octopus
    • Carbuncle
    • Kangaroos
  • Behaviors

    • Aggressive: If it notices you, it attacks.
    • All Bluster: Fakes aggression to scare you off. Doesn't prefer combat.
    • Passive: It couldn't care about you one way or another until you aggravate it, then it attacks.
    • Skittish: Runs away when it notices you.
    • Reclusive: Retreats into strong defenses when it notices you.
    • Friendly: Will seek out company with you.
    • Impish: Curious. Likes to mess with or destroy objects.
    • Territorial: Get in it's space - whatever it defines it to be - and it attacks.
  • AC Types

    • Fortitude
      • Thick Hide
      • Tough Fibers
    • Dexterous
    • Natural Armor
  • Plot Hooks

    • Dire Wolf Spider
      • Attempting to reach highest spot to release Spiderlings
      • Spiderlings have left and are attempting to reach highest spot
      • Spiderlings are landing in clouds on or near a town.
    • Dire Leeches
      • Like a good horror monster, Dire Leeches are visually terrifying, and have rules to their behavior. They have a weakness that can be exploited, and a terrific resistance to damage when catching a target off-guard.
      • Dire Leeches may spawn 1d3 Swarms of Leeches at a time, which mature into Dire Leechlings
      • The Dire Leechlings attack the old & imfirm or maybe small pets during the night. Things go missing, people die.
      • Maybe eventually they're being exposed to a chemical or magical force, mutating them into Dread Leeches?
    • Dread Parasitoid Wasps
      • See Note near stat block, also like a good horror movie monster. Also go thte creepy element with the whole care-taking aspect of the victims.
    • Dire Mosquitos
      • The town notices rafts of dire mosquito eggs floating by on the river
      • cattle are dying
      • eventually the mosquitos attack
      • the issue may resolve itself without player intervention, or if the players die due to the fragile nature of the mosquito's survival
    • Dread Mosquito
      • Hilarious & campy, especially if the plays have dealt with the grim reality of Dire Mosquitos. Even the name is great, "El Mosco".
      • Accidentally blown north by horrifically unlucky winds
      • Starts lasering the landscape trying to provide warmth for it's own survival
      • Situation will resolve itself as the Mosquito fails to rest if the players fail to deal with it
    • Dire Dragonflies
      • Maybe some Dire Dragonfly lays eaggs in a local lake, unbeknownst to the local villager
      • The Nymphs then progressively get larger as they eat most of the fish in the lake
      • Nymphs take several years to mature, so it's a ticking time bomb you can plant early in a acampaign, where players need ot circle back to contain an outbreak of fully-grown Dire Dragonflies.
    • Sky Whales
      • A Sky Whale carcass is seen floating past a settlement, which spurs many to call it an ill omen. Each individual seems to thave their own take, and some lords or other important figures may use it as a call to action.
      • You may have another group hire the party as guards as they follow the carcass, waiting until it rots enough to fall ot the ground, or until they can board it when it bumps into a mountain, or similar structure.
    • Pine Tear
      • I love to introduce players to Pine Tears as welcome sources of food on long journeys, seeing these tall barky structures covered in fruit, and then turn it on them when they're trapped inside one. It also helps if there have been disappearances, and they begin to wonder if the fruit they eat is made from dead humans eaten by the Tears.
  • Add note about Swarms, and extra benefits for controlled swarms from MM (Pg. 337)

  • Add note about damage being unable to drop below 0

  • Add loot from hunting

  • Group Frogs & Toads together

  • Group Monkeys

  • Group Apes

  • Group Birds

    • Birds of Prey
    • Birds
  • Group Gators & Crocs

  • Group Monkeys and Apes?

  • Group Centipedes & Millipedes?

  • Group Weasels

  • Group Sharks

  • Group Bears

  • Group Dolphins

  • Group Great Cats

    • Big Cats
      • Panther
      • Saber-Tooth
      • Lion
      • Tiger
      • Cougar
      • Cheetah
      • Snow Leopard
      • Crag Cat
    • Small Cats
      • Lynx/Bobcat
      • Ocelot
      • Caracal
      • Wildcat
      • Jaguarundi
      • Sand Cat
      • Serval
  • Group Canines & Hyenas

    • Dogs
      • Mastiff
      • Wolfhound
      • Bloodhound
      • Mountain Dog
      • Handbag
      • Mutt
      • Riding
    • Foxes
    • Coyotes
    • Jackels
    • Dingos
    • Wolves
    • Winter Wolves
    • Hyenas
    • Dholes
    • Dire variants
    • Blink dogs
  • Consider refining dire wolf

  • Tables by Relation

    • Prehistoric
      • Dinorsaurs
        • T-Rex
        • Stegosaurus
        • Tricerotops
        • Anklyosaurus
        • Brachiosaurus
        • Velociraptor
        • Elasmosaurus (Loch Ness Monster)
        • Pteradactyle
      • Saber-Toothed Tiger
      • Great White Shark
      • Mammoth
      • Crocodile
      • Scorpion
      • Dire Centipede
      • Megalodon
      • Dire Platypus
      • Dire Centipede
      • Arsinoitherium
      • Gylptodon
      • Megaloceros
      • Megatherium
      • Gigantopithecus
      • Meganeuropsis
    • Game Animal
      • Deer
      • Elk
      • Moose
      • Boar
    • Vermin
      • Rodent
      • Insect
    • Predator
    • Pack & Riding Animals
      • Exotic:
        • Dire
          • Goats
          • Wolves
          • Dogs
          • Ferrets
          • Elk
          • Lizards
          • Boar
          • Deer
        • Zebras
        • Elephants
        • Mammoths
        • Winter Wolves
        • Worgs
        • Pegasi
        • Unicorns
        • Alicorns
      • Camels
      • Horses
      • Ponies
      • Mules
      • Donkeys
      • Llamas
      • Oxen
    • Pet
      • Housecats
      • Dogs
        • Klee Kais
        • Shibe Inu
        • Husky
      • Ferrets
      • Falcon
      • Hedgehog
      • Domestic Fox
      • Pigs
      • Horses
      • Carrier Pigeon
    • Livestock
      • Goats
      • Pigs
      • Cattle
      • Oxen
      • Chickens
      • Sheep
      • Horses
      • Donkeys
      • Llamas
  • Tables for Languages

    • Canine
      • Dog
      • Sylvan Wolf
      • Wolf
    • Primordial
      • Aquan
        • Dolphin
        • Glacial
      • Auran
        • Great Avian
      • Ignan
      • Terran
        • Giant Elk
  • Tables by Environment

    • lakes
    • rivers
    • ocean
  • Tables by Classification

    • Amphibian
    • Reptile
    • Insect
    • Mammal
    • Fish
    • Bird
    • Prehistoric
      • Megafauna
  • Add Dire variants

  • Add Swarms

  • Add literal Flying Fox

  • Add Hall of Shame; Add Koalas

  • Add Apes

  • Add Bats

    • Vampire
    • Dire Vampire
  • Add Cactuses

  • Add Clams

  • Add Dogs

  • Add Easter Bunny

  • Add Elephants

  • Add M'Goose, a Goose/Moose hybrid, size Huge

  • Add Sky Eel=

  • Add Frogs, Poison Dart

  • Add Hedgehogs, make immune to toad poison

  • Add Humming Bird

  • Add Jack Rabbit

  • Add Lion Variant, Nemean Lion

  • Add Lizards

    • Gecko
    • Chameleon
  • Add Mice

  • Add Octopi

    • Mimic
    • Tree
    • Investigate giant octopi
  • Add Pangolians

  • Add Raccoons

  • Add Scorpions

  • Add Seadragons

  • Add Seals

    • Sea Lion
    • Leopard Seal
  • Add Snakes

    • Common Snakes, make immune to toad poison
    • moar Snakes
    • Water snakes
  • Add Sharks

    • Great White
    • Megalodon
    • Hammerhead
    • Thresher
    • cookiecutter
    • ninja hunter
    • bull
    • tiger
  • Add Stingrays

  • Add Spiders

    • Net-casting spiders
    • Pelican Spiders
    • Diving Bell Spider
    • wheel spider
    • bolas spider
    • fringed jumping spider (super smart)
    • flying spiders
  • Add Turtles

    • Freshwater
    • Sea
  • Add Viverrids

  • Add "Hawk" Wasps, solitary wasps

  • Add Zebra hybrids

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

  • Monster of the Week

  • Pathfinder, Bestiary 1

    • Dinos
      • T-Rex
      • Stegosaurus
      • Tricerotops
      • Anklyosaurus
      • Brachiosaurus
      • Velociraptor
      • Elasmosaurus (Loch Ness Monster)
      • Pteradactyle
    • Eels
      • Electric
      • Moray
    • Giant Flytrap
    • Bison
    • Leeches
      • Leech
      • Dire Leech
      • Swarm
      • Dire Swarm
      • Dread Leeches
    • Dire Lion (cave lions)
    • Monitor Lizards
    • Giant Preying Mantis
    • Wooly Rhinoceros
    • Shocker Lizard
    • Giant Slug
    • Squid
    • Dire Tiger
    • Wolverine
    • Dire Wolverine Bestiary 2
    • Dinos
      • Allosaurus
      • Compsognathus
      • Parasaurolophus
      • Tylosaurus
    • Giant Amoeba
    • Amoeba Swarm
    • Amphisbaena
    • Aurumorax
    • Giant Bee
    • Giant Bee Queen
    • Goliath Stag Beetle
    • Slicer Beetle
    • Bunyip
    • Giant Whiptail Centipede, add death grip
    • Titan Centipede
    • Giant Cockroach
    • Devilfish
    • Dust Digger
    • Giant Fly
    • Giant Maggot
    • Gar
    • Giant Gar
    • Ram, Goat
    • Hippocampus
    • Hippopotamus
    • Behemoth Hippopotamus
    • Giant Jellyfish
    • Jellyfish Swarm
    • Krenshar
    • Arsinotherium
    • Glyptodon
    • Megaloceros
    • Megatherium
    • Moon Flower
    • Giant Mosquito
    • Mosquito Swarm
    • Babboon
    • Monkey Swarm
    • Quickwood
    • Mantaray
    • Stingray
    • Black Scorpion
    • Cave Scorpion
    • Slurk
    • Emperor Cobra
    • Giant Anadonda
    • Giant Solifugid
    • Albino Cave Solifgid
    • Giant Black Widow Spider
    • Giant Tarantula
    • Giant Tick
    • Tick Swarm
    • Giant Toad (frog father)
    • Glacier Toad
    • Snapping Turtle
    • Giant Snapping Turtle
    • Water Orm
    • Whale Great White Whale Bestriary 3
    • Dinos
      • Dimetrodon
      • Iguanadon
      • Pachycephalosaurus
      • Spinosaurus
    • Ahuizotl
    • Akhlut
    • Giant Ant Lion
    • Axe Beak
    • Baku
    • Carbuncle
    • Shark-Eating Crab
    • Shipwrecker Crab
    • Flying Squirrel
    • Fox
    • Otter
    • Pig
    • Raccoon
    • Grodair
    • Grootsland
    • Antelope
    • Elk
    • Hodag
    • Death's Head Jellyfish
    • Sapphire jellyfish
    • Jubjub Bird
    • Kamamdan
    • Giant Gecko
    • Giant Chameleon
    • Lukwata
    • Kangaroo
    • Thylacine
    • Archleon
    • Baluchitherium
    • Archelon
    • Baluchitherium
    • Basilosaurus
    • Megalania
    • Nue
    • Giant Owl
    • Great Horned Owl
    • Giant Rot Grub
    • Phantom Fungus; A group is a Grove
    • Porcupine
    • Giant Porcupine
    • Sasquatch
    • Deadfall Scorpion
    • Ghost Scorpion
    • Giant Sea Anemone
    • Skunk
    • Giant Skunk
    • Snake Swarm
    • Venomous Snake Swarm
    • Giant Crab Spider
    • Ogre Spider
    • Spider Eater
    • Stymphalidies
    • Vulture
    • Giant Vulture
    • Wolf-in-Sheep's-Clothing Bestiary 4
    • Dinos
      • Dimorphodon
      • Diplodocus
      • Velociraptor
    • Boilborn
    • Archaeopteryx
    • Dodo
    • Platypus
    • Sloth
    • Giant Flea
    • Mammoth Flea
    • Giraffe
    • Stag
    • Jinmenju
    • Leaf Ray
    • Giant Locust
    • Locust Swarm
    • Pipefox
    • Rat King
    • Rukh
    • Giant Emperor Scorpion
    • Greensting Scorpion
    • Sea Cat (Cat fish)
    • Bull Shark
    • Great White Shark
    • Goliath Spider
    • Trumpeter Swan
    • Giant Tortoise
    • Immense Tortoise
    • Walrus
    • Emperor Walrus
    • Giant Water Strider
    • Giant Water Strider Nymph
    • Dire Weasel
    • Giant Weasel Bestiary 5
    • Dinos
      • Cameroceras
      • Ceratosaurus
      • Plesioraurus
      • Therzinosaurus
      • Troodon
      • Trilobite
    • Knight Ant
    • Megapon Ant
    • Megaprimatus Ape
    • Assassin Bug
    • Great Assassin Bug
    • Polar Bear
    • Dire Polar Bear
    • Brain Mole
    • Brain Mole Monarch
    • Blood Caterpillar
    • Horn Caterpillar
    • Chuspikis
    • Cytillipede
    • Digmaul
    • Chicken
    • Flying Fox
    • Penguin
    • Red Panda
    • Seal
    • Isonade
    • Chalicotherium
    • Kaproschus
    • Ningen
    • Psychepore, modified to steal shadows
    • Giant Scarab
    • Scarab Swarm
    • Hunter Sea urchin
    • Spear Sea urchin
    • Giant mantis Shrimp
    • Giant Termite
    • Termite Swarm
    • Vahana
    • Blue Whale
    • Narwhal
    • Wolliped Bestiary 6
    • Dinos
      • Amargasaurus
      • Gigantosarus
      • kentrosaurus
      • Dunkleosteus
    • Belostomatid
    • Hellgrammite
    • Eurypterid
    • Spiny Eurypterid
    • Crimson Jellyfish
    • Whaler Jellyfish
    • Elasmotherium
    • Titanoboa
    • Mokele-Mbembe
    • Muhuru
    • Giant Raven
    • Raven Swarm
    • Coffin Anemone
    • Siren's Bed Anemone
    • Giant Tube Worm
    • Hookfang Seaworm
    • Duneshaker Solifugid
    • Razormouth
    • Solifugid
    • Giant Starfish
    • Giant Sundew
    • Tarantula Tree
    • Targotha
    • Titanic Whip Spider

Small Beast, Unaligned


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws
  • Skills
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Senses Passive Perception
  • Time Active
  • Temperament
  • Languages
  • Challenge

Actions

Multiattack.

. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: () damage.


Acid Leaf

Tiny Plant, Unaligned


  • Armor Class 3 (tough fibers)
  • Hit Points 1 (1d2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
8(-1) 1(-5)

  • Damage Vulnerabilities Fire
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Acid Coating. The Acid Leaf's leaves are coated in a burning, mildly acidic wax. Bare flesh which touches the wax receives 1 Acid damage.

Acid Leaf is a small plant, likely some mad mage's altered breed of Poison Ivy.


Amoeba {Dire}

Small Beast, Unaligned


  • Armor Class 6 (thick hide)
  • Hit Points 3 (1d6)
  • Speed 10 ft., climb 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
8(-1) 11(+0) 10(+0) 1(-5) 10(+0) 1(-5)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Blindsight 10 ft., Passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Amorphous. The Amoeba can move through any space 1 inch wide or larger without squeezing, and up to 1/2 inch wide by Squeezing. The Amoeba has Advantage on Checks and Saves to resist being Grappled.

Amphibious. The Amoeba can breathe air and water.

Gelatinous. The Amoeba takes up it's entire space, can occupy another Creature's space or vice versa. Creatures which touch the Amoeba are subjected to the Amoeba's Engulf. Other Dire Amoebas can choose to join the Amoeba when Engulfed, forming a Lesser Dire Monothalamea.

Mitosis. After consuming 60 or more pounds of meat, the Amoeba either splits into two separate Dire Amoebas, or becomes a Lesser Dire Monothalamea. It takes the Amoeba 1 hour to consume 5 pounds of meat.

Sticky. The Amoeba can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Amoeba is Blind beyond it's 10 ft. radius of Blind Sight.

Unthinking. The Amoeba receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Watery Camouflage. The Amoeba has Advantage on Stealth checks made to hide in with water, and it's Unthinking trait only imposes a -5 penalty while doing so.

Actions

Engulf. Creatures the Amoeba touches are Grappled by the Amoeba (escape DC 9), and have Disadvantage on Checks & Saves to resist being Grappled by the Amoeba. At the end of the following Round, in addition to being Grappled, affected Creatures receive 1 Acid damage, and have other effects applied to them depending on their Size: Medium Creatures have Half-Cover against attacks, Small Creatures have Three-Quarters Cover & are Incapacitated, and Tiny Creatures have Total Cover & are Incapacitated. Additionally, at the end of each following Round, affected Creatures receive 1 Acid damage. The Amoeba can only Engulf up to 1 Small or larger creature, or 3 Tiny Creatures at once.

A once inconsequential micro-organism has grown beyond it's bounds, seeking and destroying with the same voracity it displayed previously, but with the greater capacities of a larger form. Dire Amoebas resemble balloons of clear puss, allowing the skeletal remains of undigested meals to be seen alongside a dark nucleus and other cellular detritus. Dire Amoebas also have the unique ability to gather together, combining their strengths to form a greater organism called a Monothalamea, sometimes colloquially called a "Colony".


Monothalamea, Lesser {Dire}

Medium Swarm of Small Beasts, Unaligned


  • Armor Class 6 (thick hide)
  • Hit Points See the Monothalamea Feature
  • Speed 10 ft., climb 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
9(-1) 11(+0) 12(+1) 1(-5) 10(+0) 1(-5)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Blindsight 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Amorphous. The Monothalamea can move through any space 1 inch wide or larger without squeezing, and up to 1/2 inch wide by Squeezing. The Monothalamea has Advantage on Checks and Saves to resist being Grappled.

Amphibious. The Monothalamea can breathe air and water.

Gelatinous. The Monothalamea takes up it's entire space, can occupy another Creature's space or vice versa. Creatures which touch the Monothalamea are subjected to the Monothalamea's Engulf. Other Dire Amoebas can choose to join the Monothalamea when Engulfed, possibly forming a Common Dire Monothalamea.

Mitosis. After consuming 60 or more total pounds of meat, the Monothalamea either spawns a separate Dire Amoeba, or incorporates it into itself. It takes the Monothalamea 1 hour to consume 20 pounds of meat.

Monothalamea. The Monothalamea has a Hit Point Maximum of 4 (1d8) + twice the number of Dire Amoebas it is composed of.

Sticky. The Monothalamea can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Monothalamea is Blind beyond it's 10 ft. radius of Blind Sight.

Unthinking. The Monothalamea receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Watery Camouflage. The Monothalamea has Advantage on Stealth checks made to hide in with water, and it's Mindless trait only imposes a -5 penalty while doing so.

Actions

Engulf. Creatures the Monothalamea touches are Grappled by the Monothalamea (escape DC 9), and have Disadvantage on Checks & Saves to resist being Grappled by the Monothalamea. At the end of the following Round, in addition to being Grappled, affected Creatures receive 1 Acid damage, and can have other effects applied to them depending on their Size: Large Creatures have Half Cover against attacks, Medium Creatures have Three-Quarters Cover & are Incapacitated, and Small or smaller Creatures have Total Cover & are Incapacitated. Additonally, at the end of each following Rounds, affected Creatures either receive 1 Acid damage, or 2 Acid damage if in Total Cover from being Engulfed. The Monothalamea can only Engulf up to 6 Tiny, 2 Small or 1 Medium Creature at a time.

When many Dire Amoebas gather together, they can combine, forming a Monothalamea. Lesser Dire Monothalameas are composed of 5 to 10 Dire Amoebas, and are sometimes called Bane or Bane Monothalameas.


Monothalamea, Common {Dire}

Large Swarm of Small Beasts, Unaligned


  • Armor Class 6 (thick hide)
  • Hit Points See the Monothalamea Feature
  • Speed 20 ft., climb 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11(+0) 11(+0) 12(+1) 1(-5) 10(+0) 2(-4)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Blindsight 15 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Amorphous. The Monothalamea can move through any space 1 inch wide or larger without squeezing, and up to 1/2 inch wide by Squeezing. The Monothalamea has Advantage on Checks and Saves to resist being Grappled.

Amphibious. The Monothalamea can breathe air and water.

Gelatinous. The Monothalamea takes up it's entire space, can occupy another Creature's space or vice versa. Creatures which touch the Monothalamea are subjected to the Monothalamea's Engulf. Other Dire Amoebas can choose to join the Monothalamea when Engulfed, possibly forming a Common Dire Monothalamea.

Mitosis. After consuming 60 or more total pounds of meat, the Monothalamea either spawns a separate Dire Amoeba, or incorporates it into itself. It takes the Monothalamea 1 hour to consume 40 pounds of meat.

Monothalamea. The Monothalamea has a Hit Point Maximum of 6 (1d10+1) + twice the number of Dire Amoebas it is composed of.

Sticky. The Monothalamea can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Monothalamea is Blind beyond it's 15 ft. radius of Blind Sight.

Unthinking. The Monothalamea receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Watery Camouflage. The Monothalamea has Advantage on Stealth checks made to hide in with water, and it's Mindless trait only imposes a -5 penalty while doing so.

Actions

Engulf. Creatures the Monothalamea touches are Grappled by the Monothalamea (escape DC 9), and have Disadvantage on Checks & Saves to resist being Grappled by the Monothalamea. At the end of the following Round, in addition to being Grappled, affected Creatures receive 3 (1d6) Acid damage, and can have other effects applied to them depending on their Size: Huge Creatures have Half Cover against attacks, Large Creatures have Three-Quarters Cover & are Incapacitated, and Medium or smaller Creatures have Total Cover & are Incapacitated. Additonally, at the end of each following Rounds, affected Creatures either receive 1 Acid damage, 2 (1d4) Acid damage if they have Half Cover, 4 (1d8) Acid damage if they have Three-Quarters Cover, or 9 (2d4) Acid damage if they have Total Cover from being Engulfed.

The Monothalamea can only Engulf up to 25 Tiny, 6 Small, 2 Medium, or 1 Large Creature at a time.

When many Dire Amoebas gather together, they can combine, forming a Monothalamea. Common Dire Monothalameas are composed of 11 to 20 Dire Amoebas, and are sometimes called Plague or Plague Monothalameas.


Monothalamea, Greater {Dire}

Huge Swarm of Small Beasts, Unaligned


  • Armor Class 7 (thick hide)
  • Hit Points See the Monothalamea Feature
  • Speed 20 ft., climb 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11(+0) 11(+0) 16(+3) 1(-5) 10(+0) 5(-3)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Blindsight 20 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Amorphous. The Monothalamea can move through any space 1 inch wide or larger without squeezing, and up to 1/2 inch wide by Squeezing. The Monothalamea has Advantage on Checks and Saves to resist being Grappled.

Amphibious. The Monothalamea can breathe air and water.

Gelatinous. The Monothalamea takes up it's entire space, can occupy another Creature's space or vice versa. Creatures which touch the Monothalamea are subjected to the Monothalamea's Engulf. Other Dire Amoebas can choose to join the Monothalamea when Engulfed, possibly forming a Common Dire Monothalamea.

Mitosis. After consuming 60 or more total pounds of meat, the Monothalamea either spawns a separate Dire Amoeba, or incorporates it into itself. It takes the Monothalamea 1 hour to consume 60 pounds of meat.

Monothalamea. The Monothalamea has a Hit Point Maximum of 14 (2d12+3) + twice the number of Dire Amoebas it is composed of.

Sticky. The Monothalamea can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Monothalamea is Blind beyond it's 20 ft. radius of Blind Sight.

Unthinking. The Monothalamea receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Watery Camouflage. The Monothalamea has Advantage on Stealth checks made to hide in with water, and it's Mindless trait only imposes a -5 penalty while doing so.

Actions

Engulf. Creatures the Monothalamea touches are Grappled by the Monothalamea (escape DC 9), and have Disadvantage on Checks & Saves to resist being Grappled by the Monothalamea. At the end of the following Round, in addition to being Grappled, affected Creatures receive 6 (1d12) Acid damage, and can have other effects applied to them depending on their Size: Gargantuan Creatures have Half Cover against attacks, Huge Creatures have Three-Quarters Cover & are Incapacitated, and Large or smaller Creatures have Total Cover & are Incapacitated. Additonally, at the end of each following Rounds, affected Creatures either receive 2 (1d4) Acid damage, 4 (1d8) Acid damage if they have Half Cover, 9 (2d4) Acid damage if they have Three-Quarters Cover, or 18 (4d8) Acid damage if they have Total Cover from being Engulfed.

The Monothalamea can only Engulf up to 80 Tiny, 25 Small, 10 Medium, 2 Large, or 1 Gargantuan Creature at a time.

When many Dire Amoebas gather together, they can combine, forming a Monothalamea. Greater Dire Monothalameas are composed of 21 to 60 Dire Amoebas, and are sometimes called Scourge or Scourge Monothalameas.


Monothalamea, Leviathan {Dire}

Gargantuan Swarm of Small Beasts, Unaligned


  • Armor Class 9 (thick hide)
  • Hit Points See the Monothalamea Feature
  • Speed 30 ft., climb 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12(+1) 11(+0) 22(+6) 1(-5) 10(+0) 10(+0)

  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 11 (7,200 XP)

Amorphous. The Monothalamea can move through any space 1 inch wide or larger without squeezing, and up to 1/2 inch wide by Squeezing. The Monothalamea has Advantage on Checks and Saves to resist being Grappled.

Amphibious. The Monothalamea can breathe air and water.

Gelatinous. The Monothalamea takes up it's entire space, can occupy another Creature's space or vice versa. Creatures which touch the Monothalamea are subjected to the Monothalamea's Engulf. Other Dire Amoebas can choose to join the Monothalamea when Engulfed, possibly forming a Common Dire Monothalamea.

Mitosis. After consuming 60 or more total pounds of meat, the Monothalamea either spawns a separate Dire Amoeba, or incorporates it into itself. It takes the Monothalamea 1 hour to consume 150 pounds of meat.

Monothalamea. The Monothalamea has a Hit Point Maximum of 33 (2d20+12) + twice the number of Dire Amoebas it is composed of.

Sticky. The Monothalamea can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Monothalamea is Blind beyond it's 30 ft. radius of Blind Sight.

Unthinking. The Monothalamea receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Watery Camouflage. The Monothalamea has Advantage on Stealth checks made to hide in with water, and it's Mindless trait only imposes a -5 penalty while doing so.

Actions

Engulf. Creatures the Monothalamea touches are Grappled by the Monothalamea (escape DC 10), and have Disadvantage on Checks & Saves to resist being Grappled by the Monothalamea. At the end of the following Round, in addition to being Grappled, affected Creatures receive 10 (1d20) Acid damage, and can have other effects applied to them depending on their Size: Gargantuan Creatures have Three-Quarters Cover against attacks, and Huge or smaller Creatures have Total Cover & are Incapacitated. Additonally, at the end of each following Rounds, affected Creatures either 18 (4d8) Acid damage if they have Three-Quarters Cover, or 31 (3d20) Acid damage if they have Total Cover from being Engulfed.

The Monothalamea can only Engulf up to 200 Tiny, 60 Small, 25 Medium, 10 Large, or 1 or more Gargantuan Creatures at a time, depending on the size of the Monothalamea.

When many Dire Amoebas gather together, they can combine, forming a Monothalamea. Leviathan Dire Monothalameas are usually composed of around 120 Dire Amoebas, (at minimum 61,) and are sometimes called Bedlam or Bedlam Monothalameas.


Akhult

Huge Monstrosity, Neutral


  • Armor Class 13 (thick hide)
  • Hit Points 147 (14d12+56)
  • Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20(+5) 13(+1) 18(+4) 4(-3) 13(+1) 13(+1)

  • Skills Intimidation +4, Perception +4, Survival +4
  • Damage Resistances Cold
  • Senses Darkvision 120 ft., Passive Perception 14
  • Time Active Any time
  • Temperament
  • Languages can understand Aquan but cannot speak it
  • Challenge 10 (5,900 XP)

Hold Breath. The Akhult can hold it's breath up to 2 hours.

Keen Hearing. The Akhult has Advantage on Perception checks that rely on hearing.

Leap. If the Akhult moves at least 40 ft. in a straight line, the Akhult can High Jump or Long Jump up to 40 ft., and can make an attack as part of the Action.

Lightfooted. The Akhlut can walk on snow or thin sheets of ice as if it were solid earth.

Pounce. If the Akhult moves at least 20 ft. straight toward a Target 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.

Savage Fangs. The Akhult's Bite attack is a Critical Hit whenever it rolls an 18 or higher with it's Attack Roll.

Storm Domain. While awake, freezing precipitation falls within 6 miles of the Akhult's lair. When hungry, this intensifies to blizzard conditions.

Superior Heatvision. The Akhult can see in the infrared spectrum, allowing it to see heat, especially that created by warmblooded Creatures. This vision is uninhibited by water in either gas, liquid or solid form, or by 1 ft. or less of any solid matter, or 2 ft. or less of metal.

Actions

Multiattack. The Akhult make one Bite and one Claw attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12+5) Piercing damage, and can Grapple (escape DC 18) the Target as part of the attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +7 to hit, reach 0 ft., one Prone target. Hit: 17 (2d12+4) Bludgeoning + 4 (1d8) Slashing damage. The Elephant cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Legend holds that the first Akhlut was born fully-formed in the eye of a polar hurricane, the merciless anger of the elements made flesh. Whether or not the tale is true, the Akhlut’s ferocity matches what you would expect from a savage mixture of Wolf and Orca.

Each Akhlut fiercely defends its hunting grounds from other predators, and especially against other Akhluts. While this does reduce the number of dangerous predators in a region, it’s unclear whether replacing lesser predators with something as dangerous as an Akhlut is actually preferable. Typically, an Akhlut considers its territory to be the boundaries of the storm it creates, and rarely travels far from this storm’s borders.


Ankheg

Large Beast, Unaligned


  • Armor Class 14 (natural), 11 while Prone
  • Hit Points 39 (6d10+6)
  • Speed 35 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 13(+1) 2(-4) 13(+1) 6(-2)

  • Saving Throws Str +6
  • Skills Athletics +6, Intimidation +1, Survival +4
  • Damage Vulnerabilities Cold
  • Damage Resistances Mundane Piercing & Slashing
  • Senses Lowlight Vision, Tremorsense 60 ft., Passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Burrowing Attack. Attacks the Ankheg makes by Attacking a Target from underneath using it's Burrowing Speed deal an additional 3 (1d6) Weapon damage.

Actions

Multiattack. The Ankheg makes one Bite and one Claws Attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+3) Slashing damage and the Target is Grappled (escape DC 14). The Ankheg's sticky adhesive spit gives Grappled Targets Disadvantage on Checks & Saves made to escape this Grapple. Grappled Targets receive 6 (2d4+3) Slashing Damage at the beginning of each of the Ankheg's Turns.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage, and the Ankheg can force the Target to attempt a Strength Saving Throw, knocking the Target Prone if it fails.

Acid Spray. (Recharge 6) The Ankheg sprays a 30 ft. long, 5 ft. wide Line of Acid, forcing everything inside it to attempt a DC 13 Dexterity Saving Throw. Affected Targets receive 10 (3d6) Acid damage if they fail, or half as much if they succeed.


Anklyosaurus

Huge Beast, Unaligned


  • Armor Class 16 (natural armor), 11 while Prone
  • Hit Points 68 (8d12+16)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
19(+4) 11(+0) 15(+2) 2(-4) 12(+1) 5(-3)

  • Skills Intimidation -1, Nature -2
  • Senses Passive Perception 10
  • Damage Resistances Non-Magical Bludgeoning or Slashing damage
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 4 (1,100 XP)

Keen Smell. The Anklyosaur has Advantage on Perception Checks that rely on smell.

Poor Sprinter. If the Ankyosaur takes the Dash Action for 2 consecutiveTturns, it gains a Level of Exhaustion, and gains another Level of Exhaustion after each additional Turn it continues to Dash. It can remove a Level of Exhaustion gained in this way by moving no more than half it's Movement Speed for 2 consecutive Turns.

Savage. The Ankylosaur scores Critical Hits upon rolling either a 19 or 20 during Attack Rolls with it's Tail.

Actions

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) Bludgeoning damage and the Target must succeed on a DC 16 Strength Saving Throw or fall Prone.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 15 (2d12+2) Bludgeoning damage. The Ankylosaur cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

The Anklyosaur is a living tank, covered in stiff sections of bone-like material. Weighing over 6,000 lbs (3 tons), and likely 20 to 26 ft. in length, the wrecking ball at the end of it's tail is more than enough to bash a brown man to pieces.


Ant, Common

Tiny Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 1(-5) 7(-2) 1(-5)

  • Saving Throws Con +1, Cha -3
  • Skills Investigation -3, Nature -1, Survival +2
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Deaf. The Ant has no sense of hearing, and is always considered Deafened.

Fearless. The Ant has Advantage on Checks and Saves to resist being Frightened.

Hibernator. The Ant sleeps most of winter, only becoming active in above-freezing temperatures.

Hold Breath. The Ant can hold it's breath up to 6 hours.

Impossibly Strong. The Ant can lift 50 times it's own weight (~1/4 of a gram).

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Ants are tough, natural survivors, with one species present on every continent on earth, excepting Antarctica. Famously, they are incredibly strong, usually able to lift 10 to 50 times their own bodyweight, sometimes every up to 100, depending on the species. While not individually intelligent, a colony as a whole is incredibly smart, regularly practicing the herding of beneficial insects and minor feats of horticulture, including maintaining plants or mosses, or otherwise farming helpful plants.

In those areas where the land freezes during the winter, Ants are particularly resourceful. Colonies will gather bits of rotting wood, pine needles, food and other detritus into massive mounts, sleeping through the winter in the relative heat provided by their decomposing surroundings.


Swarm of Common Ants

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., burrow 1 inch, climb 5 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 10(+0) 1(-5) 7(-2) 3(-4)

  • Saving Throws Con +1, Cha -3
  • Skills Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 3 (700 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Deaf. The Swarm has no sense of hearing, and is always considered Deafened.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Swarm can hold it's breath up to 6 hours.

Impossibly Strong. The Swarm can lift 50 times it's own weight (~1/4 pound).

Raft. Over the course of 7 (2d6) minutes, the Swarm creates a raft of sorts out of it's own members as many of the Drones bite each other's legs. When the Swarm does so, it's current & Total Hit Points are halved.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

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 it's total Hit Points or fewer remaining.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

The strength of an ant lies not in itself, but it's colony, as displayed in an Ant Swarm. Together, Ants accomplish many strange feats, including surviving a flood by forming a Raft, or moving their colony wholesale to another location.

Variant: Swarm of Ant Drones

On occasion, Players may encounter a Swarm of Ant Drones. For nearly all species, such a swarm is exactly the same as a Swarm of Ants, with the exception that it has a Fly Speed of 10 ft. and it cannot lay trails of Pheromones.


Ant, Common {Dire}

Medium Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 5 (1d8+1)
  • Speed 25 ft., burrow 2 inches, climb 25 ft.

STR DEX CON INT WIS CHA
22(+6) 13(+1) 13(+1) 1(-5) 7(-2) 1(-5)

  • Saving Throws Con +1, Cha -3
  • Skills Athletics +8, Investigation -3, Nature -1, Survival +2
  • Condition Immunities Deafened
  • Senses Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Deaf. The Ant has no sense of hearing, and is always considered Deafened.

Fearless. The Ant has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Ant can hold it's breath up to 6 hours.

Impossibly Strong. The Ant can lift 100 times it's own weight (20,000 pounds/10 tons).

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) Piercing damage and the Ant can Grapple (escape DC 18) the Target as part of the attack.

Spit Acid. Ranged Weapon Attack: +3 to hit, range 5/20 ft., one target. Hit: 1 (1d2) Acid damage.

Bonus Actions

Danger Pheromones. When the Ant makes an Attack Roll, all other Dire Ants within 120 ft. of it knows that it does so.

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Dire Ants, despite their size and strength, aren't particularly destructive. They seemingly keep to themselves and forage for food, spending most of their time sleeping to conserve energy. Most threats come from them when their home is invaded. After their costly experiments with Steeders, Deurgar have began turning to Dire Ants for breeding new beasts of burden.


Swarm of Dire Common Ants

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 60 (8d12+8)
  • Speed 25 ft., burrow 5 ft., climb 25 ft.

STR DEX CON INT WIS CHA
24(+7) 13(+1) 13(+1) 1(-5) 7(-2) 3(-4)

  • Saving Throws Con +1, Cha -3
  • Skills Athletics +9, Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Deafened, Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 5 (1,800 XP)

Deaf. The Swarm has no sense of hearing, and is always considered Deafened.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Swarm can hold it's breath up to 6 hours.

Impossibly Strong. The Swarm can lift 100 times it's own weight (360,000 pounds/180 tons).

Raft. Over the course of 7 (2d6) minutes, the Swarm creates a raft of sorts out of it's own members as many of the Drones bite each other's legs. When the Swarm does so, it's current & Total Hit Points are halved.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Dire Common Ants by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Spit Acid attack.

Bites. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the Swarm's space. Hit: 28 (8d6) Piercing damage, or 14 (4d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining and the Target must succeed on either a DC 19 Strength or Dexterity Saving Throw or becoming Grappled & Restrained.

Spit Acid. Creatures within 20 ft. of the Swarm's Space must attempt a DC 15 Constitution Saving Throw. Affected Targets receive 7 (2d6) Acid damage on a failure, or half as much on a success. If the Swarm has half it's total Hit Points or fewer remaining, the Target instead receives 3 (1d6) Acid damage on a failure, or half as much on a success.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 5 ft. Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 5 ft. Cube.


Ant, Army

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 1(-5) 8(-1) 1(-5)

  • Saving Throws Con +2, Cha -2
  • Skills Nature -2, Perception +2, Survival +2
  • Condition Immunities Blinded, Deafened, Frightened
  • Senses Tremorsense 15 ft., Passive Perception 12
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 0 (10 XP)

Blind and Deaf. The Ant cannot see nor hear.

Death Pheromone. When it dies, any other Army Ant that enters within 10 ft. of where the Ant died for the next 24 hours is attracted to that location, and becomes Hostile.

Fearless. The Ant cannot be Frightened.

Hold Breath. The Ant can hold it's breath up to 1 hour.

Impossibly Strong. The Ant can lift 50 times it's own weight (~1/4 of a gram).

Spider Climb. The Ant can Climb vertical surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing + 0 (1d100-99) Acid damage.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Army Ants are some of the world strangest ants. Rather than make a permanent nest, these Ants are always on the move, a roving pestilence devouring most everything in their path. Thankfully, their path is relatively small since it supports such small groups of individuals.

During the night, a colony hunkers down and sleeps, individual ants grabbing each other's legs to form a Medium dome, a living fence of exoskeleton called a Bivouac to protect their fellows & the Queen. The only other time is a brief 2 week period each month when the colony stops so the Queen can give birth to and raise a new generation of Ants. More commonly called Drones or Solider Ants, the males comprise this exoskeleton, using their long, sickle-shaped mandibles which make up a third of their body length, to latch on claw-like spurs at the end of each other's feet.


Swarm of Army Ants

Large Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 66 (6d10)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 10(+0) 1(-5) 8(-1) 3(-4)

  • Saving Throws Con +3, Cha -1
  • Skills Nature -2, Perception +2, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Blinded, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Blind and Deaf. The Ant cannot see nor hear.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Death Pheromone. When the Swarm receives damage, any other Army Ant that enters within 10 ft. of where the took damage for the next 24 hours is attracted to that location, and becomes Hostile.

Fearless. The Swarm cannot be Frightened.

Formation. Over the course of 2 (1d4) minutes, the Swarm creates a rudimentary structure of sorts out of it's own members as many of the Drones bite each other's legs.

Hold Breath. The Swarm can hold it's breath up to 1 hour.

Impossibly Strong. The Swarm can lift 50 times it's own weight (~1/4 pound).

Spider Climb. The Swarm can Climb vertical surfaces without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for an Army Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 14 (4d6) Piercing + 0 (1d2-1) Acid damage, or 7 (2d6) Piercing + 0 (1d4-3) Acid damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

During the few times a colony of Army Ants comes to a halt is when the males of the colony become the most useful. They come together to form the Bivouac, each biting the end of each other's feet. In some species, this behavior extends to forming road-like columns. These protect and herd the colony as they cross open terrain, as all Army Ants are blind. Ants with this behavior are sometimes called "Driver Ants" and display many other unique behaviors, such as creating living bridges of ants, allowing them to cut corners, or forming rafts to survive a flood.


Ant, Army {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22(+6) 13(+1) 12(+1) 2(-4) 9(-1) 1(-5)

  • Skills Nature -1, Perception +2, Survival +2
  • Condition Immunities Blinded, Deafened, Frightened
  • Senses Tremorsense 30 ft., Passive Perception 12
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Blind and Deaf. The Ant cannot see nor hear.

Death Pheromone. When it dies, any other Army Ant that enters within 60 ft. of where the Ant died for the next 24 hours is attracted to that location, and becomes Hostile.

Fearless. The Ant cannot be Frightened.

Hold Breath. The Ant can hold it's breath up to 1 hour.

Impossibly Strong. The Ant can lift 50 times it's own weight (10,000 pounds/5 tons).

Spider Climb. The Ant can Climb vertical surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) Piercing + 1 (1d2) Acid damage and can Grapple (escape DC 16) the Target as part of the attack.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Typically, Army Ants don't appear very smart to mankind. But when scaled up to the size of Ponies, the method to their madness becomes all too apparent. A group of Dire Army Ants may fragment into small groups or raids, testing an opponent with a small batch, then flanking the target and finally swarming over it. This technique also works in scouting out for food, as different groups can cover a large area in a short time. Of course, the main Swarm will always favor steamrolling over a target, overwhelming it with numbers.

In addition, Army Ants may have teeth, but they consume only liquids. They use their jaws to chop away pieces to cart back to the horde. Only then do they eat by thoroughly liquifying the meal with their acid. But being relatively stupid, they often focus on any part of the prey that is handy, leaving the organs intact, leaving it to be steadily eaten alive.


Ant, Drone Army {Dire}

Medium Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft., climb 30 ft., fly 25 ft.

STR DEX CON INT WIS CHA
23(+6) 13(+1) 12(+1) 1(-5) 8(-1) 2(-4)

  • Saving Throws Con +3, Cha -2
  • Skills Athletics +9, Perception +2, Survival +2
  • Condition Immunities Blinded, Deafened, Frightened
  • Senses Tremorsense 30 ft., Passive Perception 12
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 2 (450 XP)

Blind and Deaf. The Ant cannot see and cannot hear.

Death Pheromone. When it dies, any other Army Ant that enters within 60 ft. of where the Ant died for the next 24 hours is attracted to that location, and becomes Hostile.

Fearless. The Ant cannot be Frightened.

Hold Breath. The Ant can hold it's breath up to 1 hour.

Impossibly Strong. The Ant can lift 50 times it's own weight (10,000 pounds/5 tons).

Spider Climb. The Ant can Climb vertical surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Piercing + 1 (1d2) Acid damage and can Grapple (escape DC 19) the Target as part of the attack.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 5 ft. Cube.

Slightly larger, being the size of Mules, Dire Drone Army Ants are the colony's main attack troops. As well as their larger mandibles, heavier armor and greater feats of athletics, they can Fly, making them a true destructive power.


Swarm of Dire Army Ants

Gargantuan Swarm of Medium Beasts, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 138 (12d20+12)
  • Speed 30 ft., climb 30 ft., fly 25 ft.

STR DEX CON INT WIS CHA
24(+7) 13(+1) 13(+1) 2(-4) 9(-1) 6(-2)

  • Saving Throws Con +4, Cha +1
  • Skills Athletics +10, Nature -1, Perception +2, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Blinded, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 30 ft., Passive Perception 12
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 10 (5,900 XP)

Blind and Deaf. The Swarm cannot see nor hear.

Colossal. The Swarm occupies a 900 square ft. area, typically either a 40 ft. Cone or a 60 by 15 ft. Rectangle.

Death Pheromone. When the Swarm receives damage, any other Army Ant that enters within 120 ft. of where the took damage for the next 24 hours is attracted to that location.

Fearless. The Swarm cannot be Frightened.

Formation. Over the course of 2 (1d4) minutes, the Swarm creates a rudimentary structure of sorts out of it's own members as many of the Drones bite each other's legs.

Hold Breath. The Swarm can hold it's breath up to 1 hour.

Impossibly Strong. The Swarm can lift 50 times it's own weight (1,800,000 pounds/900 tons).

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Dire Army Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the Swarm's space. Hit: 26 (4d12) Piercing + 5 (2d4) Acid damage, or 13 (2d12) Piercing + 2 (1d4) Acid damage if the Swarm has half it's total Hit Points or fewer remaining. The Swarm can Grapple (escape DC 19 & Restrain the Target as part of the attack.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.


Ant, Bullet

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 11(+0) 1(-5) 7(-2) 1(-5)

  • Saving Throws Con +2, Cha -3
  • Skills Investigation -3, Nature -1, Survival +2
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Deaf. The Ant has no sense of hearing, and is always considered Deafened.

Fearless. The Ant has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Ant can hold it's breath up to 6 hours.

Impossibly Strong. The Ant can lift 10 times it's own weight (~1/10 of a gram).

Neurotoxin. The Ant's Sting doesn't affect Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Ant makes one Bite and one Sting attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Poison damage, and the Target must succeed on a DC 10 Constitution Saving Throw or become Stunned until the end of the Target's next turn. The pain dissipates after 24 (4d10+2) hours.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Bullet Ants are massive, hairy, angry black ants which each measure about an inch long. Vying with Tarantula Hawk Wasps for the world's most painful venom, a Bullet Ant's sting is equivalent to being shot. Most colonies are found at the base of a tree.

The Ants originally get their names from Bulettes, since after being bitten by a colony of Bullet Ants, many returning explores have said they "feel like they've been bitten by a Bulette". Incredibly, some cultures use them as a rite of passage, requiring their children to wear a mitt filled with angry, trapped ants 20 times before they are considered true warriors.


Swarm of Bullet Ants

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 27 (6d8)
  • Speed 10 ft., burrow 1 inch, climb 10 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 11(+0) 1(-5) 7(-2) 2(-4)

  • Saving Throws Con +2, Cha -2
  • Skills Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 5 (1,800 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Deaf. The Swarm has no sense of hearing, and is always considered Deafened.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Swarm can hold it's breath up to 6 hours.

Impossibly Strong. The Swarm can lift 10 times it's own weight (~1/10 pound).

Neurotoxin. The Swarm's Stings don't affect Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Spider Climb. The Swarm can Climb vertical surfaces without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Bullet Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Stings attack.

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 it's total Hit Points or fewer remaining.

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 0 (1d4-3) Poison damage, or 0 (1d8-7) Poison damage if the Swarm has half it's total Hit Points or fewer remaining, and the Target must succeed on a DC 15 Constitution Saving Throw or become Stunned until the end of the Swarm's next turn and gains one level of Exhaustion. A Target cannot gain more than 3 levels of Exhaustion from being stung.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.


Ant, Crazy

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 1(-5) 7(-2) 2(-4)

  • Skills Investigation -3, Nature -1, Survival +2
  • Condition Immunities Deafened
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Electronic Attraction. When within 60 ft. of an active electrical circuit or mechanical device, the Ant must succeed on a DC 15 Charisma Saving Throw or become Charmed, traveling as directly and safely as possible towards the gizmo.

Hardy. The Ant has Advantage on Constitution Saving Throws.

Hold Breath. The Ant can hold it's breath up to 24 hours.

Impossibly Strong. The Ant can lift 50 times it's own weight (~1/4 of a gram).

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Venom Immunity. The Ant is immune to Fire Ant venom.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Spit Acid. Ranged Weapon Attack: +3 to hit, range 1/5 ft., one target. Hit: 0 (1d20-19) Acid damage.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Of all species, Crazy Ants are the most durable, invasive ants on the planet. So named for their erratic, frantic walk, clown-ishly long legs & antennae, yellow carapace and terrifying acid spit, coupled with their seemingly eager behavior to get in exactly where they're not supposed to, Crazy Ants are a nuisance not easily expelled.


Swarm of Crazy Ants

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 10(+0) 1(-5) 7(-2) 3(-4)

  • Saving Throws Con +1, Cha -3
  • Skills Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 3 (700 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Electronic Attraction. When within 60 ft. of an active electrical circuit or mechanical device, the Swarm must succeed on a DC 15 Charisma Saving Throw or become Charmed, traveling as directly and safely as possible towards the gizmo.

Hardy. The Swarm has Advantage on Constitution Saving Throws.

Hold Breath. The Swarm can hold it's breath up to 24 hours.

Impossibly Strong. The Swarm can lift 50 times it's own weight (~1/4 pound).

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Crazy Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Venom Immunity. The Swarm is immune to Fire Ant venom.

Actions

Multiattack. The Swarm makes one Bites and one Spit Acid attack.

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 it's total Hit Points or fewer remaining.

Spit Acid. Ranged Weapon Attack: +3 to hit, range 5/5 ft., one target. Hit: 0 (1d4-3) Acid damage.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.


Ant, Fire

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 11(+0) 1(-5) 7(-2) 1(-5)

  • Saving Throws Con +2, Cha -3
  • Skills Investigation -3, Nature -1, Survival +2
  • Condition Immunities Deafened
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 0 (0 XP)

Deaf. The Ant has no sense of hearing, and is always considered Deafened.

Fearless. The Ant has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Ant can hold it's breath up to 6 hours.

Impossibly Strong. The Ant can lift 10 times it's own weight (~1/10 of a gram).

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Ant makes one Bite and one Sting attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Poison damage.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each minute within any given 1 inch Cube.

Fire Ants are well known for their painful stings, which the human body senses similarly to being lit on fire. Some cultures have used fire ant bites as make-shift sutures, since an ant head will continue to bite after decapitation. They simply encourage the ant to bite & twist the body off, leaving the head in place to close the wound.


Swarm of Fire Ants

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., burrow 1 inch, climb 5 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 11(+0) 1(-5) 7(-2) 2(-4)

  • Saving Throws Con +2, Cha -2
  • Skills Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 3 (700 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Deaf. The Swarm has no sense of hearing, and is always considered Deafened.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Hold Breath. The Swarm can hold it's breath up to 6 hours.

Impossibly Strong. The Swarm can lift 50 times it's own weight (~1/10 pound).

Raft. Over the course of 7 (2d6) minutes, the Swarm creates a raft of sorts out of it's own members as many of the Drones bite each other's legs. When the Swarm does so, it's current & Total Hit Points are halved.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Fire Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Stings attack.

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 it's total Hit Points or fewer remaining.

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 1 (1d2) Poison damage, or 0 (1d2-1) Poison damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 1 inch Cube.


Ant, Fire {Dread}

Medium Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 13 (2d8+4)
  • Speed 35 ft., burrow 1 ft., climb 35 ft.

STR DEX CON INT WIS CHA
21(+5) 13(+1) 15(+2) 1(-5) 7(-2) 5(-3)

  • Saving Throws Con +4, Cha -1
  • Skills Athletics +7, Intimidation +1, Investigation -3, Nature -1, Survival +2
  • Damage Resistances Cold, Radiant
  • Damage Immunities Fire
  • Condition Immunities Frightened
  • Senses Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Fearless. The Ant cannot be Frightened.

Flame Aura. A Creature which touches the Ant or hits it with a Melee Attack while within 5 ft. of it receives 2 (1d4) Fire damage (already factored into attacks). The Ant sheds Bright Light for 10 ft. and Dim Light for an additional 10 ft.

Hold Breath. The Ant can hold it's breath up to 6 hours.

Impossibly Strong. The Ant can lift 10 times it's own weight (2,000 pounds/1 ton).

Spider Climb. The Ant can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Vulnerability. The Ant takes 7 (2d6) Acid damage if it's flames would be snuffed out, such as when doused in water.

Actions

Multiattack. The Ant makes one Bite and one Sting attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) Piercing + 2 (1d4) Fire damage and the Ant can Grapple (escape DC 17) the Target as part of the attack.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing + 4 (1d4+2) Poison + 2 (1d4) Fire damage.

Bonus Actions

Exploration Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Ant lays have a 10% chance of evaporating at the end of each hour within any given 5 ft. Cube.

Food Pheromones. The Ant deposits pheromones directly under it's body until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Ant lays have a 10% chance of evaporating at the end of each hour within any given 5 ft. Cube.

Dread Fire Ants must be the sick machinations of some long-dead wizard. A single ant is the size of a man with flaming, cinder-like flaming exoskeleton, complete with a deadly toxin. One of the few, reliable ways to kill one is to douse it in water.


Swarm of Dread Fire Ants

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d12+30)
  • Speed 35 ft., burrow 15 ft., climb 35 ft.

STR DEX CON INT WIS CHA
22(+6) 13(+1) 16(+3) 1(-5) 7(-2) 7(-2)

  • Saving Throws Con +5, Cha +0
  • Skills Athletics +8, Intimidation +1, Investigation -3, Nature -1, Survival +2
  • Damage Resistances Bludgeoning, Cold, Piercing, Radiant, Slashing
  • Damage Immunities Fire
  • Condition Immunities Frightened, Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 5 (1,800 XP)

Fearless. The Swarm cannot be Frightened.

Flame Aura. A Creature which touches the Swarm or hits it with a Melee Attack while within 5 ft. of it receives 2 (1d4) Fire damage (already factored into attacks). The Swarm sheds Bright Light for 30 ft. and Dim Light for an additional 30 ft.

Hold Breath. The Swarm can hold it's breath up to 6 hours.

Impossibly Strong. The Swarm can lift 10 times it's own weight (36,000 pounds/18 tons).

Raft. Over the course of 7 (2d6) minutes, the Swarm creates a raft of sorts out of it's own members as many of the Drones bite each other's legs. When the Swarm does so, it's current & Total Hit Points are halved.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Dread Fire Ant by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Vulnerability. The Swarm receives 63 (6d20) Acid damage when it's flames would be snuffed out, such as when doused in water.

Actions

Multiattack. The Swarm makes one Bites and one Stings attack.

Bites. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the Swarm's space. Hit: 28 (8d6) Piercing damage, or 14 (4d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining and the Target must succeed on either a DC 18 Strength or Dexterity Saving Throw or becoming Grappled & Restrained.

Stings. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the Swarm's space. Hit: 5 (2d4) Piercing + 14 (4d6) Poison + 5 (2d4) Fire damage, or 2 (1d4) Piercing + 7 (2d6) Poison + 5 (2d4) Fire damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Exploration Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that an Ant has already explored that area. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 5 ft. Cube.

Food Pheromones. The Swarm deposits pheromones directly under itself until the beginning of it's next turn. Ants which come in contact with the Pheromones know that the trail leads directly between the Colony and a food source. Pheromones the Swarm lays have a 5% chance of evaporating at the end of each hour within any given 5 ft. Cube.


Antlion

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 1 ft., burrow 1/8th inch, climb 1 ft.

STR DEX CON INT WIS CHA
1(-5) 10(+0) 10(+0) 1(-5) 6(-2) 1(-5)

  • Senses Tremorsense 5 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Desert Camouflage. The Antlion has Advantage on Checks & Saves to hide in sandy environments.

Lion's Den. The Antlion digs a 3 inch cone over the course of 25 (10d4) minutes, and buries itself in the center. Tiny or Smaller Creatures inside the pit must succeed on a DC 15 Dexterity (Survival) check each time they attempt to move inside the pit, or be dragged the same amount of feet they intended to move towards the center & fall Prone. The pit is Difficult Terrain.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 1/8th ft., one target. Hit: 0 (1d12-11) Piercing + 0 (1d20-19) Poison damage.

Spray Sand. The Antlion kicks up a wave of sand, Targeting a Creature inside it's pit. The Creature has Disadvantage on Checks & Saves to resist falling into the Pit until the beginning of the Antlion's next turn.

Antlions are most often compared to the Sarlacc, as they dig pits of sand, letting the slippery slope drag prey towards their moths, where they consume it. Antlions are slightly more inventive, however, in that they will stone potential prey with sand if it's in danger of escaping. Antlions themselves are larva, and grow into Dragonfly-like creatures.

Most interestingly, Antlions have no mouths, instead injecting their prey with venom that liquifies the innards, and sucking the remains out through their mandibles. As larva, the Antlion requires all the nutrients it can gather, so it doesn't poop, instead storing waste for constructing it's pupa.


Antlion {Dire}

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (3d10)
  • Speed 1 ft., burrow 1/8th inch, climb 1 ft.

STR DEX CON INT WIS CHA
16(+3) 10(+0) 13(+1) 1(-5) 6(-2) 1(-5)

  • Skills Athletics +5, Perception +0, Stealth +5
  • Senses Tremorsense 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Desert Camouflage. The Antlion has Advantage on Checks & Saves to hide in sandy environments.

Lion's Den. The Antlion digs a 60 ft. cone over the course of 25 (10d4) minutes, and buries itself in the center. Creatures inside the pit must succeed on a DC 15 Dexterity (Survival) check each time they attempt to move inside the pit, or be dragged the same amount of feet they intended to move towards the center & fall Prone. The pit is Difficult Terrain.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) Piercing + 4 (1d8) Poison damage, and Grapples (escape DC 15) the Target. The Antlion can only have one Target Grappled in this way at a time, and can take no other Action but to make Bite attacks against the Target during that time.

Spray Sand. The Antlion kicks up a wave of sand, Targeting a one quarter section of the pit's walls. Creatures on that section have Disadvantage on Checks & Saves to resist falling into the Pit until the beginning of the Antlion's next turn, and must succeed on a DC 10 Constitution Saving Throw or become Blinded by the sand for the next 3 rounds. Creatures blinded in this way can reattempt the Save at the end of each round, ending their Blindness on a success.

Dire Antlion pits are often littered with the discarded carcasses of prey which have been drained dry of nutrients. During a trek across the desert, you may encounter a person's hide baked to leather on the rim of such pits. Unlike their smaller kin, Dire Antlions do not mature, preferring to conserve energy in the wastes of the desert.


Ape, Gorilla

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17(+3) 14(+2) 14(+2) 6(-2) 12(+1) 8(-1)

  • Skills Athletics +5, Intimidation +1
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament All Bluster, Territorial
  • Languages
  • Challenge 1 (200 XP)

Charge. If the Gorilla moves at least 20 ft. straight toward a Target and then successfully hits it with a Fist attack on the same turn, the Target takes an extra 1 (1d2) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Powerful. The Gorilla can lift 10 times it's own weight (4,000 pounds/2 tons)

Relentless. (1/Day) If the Gorilla would take 10 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Actions

Multiattack. The Ape makes two Fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage.

Rock. Ranged Weapon Attack: +4 to hit, range 10/40 ft., one target. Hit: 3 (1d2+2) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Gorilla cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

it's hard to understate how powerful a Gorilla is, with male Gorillas weighing about 400 pounds and growing to 6 ft. tall, or 8 ft. where rearing on their hind legs, able to lift 10 times their own weight. Males have larger heads than females, due to a crest, or ridge on their skull that serves as an anchor where large jaw muscles attach, their bite force double the strength of a Lion's. Comparatively, female Gorillas weigh about 200 pounds and average 4 ft. tall at the shoulder. Like all Primates, Gorilla's legs are shorter than their arms.

Gorillas are Plant and Insect eaters, favoring leaves, shoots and fruit coupled with as many insects as they can find in their rain forest or mountainous homes. While generally shy and peaceful creatures when left to their own business, Gorillas are territorial and become highly aggressive when provoked. They generally only Trample Creatures by accident, however.

Gorillas typically make a large show of force before actually attacking, thumping their chests with their palms, stamping their feet, and roaring loudly. Any opponents who refuse to flee after this display are attacked. Troops fight together in a frenzy, tearing opponents to pieces with their hands and teeth.


Ape, Gigantopithecus

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19(+4) 14(+2) 15(+2) 6(-2) 12(+1) 8(-1)

  • Skills Athletics +5, Intimidation +1, Perception +2
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 1 (200 XP)

Charge. If the Gigantopithecus moves at least 20 ft. straight toward a Target and then successfully hits it with a Fist attack on the same turn, the Target takes an extra 1 (1d2) Bludgeoning damage and must succeed on a DC 16 Strength Saving Throw or be knocked Prone.

Powerful. The Gigantopithecus can lift 10 times it's own weight (10,000 pounds/5 tons)

Actions

Multiattack. The Gigantopithecus makes two Fist attacks.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft., one target. Hit: 3 (1d2+4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Gorilla cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

The Gigantopithecus is the ancient relative of the Sasquatch, but is sometimes mistakenly referred to as a Dire Gorilla due to the similar appearance. Gigantopithecus inhabited temperate forests, not jungles like the Gorilla and was twice as heavy as any living Gorilla, standing 9 ft. tall when rearing all the while weighing somewhere under 1,000 pounds.


Ape, Sasquatch

Large Beast/Humanoid, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19(+4) 11(+0) 15(+2) 6(-2) 12(+1) 16(+3)

  • Saving Throws Str +7, Dex +3, Cha +6
  • Skills Athletics +5, Nature +4, Perception +2, Stealth +6, Survival +4
  • Senses Blindsight 60 ft., Passive Perception 11
  • Time Active Day
  • Temperament Skittish
  • Languages Sasquatch
  • Challenge 2 (450 XP)

Big Feet. The Sasquatch ignores Difficult Terrain caused by Forest or Mountainous terrain.

Duality. The Sasquatch is simultaneously both a Beast and Humanoid.

Overlooked. The Sasquatch can attempt to Hide even when it's are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena. In addition, Spells or other Magical effects meant to detect the Sasquatch have a 50% chance of failing when they would otherwise succeed.

Powerful. The Sasquatch can lift 10 times it's own weight (10,000 pounds/5 tons)

Actions

Multiattack. The Sasquatch makes either two Fist attacks, or one Branch & one Fist attack.

Branch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) Bludgeoning damage.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 3 (1d2+4) Bludgeoning damage.

Known to the more scholarly as the Dire Gigantopithecus, and to the common folk as the Big Foot (sometimes spelled Bigfoot), the Sasquatch represents what many call a perfect blend of Human and the natural, far more primordial than the Elves. The "Sasquatch", as they call themselves, are a noble, almost Druidic peoples. Even their name roughly translates as "Forest People". To better deter Humanoids from approaching them, some cultures bath in smelly substances, earning them the name "Skunk Ape".

Travelers should be wary of their Dread cousins, the Yeti, which the Sasquatch fear as a bastardization of the natural order.


Ape {Dire}

Huge Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 157 (14d12+60)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23(+6) 14(+2) 18(+4) 6(-2) 12(+1) 9(-1)

  • Skills Athletics +9, Perception +4
  • Senses Passive Perception 14
  • Time Active Day, Twilight
  • Temperament All Bluster, Territorial
  • Languages
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The Ape makes two Fist attacks.

Boulder. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) Bludgeoning damage.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) Bludgeoning damage.


Arcanamite

Tiny Monstrosity, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 1 ft., burrow 1/4 inch, climb 1 ft., fly 20 ft.

STR DEX CON INT WIS CHA
1(-5) 12(+1) 9(-1) 1(-5) 7(-2) 1(-5)

  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Consume Magic. The Arcanamite is unaffected by Magical effects or attacks.

Glow. While the Arcanamite is moving, it dimly glow sapphire blue.

Invisibility. While motionless, the Arcanamite is Invisible.

Quench Magic. When the Arcanamite touches a minor magical effect, such as that created by an Alchemical or Magical object, it ceases to function correctly, if at all. If the effect is being generated by a Creature, the affected Creature must attempt a Saving Throw using it's Spellcasting Modifier or other relevant modifier. The DC is 10. If the affect Target is an Object, it must attempt a Constitution or Charisma Saving Throw (determined by the DM). Affected Targets which fail the Save have their effect ceases to function correctly, as determined by the DM.

Spider Climb. The Arcanamite can Climb horizontal and vertical surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Arcanamites feed on magic like Cockroaches on the underbelly of a restaurant. While one is relatively harmless, it is never alone - and Arcanamites breed like Flies.


Swarm of Arcanamites

Medium Swarm of Tiny Monstrosities, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 1 ft., burrow 5 ft., climb 1 ft., fly 20 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 11(+0) 1(-5) 7(-2) 3(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 4 (1,100 XP)

Consume Magic. The Swarm is unaffected by Magical effects or attacks.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Glow. While the Swarm is moving, it dimly glow sapphire blue.

Invisibility. While motionless, the Swarm is Invisible.

Quench Magic. When the Swarm touches a magical effect, such as that created by a Rare Magical object, it ceases to function correctly, if at all. If the effect is being generated by a Creature, the affected Creature must attempt a Saving Throw using it's Spellcasting Modifier or other relevant modifier. The DC is 17. If the affect Target fails, the effect ceases to function correctly, if at all.

Spider Climb. The Swarm can Climb horizontal and vertical surfaces without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for an Arcanamite by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

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 it's total Hit Points or fewer remaining.


Archaeopteryx

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 20 ft., climb 15 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 8(-1) 3(-4) 12(+1) 4(-3)

  • Skills Perception +3, Stealth +3
  • Senses Passive Perception 13
  • Time Active Twilight, Any time
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Poor Flier. The Archaeopteryx cannot fly upwards at greater than a 45° angle, and cannot hover. The Archaeopteryx can glide continuously, but cannot actively fly for more than 2 total rounds each time it takes to the air.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

The Archaeopteryx is famous for representing a "missing link" between birds and dinosaurs. Like Pidgeon-sized Flying Squirrels, these small beasts would scramble up tree trunks with the prominent clawed fingers on the last joint of each wing, and fling themselves off. They also likely had black plumage, lending itself to camouflage from larger predators.

Additionally, they had a number of other strange physical attributes, like a long tail and lizard-like heads with serrated teeth instead of beaks, representing the transition from small animal hunting to insects and sparse consumption of plant matter. Young would take 3 or more years to mature into adults, and it's likely they had primitive warm-blooded metabolisms.


Armadillo, Archaic

Large Beast, Unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 65 (10d10+10)
  • Speed 10 ft., burrow 4 inches

STR DEX CON INT WIS CHA
17(+3) 8(-1) 13(+1) 2(-4) 10(+0) 5(-3)

  • Saving Throws Str +5, Wis +2
  • Skills Stealth +1
  • Damage Resistances Bludgeoning, Slashing, Piercing
  • Condition Immunities
  • Senses Passive Perception
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge

Nearly Blind. The Gylptodon has Disadvantage on Perception checks relying on sight.

Stable. Whenever an effect would knock the Gylptodon Prone, the Gylptodon can attempt a DC 10 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a Turn, the Gylptodon cannot use it's movement for that Turn and must succeed on a DC 10 Dexterity Check to stand up.

Actions

Multiattack. The Gylptodon makes both a Bite and a Ram attack.

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) Piercing damage.

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one Prone target. Hit: 2 (1d6-1) Slashing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d2) Bludgeoning damage, and the Target must succeed on either a DC 13 Strength or Dexterity Saving Throw, or be knocked Prone.

Tail. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) Bludgeoning + 1 (1d2) Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 5 (1d8+1) Bludgeoning + 2 (1d6-1) Slashing damage. The Gylptodon cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Archaic Armadillos are not Armadillos at all, but instead are an ancient relative called Gylptodons, and lived in the Pleistocene Epoch. For comparison's sake, they were roughly the same size & shape of a Volkswagon Beetle, though slightly flatter & favored eating grasses.

Gylptodon are often hunted for the value of it's outer armor, made up of numerous tiny bony plates composed of many smaller, knobby “scales.” They're quite capable of defending themselves, though, able to outlast most anything that tries to attack it until the aggressor decides on an easier meal.

Note: Gylptodon Leather Armor

Through carefully skinning, tanning & working the leather beneath the Gylptodon's many scales, it is possible to create Studded Leather Armor which grants the wearer an AC of 13 + their Dexterity modifier. It is, however, far less sturdy in the long run, and must be oiled daily to prevent the scales from loosening & falling off prematurely.


Assassin Vine

Large plant, Unaligned


  • Armor Class 13 (tough fibers)
  • Hit Points 85 (10d10+30)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
18(+4) 10(+0) 16(+3) 1(-5) 10(+0) 1(-5)

  • Damage Resistances Cold, Fire
  • Damage Immunities
  • Condition Immunities Blinded, Deafened, Exhuasted, Prone
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any Time
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

False Appearance. While the Vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage and the Target is Grappled (escape DC 14). Until this Grapple ends the Target is Restrained and receives 21 (6d6) Poison damage at the start of each of it's turns. The Vine can't Constrict more than one Target at a time.

*Entangling Vines. The Vine can animate normal vines and roots on the ground in a 15 ft. square within 30 ft. of it, turning that area into Difficult Terrain. A Creature in that area when the effect begins must succeed on a DC 13 Strength Saving Throw or be Restrained by entangling vegetation. Creatures Restrained by the plants can use it's action to make a DC 13 Strength (Athletics) check, freeing itself on a success. The effect ends after 1 minute or when the Assassin Vine dies or uses Entangling Vines again.

Also called the "Viper Vine", Assassin Vines are the most common of man-eating plant, killing beasties to provide excellent fertilizer for their roots.


Aurochs

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 38 (4d10+16)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20(+5) 10(+0) 19(+4) 1(-5) 12(+1) 5(-3)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Passive, Territorial
  • Languages
  • Challenge 3 (700 XP)

Fearless. The Aurochs has Advantage on Checks and Saves to resist being Frightened.

Trampling Charge. If the Aurochs moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 9 (2d8) Piercing damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Piercing damage.

Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 8 (1d8+4) Bludgeoning damage. The Aurochs cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Aurochs are incredibly dangerous animals. From their strength, sheer bulk, and thick-headed stupidity, Aurochs have never been out-right tamed, let alone kept in any sort of pen not made out of mountain sides for more than a week.

Bahgtru, son of Gruumsh and Luthic, is the Orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty Aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or "Bull" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the Aurochs's horns to land in the midst of his foes.

Orcs that revere Bahgtru might tend a "stable" of war bulls that carry them into combat by herding them to a general area. Trained to be fierce mounts from a young age, Aurochs are sacred symbols of Bahgtru. No Orc will eat such creatures, which are treated as honored warriors when they perish.


Aurumvorax

Medium Monstrosity, Neutral


  • Armor Class 15 (dexterous)
  • Hit Points 105 (14d6+56)
  • Speed 35 ft., burrow 20 ft., swim 0 ft.

STR DEX CON INT WIS CHA
21(+5) 18(+4) 18(+4) 2(-4) 13(+1) 16(+3)

  • Skills Athletics +8, Perception +4
  • Saving Throws Con +6
  • Damage Resistances Fire, Piercing, Slashing
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive, Territorial
  • Languages Anger
  • Challenge 8 (3,900 XP)

Gilded Sniffer. The Aurumvorax has Advantage on Perception Checks that rely on smell, and always knows the location of gold within 200 ft. of itself because of it's sense of smell. It's Blindsight functions using it's sense of smell.

Gold Fever. When the Aurumvorax can smell gold, it deals Critical Hits when it rolls either a natural 19 or 20 during an Attack Roll, and it can use it's Bonus Action to Dash towards the source of the scent, or to make a Bite Attack.

Onslaught of Limbs. The Aurumvorax has Advantage on Checks & Saves related to Grappling.

Actions

Multiattack. The Aurumvorax makes four Claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Piercing damage, and the Aurumvorax can Grapple the Target as part of the attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Slashing damage.

An Aurumvorax must be what nature designed as a mammalian counterpart to Dragons. While not only extremely aggressive carnivores, Aurumvoraxes voraciously hunt down and consume gold. Because of this, Aurumvorax warrens can stretch for thousands of feet, often winding deep into the earth. The avaricious appetite of Aurumvoraxes has earned them the appellation "golden gorger" among Dwarves, who have lost more than a few miners that were in the right place at the wrong time.

In battle, like a great golen Honey Badger, an Aurumvorax latches onto it's victim with it's jaws and gouges savage wounds with it's claws until it's prey is either defeated or dead. Since the constant gnawing upon precious metals sharpens their teeth so, the wound gout blood at a prodigious rate. After, an Aurumvorax drags it's prey back to it's lair to consume at it's leisure, and the leftover bone medley often contains valuable cast-offs from past kills.

A typical Aurumvorax is only 3 feet long but weighs more than 200 pounds, for it is densely packed with muscle and thick, sturdy bones. it's fur is golden, while it's claws are black and sharp, much like their bones. it's weight relative to it's body size makes it a poor swimmer, and most dislike crossing water, though they can trundle along the bottom of still or slow water if necessary. Despite it's metallic coloration, Aurumvoraxes are not vulnerable to attacks that target metal, such as Heat Metal or the touch of a Rust Monster.

Adult Aurumvoraxes are impossible to train, but their offspring are valued for training as guard beasts. A healthy Aurumvorax kit can be sold for 5,000 gp or more to a discerning buyer. Female Aurumvoraxes rarely give birth to more than one offspring at a time, and are ferociously protective of their young.


Axe Beak

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 19 (3d10+3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14(+2) 12(+1) 12(+1) 2(-4) 10(+0) 5(-3)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1/4 (50 XP)

Bird lungs. The Axe Beak is acclimated to high altitude, including elevations above 20,000 feet.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Slashing damage.

An Axe Beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.


Badger

Tiny Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 3 (1d4+1)
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
4(-3) 11(+0) 12(+1) 2(-4) 12(+1) 6(-2)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Night (twilight in winter)
  • Temperament Territorial
  • Languages Hufflepuff
  • Challenge 0 (0 XP)

Guts. The Badger has Advantage on Checks and Saves to resist being Frightened.

Hibernator. The Badger sleeps most of winter, emerging only every other day to find food.

Keen Smell. The Badger has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d2) Slashing damage.


Badger {Dire}

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13(+1) 10(+0) 15(+2) 2(-4) 12(+1) 9(-1)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Night (twilight in winter)
  • Temperament Aggressive
  • Languages Hufflepuff
  • Challenge 1/4 (50 XP)

Guts. The Badger has Advantage on Checks and Saves to resist being Frightened.

Hibernator. The Badger sleeps most of winter, emerging only every other day to find food.

Keen Smell. The Badger has Advantage on Perception Checks that rely on smell.

Actions

Multiattack. The Badger makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) Slashing damage.


Badger, Honey

Tiny Celestial, Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 15 (4d6+1)
  • Speed 35 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
7(-2) 11(+0) 12(+1) 2(-4) 14(+2) 10(+0)

  • Saving Throws Str +0, Con +3
  • Damage Vulnerabilities Are you kidding?
  • Damage Resistances Bludgeoning, Poison
  • Damage Immunities Emotional
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 30 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Aggressive
  • Languages Anger
  • Challenge 1 (200 XP)

Honey Badger Don't Care. The Honey Badger deals double damage to Beasts.

Keen Smell. The Honey Badger has Advantage on Perception Checks that rely on smell.

Loose Skin. The Honey Badger cannot be Grappled for more than 1 turn by 1 attacker.

Relentless. (1/Day) If the Honey Badger would take 10 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Sweet Sustenance. (1/Day) The first time each the Honey Badger eats honey, if the Honey Badger's Relentless ability has already been expended, it can use the ability as if it had not.

Actions

Multiattack. The Honey Badger makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing damage.

Stench. (1/Day) The Honey Badger sprays a foul mist. Creatures within 10 ft. of the Honey Badger must make a DC 10 Constitution Saving Throw, becoming Poisoned until the start of it's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is immune to the Honey Badger's Stench for the next 24 hours.

The Honey Badger is more akin to a small tank than a Beast. With the ferocity of an Purple Worm beating in it's small heart, and the stubborn resolve of a Dragon, they are not to be tangled with.


Badger, Honey {Dire}

Large Celestial, Neutral


  • Armor Class 14 (dexterous)
  • Hit Points 65 (5d10+10)
  • Speed 35 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
15(+2) 12(+1) 15(+2) 2(-4) 16(+3) 16(+3)

  • Saving Throws Str +5, Con +5
  • Skills Str +5, Con +5
  • Damage Vulnerabilities You're not funny
  • Damage Resistances Bludgeoning, Poison, Psychic
  • Damage Immunities Emotional
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages EXTREME ANGER
  • Challenge 3 (700 XP)

Honey Badger Don't Care. The Honey Badger deals double damage to Beasts and Monstrosities.

Keen Smell. The Honey Badger has Advantage on Perception Checks that rely on smell.

Loose Skin. The Honey Badger cannot be Grappled for more than 1 turn by 1 attacker.

Relentless. (1/Day) If the Honey Badger would take any damage that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Sweet Sustenance. (3/Day) If the Honey Badger eats honey, the Honey Badger can choose to gain 1d6 Temporary Hit Points, and if the Honey Badger's Relentless ability has already been expended, it can also use the ability as if it had not.

Actions

Multiattack. The Honey Badger makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d10) Piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) Slashing damage.

Stench. (1/Day) The Honey Badger sprays a foul mist. Creatures within 20 ft. of the Honey Badger must make a Constitution Saving Throw (DC 13) or be Stunned for 5 Rounds. If a Target has Advantage on Perception checks which rely on Smell, it rolls with Disadvantage. A Target can reattempt the Save at the start of each of their turns. Dire Honey Badgers are immune to their own and other Badger's Stench.

The only monster an Owl Bear considers an equal is an enraged Dire Honey Badger. Fights between these beasts are said to be astonishingly violent, and as damaging to their surroundings as a forest fire.



Banderhobb

Large Construct/Monstrosity, Neutral Evil


  • Armor Class 15 (thick hide)
  • Hit Points 105 (10d10+50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20(+5) 12(+1) 20(+5) 11(+0) 14(+2) 8(-1)

  • Saving Throws Con +8
  • Skills Athletics +8, Stealth +7
  • Damage Vulnerabilities Radiant
  • Damage Resistances Non-Magical, Non-Silvered Damage; Cold, Fire, Lightning, Poison
  • Damage Immunities Necrotic
  • Condition Immunities Charmed, Frightened
  • Senses Lowlight Vision, Darkvision 120 ft., Passive Perception 12
  • Time Active Any time, Night
  • Temperament Aggressive
  • Languages
  • Challenge 10 (5,900 XP)

Acrid & Necrosis Absorption. Whenever the Banderhobb is subjected to Acid or Necrotic damage, it takes no Damage and instead regains a number of Hit Points equal to the Necrotic damage dealt.

Amphibious. The Banderhobb can breathe air and water.

Defiant. The Banderhobb is immune to the Charmed and Frightened Conditions.

Resonant Connection. If the Banderhobb has even a tiny piece of a Creature or an Object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that Creature or Object if it is within 1 mile of the Banderhobb.

Unthinkable Anatomy. The Banderhobb is simultaneously a Construct and a Monstrosity.

Actions

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (3d10) Necrotic damage, and the Target must succeed on a DC 18 Strength (Athletics) Check or be pulled to within 5 ft. of the Banderhobb, allowing the Banderhobb to make a Bite Attack as a Bonus Action against it.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) Piercing damage, and if the Target is Large or smaller, it is Grappled (escape DC 18). Until this Grapple ends, the Banderhobb can't use it's Bite or Tongue Attacks against another Target.

Swallow. The Banderhobb makes a Bite Attack against a Medium or smaller Target is is Grappling. If it is successful, the Target is also Swallowed, ending the Grapple. Swallowed Targets have Full Cover against Attacks & other effects outside the Banderhobb, are both Blinded & Restrained, and receive 16 (3d10) Necrotic damage at the beginning of each of the Banderhobb's Turns. A Creature reduced ot 0 Hit Points in this way stops taking Necrotic Damage and becomes Stable.

The Banderhobb can only have one Medium Target, or alternatively two Small Targets and/or any number of Tiny Targets swallowed at a time. While not Incapacitated, the Banderhobb can regurgitate a Target as a Bonus Action, causing it to exit Prone. If the Banderhobb dies, a Swallowed Target is no longer Restrained by it and can escape from the corpse by using 5 ft. of movement, exiting Prone.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the Banderhobb takes the Hide Action.

Shadow Step. The Banderhobb magically teleports up to 60 ft. to a Large or larger area of Dim Light or Darkness which it can see. This doesn't provoke Opportunity Attacks.


Bat, Common

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., fly 35 ft.

STR DEX CON INT WIS CHA
2(-4) 15(+2) 8(-1) 2(-4) 12(+1) 4(-3)

  • Senses Blindsight 30 ft., Passive Perception 11
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Blind as a Bat. The Bat has Disadvantage on Perception checks relying on sight.

Echolocation. The Bat's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Flyby. The Bat doesn't provoke Opportunity Attacks when it Flies out of reach.

Keen Hearing. The Bat has Advantage on Perception checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.


Swarm of Common Bats

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., fly 35 ft.

STR DEX CON INT WIS CHA
5(-3) 15(+2) 10(+0) 2(-4) 12(+1) 6(-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 1/4 (50 XP)

Blind as a Bat. The Bat has Disadvantage on Perception checks relying on sight.

Echolocation. The Swarm's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Keen Hearing. The Swarm has Advantage on Perception checks that rely on hearing.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Bat by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Bat, Greater

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., fly 35 ft.

STR DEX CON INT WIS CHA
2(-4) 15(+2) 8(-1) 2(-4) 14(+2) 5(-3)

  • Senses Passive Perception 12
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The Bat has Advantage on Perception checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Otherwise known as Flying Foxes, and more commonly known as "fruit bats", Greater Bats differ substantially from their insectivore cousins, instead favoring fresh fruits as the basis for their meals. In addition to their massive size, they cannot echolocate.


Swarm of Greater Bats

Large Swarm of Small Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 27 (5d10)
  • Speed 5 ft., fly 35 ft.

STR DEX CON INT WIS CHA
5(-3) 15(+2) 10(+0) 2(-4) 14(+2) 7(-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 1/4 (50 XP)

Blind as a Bat. The Swarm has Disadvantage on Perception checks relying on sight.

Echolocation. The Swarm's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Keen Hearing. The Swarm has Advantage on Perception checks that rely on hearing.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Greater Bat by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +4 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 it's total Hit Points or fewer remaining.


Bat, Fruit

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., fly 35 ft.

STR DEX CON INT WIS CHA
2(-4) 15(+2) 8(-1) 2(-4) 14(+2) 5(-3)

  • Skills Deception +3
  • Senses Tremorsense 10 ft., Passive Perception 12
  • Time Active Night
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 1/4 (50 XP)

False Appearance. While motionless, the Bat is indistinguishable from ripe fruit.

*Engorge. The Fruit Bat can only consume up to 6 cups of blood at one time, and digests 1 cup each day. If it has consumed 5 or more cups of blood, it's movement speed is halved.

Heatvision. The Bat can see in the infrared spectrum, allow it to see heat, especially that created by warmblooded Creatures.

Keen Smell. The Fruit Bat has Advantage on Perception checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Drain Blood. If the Bat has already Bit & is still Grappling a Target, the Bat withdraws 1/2 of a cup of blood from the Target.

These Bats hang from Trees, pretending to be fruit. When something tries to eat the suspiciously placed - and delicious looking - fruit, they are attacked, and the Fruit Bat drains their blood. Some species are obviously suspicious to intelligent observers, appearing to be large Strawberries hanging from conifer trees, but most are well suited to their environment.

Fruit Bat: Drain Blood

Your typical adult Human runs on 1.5 gallons of blood, and generally dies after losing 2/3rds of it. Therefore, a single Fruit Bat can kill a Human after 16 rounds, and sucks them dry after 24. Most enemies which drain blood are deadly for this reason, but lone Fruit Bats make for a nice easy first encounter with the morbid reality.

To model this, a Player should gain 1 level of Exhaustion after every 1d2+1 turns of continuous blood loss. This is because many creatures can outlive losing the bulk of their blood on sheer metabolic momentum.

In the aftermath, your average Human naturally regains 1/8th of a gallon of blood after 4 (3d2) weeks. So, to fully recover from a 2/3rds loss you'd need about 32 weeks, or 2/3rds of a year.

For further reference a baby humanoid or House Cat contain only 1 cup of blood. Domestic Goats, 10 year olds and a Halflings have about 1 gallon in their system.


Bat {Dire}

Large Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 65 ft.

STR DEX CON INT WIS CHA
14(+2) 16(+3) 10(+0) 3(-4) 16(+3) 8(-1)

  • Senses Blindsight 120 ft., Passive Perception 13
  • Time Active Night
  • Temperament All Bluster
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The Bat's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Keen Hearing. The Bat has Advantage on Perception checks that rely on hearing.

Roost. The Bat is considered Medium while it's wings are folded.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.


Bear, Black

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 19 (3d8+6)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 10(+0) 14(+2) 5(-3) 12(+1) 7(-2)

  • Skills Athletics +4, Perception +3
  • Senses Passive Perception 13
  • Time Active Twilight
  • Temperament All Bluster
  • Languages
  • Challenge 1/2 (100 XP)

Hibernator. The Bear sleeps most of winter, emerging only during the warmest winter days. Mid-winter female Black Bears give birth to cubs, who feed on milk until spring.

Merciless. The Bear can make a Bite attack as a Bonus Action against Prone Targets.

Superior Sense of Smell. The Bear receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell.

Actions

Multiattack. The Bear makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 6 (1d8+2) Bludgeoning damage. The Bear cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Bear, Brown

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 30 (4d10+8)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17(+3) 10(+0) 15(+2) 5(-3) 13(+1) 7(-2)

  • Skills Athletics +6, Perception +4
  • Senses Passive Perception 14
  • Time Active Twilight
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Hibernator. The Bear sleeps most of winter, emerging seldom if ever during winter. Mid-winter female Brown Bears give birth to cubs, who feed on milk until spring.

Merciless. The Bear can make a Bite attack as a Bonus Action against Prone Targets.

Stocky. The Bear is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Superior Sense of Smell. The Bear receives an additional +3 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing + 6 (1d6+3) Bludgeoning damage and the Target succeed on either a DC 16 Strength or Dexterity Saving Throw, or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 7 (2d4+2) Bludgeoning damage. The Bear cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Otherwise known as the Grizzly Bear, Brown Bears are some of the strongest, intelligent and ruthless creatures on god's green earth. Downwind, they can smell a campfire from miles away. Food - even farther.


Bear, Cave

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 42 (5d10+15)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20(+5) 10(+0) 17(+3) 2(-4) 13(+1) 8(-1)

  • Saving Throws Constitution
  • Skills Athletics +8, Perception +4
  • Senses Darkvision 60 ft., Passive Perception 14
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Merciless. The Bear can make a Bite attack as a Bonus Action against Prone Targets.

Stocky. The Bear is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Superior Sense of Smell. The Bear receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell.

Actions

Multiattack. The Bear makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) Piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d6) Slashing + 8 (1d6+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 11 (2d8+2) Bludgeoning damage. The Bear cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

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 excellent vision, although smell is their primary asset.


Bear, Polar

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21(+5) 10(+0) 16(+3) 4(-3) 13(+1) 7(-2)

  • Skills Athletics +8, Perception +4
  • Damage Resistances Cold
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Passive, Territorial
  • Languages
  • Challenge 2 (450 XP)

Merciless. The Bear can make a Bite attack as a Bonus Action against Prone Targets.

Overheating. In temperatures above 50°F, the Bear gains 3 Levels of Exhaustion which cannot be removed until it rests in an area 40°F or lower. For every additional Level of Exhaustion the Bear would gain in temperatures above 50°F, it gains another.

Poor Sprinter. If the Bear takes the Dash Action for 2 consecutive turns, it gains a Level of Exhaustion, and gains another Level of Exhaustion after each additional turn it continues to Dash. It can remove a Level of Exhaustion gained in this way by moving no more than half it's movement speed for 2 consecutive turns.

*Stocky. The Bear is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Superior Sense of Smell. The Bear receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. In addition, the Bear can smell food or potential prey buried under 3 ft. or less of snow without impediment.

Wintering. A pregnant Polar Bear will dig a 15 by 15 ft. den at the end of fall, give birth midwinter, and remains inside the den without eating or drinking for a total of 4-8 months until the beginning of spring.

Actions

Multiattack. The Bear makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) Piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d6) Slashing + 8 (1d6+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 11 (2d8+2) Bludgeoning damage. The Bear cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Polar bears are the largest land-dwelling carnivore on the planet, and will eat up to 100 lbs of meat at a time. The have the strongest bite force of all carnivores on the planet.


Bee

Tiny Beast, Chaotic Good


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., burrow 1/8 inch, fly 30 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 2(-4) 10(+0) 1(-5)

  • Senses Tremorsense 5 ft., Passive Perception 9
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

*Create Honey. The Bee creates 1/12th of a Teaspoon of Honey during it's lifetime, (about 3 weeks during summer,) assuming a readily available pollen source.

*Incessant Buzzing. The Bee has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 5 ft. away.

Pack Tactics. The Bee has Advantage on an Attack Roll against a Creature if at least 1 of the Bee's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pheromone Frenzy. When the Bee attempts to attack a Target, it alerts every other Bee within 300 ft. of itself that it has done so, and those Bees know the exact location of the Bee. The Bee has Advantage on Checks to find and track Targets which it or another Bee has attacked in the last 10 minutes.

Signal Pollen. The Bee can tell another Bee the exact location of a pollen or honey source within 500 ft. of the Hive by vibrating or waggling it's abdomen in the air, walking in a figure-eight pattern, and buzzing.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Bee to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Bee remains in the smoke, plus 1d4 rounds.

Spider Climb. The Bee can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Superior Sense of Smell. The Bee receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. Additionally, the Bee can smell the exact location of every flower within 300 ft. of it.

Wax Fabrication. The Bee can build up to 1/16th square of an inch of beeswax walls per minute (1/2 a square ft. per hr., 4 square ft./day).

Actions

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage, and the Bee dies at the end of the Round.

Of the many types of Bee, the Honeybee is the most famous, infamously dieing after stinging. However, like Wasps, many do not die after stinging, and many kinds of bee live underground or build nests in other odd locations, like particularly thick patches of grass. Also like Wasps, many species are solitary - about 90% of all Bees are solitary.

Of the Bees that live in colonies, you can expect a Queen Bee to lay 100 eggs daily, but up to 1,500 eggs in a day during the very height of summer. Most interestingly, as temperatures fall, the Bees form a tight group within their hive to keep warm. Workers cluster around the Queen, insulating her from the cold outside. In summer, Workers fan the air inside the hive with their wings, keeping the Queen and brood from overheating. As such, you can hear the hum of all those wings beating inside the hive from several feet away.

Also, fun fact, mead, which is created from fermented honey, is the oldest fermented drink in the world. Additionally, ounce for ounce, Honeybee venom is more deadly than Cobra venom; Multiplying your body weight (in pounds) by 9 gives you the number of stings it would take to kill you.


Swarm of Bees

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., burrow 1/4 ft., climb 20 ft., flying 30 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 9(-1) 2(-4) 10(+0) 2(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 10 ft., Passive Perception 9
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Create Honey. The Swarm creates 1 cup of Honey over the course of 3 weeks, assuming a readily available pollen source.

Incessant Buzzing. The Swarm has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 50 ft. away.

Pack Tactics. The Swarm has Advantage on an Attack Roll against a Creature if at least 1 of the Swarm's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pheromone Frenzy. When an individual Bee attempts to attack a Target, it alerts every other Bee within 300 ft. of itself that it has done so, and those Bees know the exact location of the Bee. The Swarm has Advantage on Checks to find and track Targets which it or another Bee or Swarm has attacked in the last 10 minutes.

Signal Pollen. The Bee can tell another Bee the exact location of a pollen or honey source within 500 ft. of the Hive by vibrating or waggling it's abdomen in the air, walking in a figure-eight pattern, and buzzing.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Swarm to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Swarm remains in the smoke, plus 1d4 rounds.

Spider Climb. The Bee can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Superior Sense of Smell. The Swarm receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. Additionally, the Bee can smell the exact location of every flower within 1/2 mile of it.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Wasp by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Wax Fabrication. The Swarm can build up to 2.5 square inches of beeswax per minute (150 square ft. per hr., 2,400 square ft./day), assuming an equal amount of readily available wood or wood products.

Actions

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 5 (2d4) Piercing + 7 (2d6) Poison damage, or 2 (1d4) Piercing + 3 (1d6) Poison damage if the Swarm has half it's total Hit Points or fewer remaining. Additionally, the Swarm loses a number of Hit Points equal to half the damage dealt at the end of the Round.


Bee {Dire}

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 13 (3d8)
  • Speed 10 ft., burrow 1 ft., fly 50 ft.

STR DEX CON INT WIS CHA
9(-1) 13(+1) 10(+0) 3(-4) 10(+0) 4(-3)

  • Senses Tremorsense 20 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

*Create Honey. The Bee creates 1 cup of Honey during it's lifetime, (about 3 weeks during summer,) assuming a substantial readily available pollen source.

*Incessant Buzzing. The Bee has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Signal Pollen. The Bee can tell another Bee the exact location of a pollen or honey source within 2 miles of the Hive by vibrating or waggling it's abdomen in the air, walking in a figure-eight pattern, and buzzing.

Pack Tactics. The Bee has Advantage on an Attack Roll against a Creature if at least 1 of the Bee's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pheromone Frenzy. When the Bee attempts to attack a Target, it alerts every other Bee within 300 ft. of itself that it has done so, and those Bees know the exact location of the Bee. The Bee has Advantage on Checks to find and track Targets which it or another Bee has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Bee to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Bee remains in the smoke, plus 1d4 rounds.

Spider Climb. The Bee can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Superior Sense of Smell. The Bee receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. Additionally, the Bee can smell the exact location of every flower within 300 ft. of it.

Wax fabrication. The Bee can build up to 1 square inch of beeswax per minute (5 square ft./hr., 40 square ft./day).

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage. The Bee can Grapple (escape DC 11) the Target as part of the attack.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Piercing damage and the Target must make a DC 13 Constitution Saving Throw, receiving 10 (3d6) Poison damage and becoming Poisoned for the next 1d4 rounds on a failed Save, or taking half as much damage without becoming Poisoned on a success. Additionally, the Bee dies at the end of the Round.

Sometimes known as "Bee-hemoths", Dire Bees do little pollination, instead plucking flowers wholesale from the ground to bring back to their nesting site, creating wonderfully colorful fields and hives strewn with all colors of the rainbow to attract their smaller cousins, which do the most work of pollination & honey production for them. This can be destructive for neighboring areas, however.


Bee, Drone {Dire}

Large Beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 19 (3d10+3)
  • Speed 10 ft., burrow 1 ft., fly 40 ft.

STR DEX CON INT WIS CHA
11(+0) 13(+1) 12(+1) 2(-4) 12(+1) 6(-2)

  • Skills Athletics +3, Acrobatics +4, Medicine +4
  • Senses Tremorsense 20 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

*Incessant Buzzing. The Drone has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Martial Advantage. Each Dire Bee within 10 ft. of the Drone deals 1 extra point of damage when they make an attack against a Creature Hostile to his Dire Queen Bee.

Pack Tactics. The Drone has Advantage on an Attack Roll against a Creature if at least 1 of the Drone's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pheromone Frenzy. When the Drone attempts to attack a Target, he alerts every other Bee within 300 ft. of itself that he has done so, and those Bees know the exact location of the Drone. The Drone has Advantage on Checks to find and track Targets which he or another Bee has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Drone to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Drone remains in the smoke, plus 1d4 rounds.

Spider Climb. The Drone can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) Piercing damage. The Drone can Grapple (escape DC 14) the Target as part of the attack.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Piercing damage and the Target must make a DC 14 Constitution Saving Throw, receiving 10 (3d6) Poison damage and becoming Poisoned for the next 1d4 rounds on a failed Save, or taking half as much damage without becoming Poisoned on a success. Additionally, the Drone dies at the end of the Round.

Salve. (Recharge 4-6) The Drone secretes a salve from it's mouth, applying it to another Dire Bee within 5 ft. of it. When applied, the Drone attempts a DC 15 Wisdom (Medicine) Check, Stabilizing the Target on a success, or, if the Target is not Dying, that Target regains 1 Hit Point.

Unlike their smaller cousins, Dire Drone Bees have stingers, and are quite aggressive. They function as the muscle of the hive, protecting it from threats.


Bee, Queen {Dire}

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 19 (3d10+3)
  • Speed 10 ft., burrow 1 ft., fly 35 ft.

STR DEX CON INT WIS CHA
12(+1) 10(+0) 12(+1) 2(-4) 12(+1) 4(-3)

  • Skills Athletics +4, Animal Handling +4, Investigation -1
  • Senses Tremorsense 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 2 (450 XP)

Brood. The Queen can lay 25 eggs each day, or up to 100 each day for 1 week during summer.

*Incessant Buzzing. The Queen has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Legendary Resistance. (1/Day) If the Queen fails a Saving Throw, she can choose to succeed instead.

Queen Bee. Every Bee which belongs to the Queen's hive within 1 mile of the Queen knows her exact location, or if farther away than that, knows the general direction of her location. When the Queen attempts to attack a Target, she alerts every other Bee within 1,000 ft. of itself that she has done so. The Queen has Advantage on Checks to find and track Targets which she or another Bee has attacked in the last 10 minutes.

Martial Advantage. Each Dire Bee within 30 ft. of the Queen deal an extra 2 points of damage when they make an attack against a Creature Hostile to the Queen.

Pack Tactics. The Queen has Advantage on an Attack Roll against a Creature if at least 1 of the Queen's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Queen to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Queen remains in the smoke, plus 1d4 rounds.

Spider Climb. The Queen can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Superior Sense of Smell. The Queen receives an additional +2 bonus on Perception checks which use her's sense of smell, as well as has Advantage on Perception Checks which rely on smell. Additionally, the Queen can smell the exact location of every flower within 300 ft. of her.

Wax fabrication. The Queen can build up to 2 square inches of beeswax per minute (10 square ft./hr., 80 square ft./day).

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) Piercing damage. The Queen can Grapple (escape DC 14) the Target as part of the attack.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Piercing damage and the Target must make a DC 14 Constitution Saving Throw, taking 14 (4d6) Poison damage & becoming Poisoned for the next 1d4 rounds on a failed Save, or half as much damage without becoming Poisoned on a success. Additionally, the Queen dies at the end of the Round.

Legendary Actions

The Queen can make a single Legendary Action between any two of her turns, choosing from the options below, but only at the end of another Creature’s turn. The Queen regains spent Legendary Actions at the start of each of her turns.

Blitz. Until the end of the Queen's next turn, each Bee within 30 ft. of the Queen can make a Bite attack as a Bonus Action.

Rally. Until the end of the Queen's next turn, each Dire Bee within 1,000 ft. of the Queen can take the Dash Action as a Bonus Action to move directly towards her.

*Repulse. Until the end of the Queen's next turn, each Dire Bee within 100 ft. of the Queen receives an additional +1 bonus to Grappling checks, and doesn't suffer penalties from Difficult Terrain or Squeezing.

Bulbous and robust in comparison to others of the same species, Dire Queen Bees are immense, fertile females, easily identified by their larger size and lighter stripes. They grow to 12 feet in length and weigh about 140 pounds.

Royal Jelly

When a hive of bees needs a new Queen Bee to replace one that has died, they feed specially selected Dire Bee Larvae Royal Jelly to trigger the Larvae's transformation into a new Queen. The first Queen to hatch then kills any other developing queens.

Royal Jelly has remarkable effects on other Creatures if eaten. A pound of Royal Jelly provides enough nourishment for a full day, and grants a +4 resistance bonus on all Saving Throws against disease for the next 24 hours. If a Creature sleeps during the course of a full Long Rest within 24 hours of eating at least a pound of Royal Jelly, it regains the maximum possible amount of Hit Points. A typical Bee Hive contains 2d6 pounds of Royal Jelly — a single pound sells for 100 GP.


Beetle, Common

Tiny Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 10 ft., burrow 1/4 inch, climb 10 ft., fly 20 ft.

STR DEX CON INT WIS CHA
1(-5) 12(+1) 9(-1) 1(-5) 7(-2) 1(-5)

  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Spider Climb. The Beetle can Climb horizontal surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Of all insects, Beetles are the most common, with at minimum 2 new species of Beetle discovered every hour, or 50 each day, totaling to nearly 20,000 species every year. This stat block can be used to represent most Beetles, since no DM will ever be able to keep up.


Swarm of Common Beetles

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 20 ft., burrow 5 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 11(+0) 1(-5) 7(-2) 3(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 4 (1,100 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Spider Climb. The Swarm can Climb horizontal surfaces without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Beetles by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

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 it's total Hit Points or fewer remaining.


Beetle, Giant Fire

Small Beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8(-1) 10(+0) 12(+1) 1(-5) 7(-2) 3(-4)

  • Senses Blindsight 30 ft., Passive Perception 8
  • Time Active Night
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 0 (10 XP)

Illumination. The Beetle sheds Bright Light in a 10 ft. radius and Dim Light for an additional 10 ft.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) Slashing damage.

The Giant Fire Beetle takes it's name from a pair of glowing glands that give off light, and is most commonly found underground and in dark forests. Miners and adventurers prize these creatures, for a the Beetle's glands continue to shed light for 1d6 days after it dies.


Beetle, Female Slicer

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 65 (10d10+10)
  • Speed 30 ft., burrow 1/2 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 13(+1) 1(-5) 8(-1) 2(-4)

  • Senses Darkvision 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 2 (450 XP)

Creepy Crawly. The Beetle can enter the space of another Creature without penalty, crawling over and around them.

Heatvision. The Beetle's Darkvision only detects things at least 5°F different in temperature than it's surroundings.

Spider Climb. The Beetle can Climb horizontal surfaces without needing to make an Ability Check.

Sure-Footed. The Beetle has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Slice. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) Slashing damage. Additionally, during this Attack the Beetle scores a Critical Hit upon rolling either an 18, 19 or 20 during it's Attack Roll. When it does so, that Creature is Maimed (see note).

Saliva Salvo. (Recharge 4-6) The Beetle fires a blast of slick slime, more or less coating a 5 ft. wide by 10 ft. long Line of surface area infront of itself. Creatures beginning their turn, entering, or otherwise beginning to move inside an area coated by Saliva, such as attempting to stand up, must succeed on a DC 13 Dexterity Saving Throw, or be knocked Prone. The Saliva dries, becoming inert after 10 minutes.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone targets. Hit: 8 (2d6+1) Bludgeoning damage. The Beetle cannot Trample a Target without a 5 ft. running start and moving at least 5 ft. beyond the Target's space afterward.

The Slicer Beetle sports specialized mouth pieces that scissor apart foliage, or to cut bone & flesh in self defense. Each side of it's horizontally closing mandibles fits into the other with barely a hair’s breadth to spare, and each mandible's blade is deadly sharp. These creatures prefer to dwell in compact caves or warrens under dense foliage, which they consume ravenously.

A typical Female Slicer Beetle measures 10 ft. long and weighs 800 pounds. Females are more common than males, as their primary function is to mate once and die once they reach adulthood, so they need replacement numbers. They tend to lay 202 (4d100) eggs in a puddle of their saliva, which begin to hatch into bulbus newborns after 2 months. The first few eggs to hatch destroy the other eggs within the next few days, consuming them and the husk of their mother, which dies protecting the eggs. Typically only 2 (1d4) Slicer Beetles survive and hibernate for another month in disparate areas for the next month as they grow into adulthood.


Beetle, Male Slicer

Medium Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft., burrow 1/2 ft., climb 30 ft., fly 10 ft.

STR DEX CON INT WIS CHA
15(+2) 11(+0) 13(+1) 1(-5) 11(+0) 1(-5)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 1 (200 XP)

Creepy Crawly. The Beetle can enter the space of another Creature without penalty, crawling over and around them.

Heatvision. The Beetle's Darkvision only detects things at least 5°F different in temperature than it's surroundings.

Spider Climb. The Beetle can Climb horizontal surfaces without needing to make an Ability Check.

Sure-Footed. The Beetle has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Slice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Slashing damage. Additionally, during this attack the Beetle scores a Critical Hit upon rolling either a 19 or 20 during it's Attack Roll. When it does so, that Creature is Maimed (see note).

Saliva Salvo. (Recharge 6) The Beetle fires a blast of slick slime, more or less coating a 5 ft. Square of surface area infront of itself. Creatures beginning their turn, entering, or otherwise beginning to move inside an area coated by Saliva, such as attempting to stand up, must succeed on a DC 13 Dexterity Saving Throw, or be knocked Prone. The Saliva dries, becoming inert after 10 minutes.

A typical Male Slicer Beetle is much better armored, almost dome-shaped so it's carapace can shed blows. Males are less common than females, since their primary function is to mate repeatedly, and therefore live longer. One typically measures 4 ft. long and weighs about 270 pounds.

Maimed Condition
  • When a Maimed Creature begins it’s turn, it loses a number of Hit Points equal to rolling one of it’s Hit Dice.
  • A Maimed Creature has Disadvantage on Constitution, Dexterity & Strength Ability Checks and Saving Throws.
  • When a Maimed Creature regains Hit Points, the Maimed Condition ends instead, regaining no Hit Points.

Beetle, Young Slicer

Tiny Beast, Unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 30 ft., burrow 1/2 ft., climb 30 ft., fly 10 ft.

STR DEX CON INT WIS CHA
6(-2) 12(+1) 10(+0) 1(-5) 11(+0) 1(-5)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 0 (10 XP)

Creepy Crawly. The Beetle can enter the space of another Creature without penalty, crawling over and around them.

Heat Vision. The Beetle's Darkvision only detects things at least 5°F different in temperature than it's surroundings.

Spider Climb. The Beetle can Climb horizontal surfaces without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Beetle, Stag {Dire}

Huge Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d12+39)
  • Speed 40 ft., burrow 5 ft., climb 35 ft., fly 25 ft.

STR DEX CON INT WIS CHA
23(+6) 9(-1) 16(+3) 1(-5) 9(-1) 6(-2)

  • Damage Resistances Bludgeoning
  • Senses Passive Perception 9
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 11 (7,200 XP)

Creepy Crawly. The Beetle can enter the space of another Creature without penalty, crawling over and around them.

Spider Climb. The Beetle can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Beetle makes two attacks.

Chomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Bludgeoning damage, and the Beetle can Grapple (escape DC 16) the Target as part of the attack.

Nibble. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) Slashing damage, and the Beetle can Grapple (escape DC 11) the Target as part of the attack.

Raking Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., two targets. Hit: 12 (1d12+6) Bludgeoning damage, and the Target(s) must succeed on a DC 18 Strength Saving Throw, or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., two Prone targets. Hit: 14 (2d12+3) Bludgeoning damage. The Beetle cannot Trample a Target without a 5 ft. running start.

While it's diminutive cousins are primarily herbivores, the Dire Stag Beetle is carnivorous, hunting herd animals, Humanoids, and even Giants with ease. They are equipped with a pair of extraordinarily large, almost antler-like mandibles which they use to bash anything in their path. When not in use, they clash with a hungry fervor. A Dire Stag Beetle averages 25 ft. in length and weighs around 8,000 pounds.

Dire Stag Beetles typically trample creatures smaller than themselves, then returning after flattening everything to pick off anything that’s still moving with swift and deadly bites with it's mandibles. Only after the carnage is concluded does it begin to consume it's prey with it's inner mandibles.

Dire Stag Beetles usually do not live very long, instead remaining as tunneling larva underground until they mature after about a decade, emerging above the surface as grown adults after winter to mate, and begin the cycle again. A female Dire Stag Beetle typically lays 44 (8d10) eggs during the first few weeks of fall, which hatch into Dire Stag Beetle Larvae in 6 months.


Stag Beetle Larva {Dire}

Medium Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 13 (2d8+4)
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
14(+2) 8(-1) 14(+2) 1(-5) 4(-3) 1(-5)

  • Senses Blindsight 30 ft., Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Pupate. The Larva creates a cocoon from a hardened excretions over the course of 24 hours, sealing itself inside becoming a Dire Stag Beetle Pupa.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Dire Stag Beetle Larvae eat rotten wood, and various decaying organics in the soil. The Larva Pupates after 10 (4d4) years.


Stag Beetle Pupa {Dire}

Huge Beast, Unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 9 (2d12-4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
2(-4) 1(-5)

  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (0 XP)

Incubate. The Pupa hatches during mid-spring, becoming a Dire Stag Beetle.


Bilner

Huge Monstrosity, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 90 (12d12+12)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18(+4) 8(-1) 13(+1) 1(-5) 1(-5) 2(-4)

  • Skills Deception +4, Stealth +3
  • Damage Vulnerabilities Force
  • Condition Immunities Blinded, Deafened, Frightened, Petrified, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 5 (1,800 XP)

False Appearance. While motionless, the Bilner appears to be a very deep pool of freshwater.

Actions

Engulf. If the surface of the Bilner's water is disturbed by a Creature for two continuous rounds, the water becomes magically active. The next Creature to touch the water's surface must succeed on either a DC 19 Strength Saving Throw, or a DC 24 Dexterity Save. Targets which fail their Save are sucked beneath the water's surface, and the Bilner's jaws slam shut over them.

Engulfed Targets can open the Bilner's jaws with a DC 24 Strength Check, and must succeed on a DC 20 Dexterity Saving Throw if they exit the jaws, or receive 10 (1d20) Slashing Damage as the jaws slam shut again.

Bilners are simple creatures, simple in their hunting methods and simple in their design, though rife with magic. At first glance a Bilner appears to be a deep pit filled with water, so deep it's bottom is shrouded in shadow. But the Bilner relies on Creatures coming to drink from the "oasis", then sucking them under and clamping the pool's surface shut with it's jaws, forcing the prey to drown, and absorbing whatever remains eventually drop to the bottom of the pool.

To pull off the elaborate ruse, the Bilner preserves the open pit of water in the hot desert with a magical effect which prevents evaporation. It then pulls it's jaws off to the sides, summoning magical winds to blow sand over it's teeth and Pink & white mottled gums until only the sand on the edges, the water and the "sandstone" walls of the pool are left discernible to the eye. Careful viewers will note the seemingly impossible transition from sand to sandstone that forms the walls, and refuse to drink.


Bison

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18(+4) 11(+0) 15(+2) 2(-4) 9(-1) 4(-3)

  • Senses Passive Perception 9
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 2 (450 XP)

Charge. If the Bison moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 3 (1d6) Piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Keen Smell. The Bison has Advantage on Perception Checks that rely on smell.

Leap. The Bison can High Jump up to a distance of 6 ft.

Nearly Blind. The Bison has Disadvantage on Perception checks relying on sight.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Bludgeoning + 1 (1d4-1) Piercing damage.

Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Bison cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Also known as Buffalo, Bison are the largest mammal in North America. Before charging, Bison raise their tail. Bison are 6 ft. tall, 10 ft. long, weigh 2,000 pounds, and travel in herds of 52 (5d20) individuals. During the summer mating season, individual herds come together to form megaherds of some 5,000 individuals. Some species of Bison live in forests, and weigh 1,500 pounds.


A Blink Dog takes it's name from it's ability to blink in and out of existence, a talent it uses to aid it's attacks and to avoid harm. Blink dogs harbor a long-standing hatred for Displacer Beasts and attack them on sight.


Boar

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13(+1) 11(+0) 12(+1) 5(-3) 9(-1) 5(-3)

  • Senses Passive Perception 9
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Charge. If the Boar moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 3 (1d6) Piercing damage and must succeed on a DC 11 Strength Saving Throw or be knocked Prone.

Keen Smell. The Boar has Advantage on Perception Checks that rely on smell.

Relentless. (1/Day) If the Boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 2 (1d2+1) Bludgeoning damage. The Boar cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

The hair of wild Boar are used for making toothbrushes, as it is quite coarse and sturdy.


Boar {Dire}

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 42 (5d10+15)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 16(+3) 5(-3) 7(-2) 5(-3)

  • Senses Passive Perception 8
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Charge. If the Boar moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 7 (2d6) Piercing damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Keen Smell. The Boar has Advantage on Perception Checks that rely on smell.

Relentless. (1/Day) If the Boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone target. Hit: 6 (1d6+3) Piercing damage.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 9 (1d12+3) Bludgeoning damage. The Boar cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.



Bulette

Large Monstrosity, Unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 95 (10d10+40)
  • Speed 40 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
21(+5) 11(+0) 18(+4) 3(-4) 10(+0) 6(-2)

  • Saving Throws Str +7, Cha +0
  • Skills Athletics +7, Intimidation +2, Perception +2
  • Damage Resistances Non-Magical Bludgeoning, Piercing, Slashing
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12
  • Time Active Any time, Day
  • Temperament Aggressive
  • Languages
  • Challenge 8 (3,900 XP)

Fearless. The Bulette has Advantage on Checks & Saves to resist becoming Frightened.

Hulking. The Bulette is considered to be Huge for determining it's Carrying Capacity.

Savage. When the Bulette rolls a 19 or 20 during it's Attack Roll for a Bite Attack, it scores a Critical Hit.

Seige Monster. The Bulette deals double damage to Objects and structures.

Standing Leap. The Bulette's Long Jump is up to 30 ft., and it's High Jump is up to 15 ft., with or without a running start.

Trampling Rush. When the Bulette takes the Dash Action, it can attempt to Shove a Creature as a Free Action. When it does so, the Bulette forces the the Target to succeed on a DC 17 Strength or Dexterity Saving Throw (Target's choice), or receive 15 (2d10+4) Bludgeoning + 11 (1d12+5) Slashing damage. Targets which fail their Save by 5 or more are knocked Prone.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d20+5) Slashing damage and the Target is Grappled (escape DC 19).

Savage Leap. After the Bulette Jumps at least 15 ft. as part of its Movement, it can choose to land in a space occupied by one or more other Creatures, crushing them with it's body and raking them with it's claws. Affected Targets must attempt a DC 17 Strength or Dexterity Saving Throw (Target's choice), receiving 20 (3d10+4) Bludgeoning + 11 (1d12+5) Slashing damage & are knocked Prone if they fail, or if successful, receive only half the damage &, instead of being knocked Prone, are instead pushed 5 ft. out of the Bulette's space into the nearest unoccupied space. If no unoccupied space is within range, the Creature instead falls Prone in the Bulette's space.

Swallow. The Bulette makes one Bite attack against one Medium or smaller Prone Target. If successful, the Target is Swallowed and the Grapple ends. The Target is then Blinded & Restrained, having Full Cover against Attacks and effects which occur outside the Bulette. Swallowed Targets receive 4 (1d8) Bludgeoning damage at the beginning of each of the Bulette's Turns, and 1 Acid damage at the end of each hour. The Bulette can only have up to two Medium Targets swallowed at one time.

Bonus Actions

Earth Furrow. While Burrowing, the Bulette stays near the surface, disrupting everything on the surface of the soil directly above itself. When it does so, it has Three-Quarters Cover, but provokes Opportunity Attacks. Everything in the disrupted Area must succeed on a DC 17 Dexterity Saving Throw or be knocked Prone.


Bunyip

Large Monstrosity, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 14(+2) 2(-4) 11(+0) 3(-4)

  • Saving Throws Cha +2, Con +5
  • Skills Athletics +5, Perception +3, Stealth +5
  • Damage Resistances Bludgeoning, Cold, Necrotic
  • Damage Vulnerabilities Force, Lightning
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Day
  • Temperament Aggressive, Territorial
  • Languages
  • Challenge 2 (450 XP)

Blood Frenzy. The Bunyip has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Keen Smell. The Bunyip has Advantage on Perception Checks that rely on smell.

Relentless. (2/Day) If the Bunyip would be reduced to 0 Hit Points, it can attempt a Constitution Saving Throw of a DC equal to half the damage dealt to it. If the Bunyip succeeds, it is instead reduced to 1 Hit Point.

Savage. The Bunyip scores Critical Hits upon rolling either a 19 or 20 during Attack Rolls.

Water Breathing. The Bunyip can breathe only underwater.

Actions

Multitask. The Bunyip makes two Bite attacks, or Roars & makes one Bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) Piercing damage.

Roar. The Bunyip roars, causing all Creatures which can hear it to attempt a DC 15 Charisma Saving Throw, becoming Frightened of the Bunyip for the next minute if they fail. Affected Targets can reattempt the Save at the beginning of each of their following turns, ending the effect on themselves on a success. Creatures which succeed on the Save are immune to this effect for the next 24 hours.

The Bunyip is a supernatural & voracious hunter resembling a disturbing combination of shark and seal, generally coated in brown fur with a wide mouth filled with protruding razor-sharp teeth. The Bunyip's head exhibits strong seal-like features, save for it's Shark-like jaws. it's upper torso is thick and muscular, with long, fin-like limbs. Some species even have a single, Shark-like dorsal fin. The remaining portion of the body extends into a long tail, and those with fur usually only grow a short coat on the upper body in shades of pale gray, brown, or black.


Burroh

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 19 (3d10+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 13(+1) 3(-4) 8(-1) 8(-1)

  • Skills Perception +5, Stealth +4
  • Senses Blindsight 300 ft., Passive Perception 13
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 1 (200 XP)

Blind. The Burroh is Blind, and has no sense of sight.

Strange Sight. The Burroh's Blindsight relies on sense of smell.

Squat. The Burroh has Advantage on Checks and Saves to resist being knocked Prone.

Superior Sense of Smell. The Burroh receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. In addition, the Burroh can smell food or potential prey buried under 10 ft. or less of dirt without impediment, and up to 20 ft. of soil with Disadvantage.

Actions

Multiattack. The Burroh makes two attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) Piercing damage, and the Target is Grappled (escape DC 15).

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Bludgeoning damage, and the Target must succeed on a DC 12 Strength Saving Throw or be knocked Prone.

Bonus Actions

Dash. The Burroh takes the Dash Action as a Bonus Action.

Burrohs are strange, land-bound ambush predators. The first thing to strike the observer is the muscle-bound physique. Second, you begin to realize it looks like a large, black Salamander with no eyes, and head covered entirely in rippling nostrils. These predators have some the most advance sense of smell on the planet.


Cactus Cat

Small Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 13 (2d6+6)
  • Speed

STR DEX CON INT WIS CHA
10(+0) 14(+2) 16(+3) 4(-3) 13(+1) 8(-1)

  • Skills Acrobatics +4, Perception +3, Intimidation +3
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
  • Time Active Night
  • Temperament All Bluster, Aggressive
  • Languages
  • Challenge ( XP)

Cursed Body. Creatures which touch the Cat, or that the Cat touches, must succeed on a DC 15 Charisma Saving Throw, or the Cat can read their mind perfectly until the end of their next turn.

Heatvision. The Cat can see in the infrared spectrum, allow it to see heat, especially that created by warmblooded Creatures.

Restless. The Cat only requires 4 hours of sleep during the day.

Thermal Camouflage. The Cat's exoskeleton matches the surrounding temperature, rendering it invisible to Creatures which see in infrared.

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d2+2) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

The Cactus Cat is a Lesser Cat, sometimes mistakenly called Dread Sandcats, covered in a harsh exoskeleton of bone, as if it were a ghoulish combination of reanimated skeletons. This is complimented by the eyes which glow like pinpoints of green fire, and long, barbed bone tail. The boney hide not only protects the cat, but prevents water loss while allowing ventilation and reflecting heat.

Desert natives have named the Cat for their propensity to mark their territory by slashing cactuses wuith their claws to mark their territory like small, prickly Bears, and then drink from them. Occassionally, they become drunk on fermented cactus juice from old cactuses they have already marked, and yowl horribly through the night.


Camel

Large Beast, Unaligned


  • Armor Class 9
  • Hit Points 15 (2d10+4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16(+3) 8(-1) 14(+2) 2(-4) 8(-1) 5(-3)

  • Senses Passive Perception 9
  • Time Active Day
  • Temperament All Bluster
  • Languages
  • Challenge 1/4 (50 XP)

Desert Survivor. In temperatures below 80°F, the Camel does not need to drink water if it has eaten it's required amount. In temperatures lower than 120°F, the Camel does not need to drink every day, instead only requiring to have drank at least a total of 30 gallons of water over the last 5 days. For every 5 gallons under the 30 gallon minimum, the Camel gains 1 level of Exhaustion, and gains an equal amount each day thereafter.

Milk. After giving birth, the Camel produces 8 gallons of milk per day for 450 days, or 1 year & 3 months.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing damage.

Kick. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) Bludgeoning damage.

Reactions

Spit. As a Reaction, the Camel can Spit at a Creature within 5 ft. of it, which then attempts a DC 14 Dexterity Saving Throw to avoid the spittle. If the Target fails the Save by 7 or more, it is Incapacitated for 1 Round.


Carbuncle

Tiny Beast, Unaligned


  • Armor Class 8 (thick hide)
  • Hit Points 7 (2d4+2)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
4(-3) 4(-3) 12(+1) 5(-3) 13(+1) 4(-3)

  • Saving Throws Dex -1, Wis +3
  • Skills Arcana -1, Stealth +1
  • Condition Immunities
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Empath. The Carbuncle possesses a crude form of telepathy, allowing it to transmit mild impressions and remembered sensations to other Creatures. This form of telepathy cannot convey language or hinder a Target in any way (such as by transmitting pain). Thus, the Carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.

Spider Climb. The Carbuncle can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Vulnerable Mind. Any mind-affecting spell can affect the Carbuncle regardless of the Spell's Target type limitations. A spell like Charm Person, for example, which typically only affects Humanoid creatures, will also affect the Carbuncle.

Actions

Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Piercing damage.

Specious Suggestion. (3/Day) The Carbuncle concentrates intently on one Creature it can see and attempts to impose its will upon or connect their minds. The Target must then succeed a DC 11 Charisma Saving Throw, or fall prey to the Carbuncle's influence.

Targets which fail the Save roll a d6. On a result of 1–2, the Target gains a flash of insight and it receives a +2 bonus to its AC for 1 minute. On a result of 3–4, the victim is affected as if by the spell Suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the Carbuncle. On a result of 5–6, the victim’s thoughts are garbled with those of the Carbuncle, imposing a –2 penalty to the victim’s Charisma Checks & Saves for 1 minute.

Reactions

Fatal Faker. (3/Day) The Carbuncle teleports up to 30 ft. away, producing a flash of multi-color light and a reptilian choke. When it does so, it leaves behind a perfect replica of itself, but which is obviously dead with a dust gray horn instead of red.

Never have legend and misinformation met upon a more inauspicious brow than that of the lowly Carbuncle. Even the creature’s name summons ideas that range from the grandiose to the grotesque. Carbuncles appear to be little more than ungainly reptiles. What sets them apart, however, is their strange magical abilities and the Mouse-sized gemstone horn jutting from above their bulging eyes. Although tales differ regarding the type and value of the stone, many claim it to be a ruby or garnet. In truth, however, a Carbuncle’s gem is merely a highly reflective growth, not unlike a fingernail.

Carbuncles exhibit a peculiar attraction to magic-users, especially Sorcerers with Fey lineage and any who pack supplies of fresh fruit. Many enchanters laud the extraordinary mind-control powers of these intense creatures and extol the aid they can offer mages of their field - though others consider such tales something of an academic in-joke.


Catoblepas

Large Monstrosity, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 84 (8d10+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19(+4) 12(+1) 21(+5) 3(-4) 14(+2) 8(-1)

  • Skills Initiative +5, Intimidation +2
  • Damage Resistances Poison
  • Senses Darkvision 30/30 ft., Passive Perception 12
  • Time Active Any time, Night
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Keen Smell. The Catoblepas has Advantage on Perception Checks that rely on smell.

Stench. Creatures which begin their Turn within 10 ft. of the Catoblepas must succeed on a DC 16 Constitution Saving Throw or become Poisoned until the start of it’s next Turn. Creatures which succeed on the Save are immune to this effect for 1 hour. Catoblepas are immune to it's own and other Catoblepas' Stench.

In addition, Creatures, including the Catoblepas, have Disadvantage on smell-based Perception Checks within 10 ft. of the Catoblepas.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) Bludgeoning damage, and the Target must succeed on a DC 16 Constitution Saving Throw or be Stunned until the start of the Catoblepas' next Turn.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Piercing damage.

Toxic Breath. (Recharge 5-6) The Catoblepas exhales poison gas in a 30 ft. cone, forcing Creatures inside the Cone to attempt a DC 16 Constitution Saving Throw, receiving 19 (3d12) Poison damage & are Poisoned for 1 minute if they fail, or half as much if they succeed & are not poisoned. Poisoned Targets can reattempt the Save at the end of each of their Turns, ending the effect on a success. Targets which fail the Save by 4 or more instead receive 36 Poison damage and are Unconscious while Poisoned.

Bonus Actions

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 16 (2d10+5) Bludgeoning damage. The Catoblepas cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.



Cave Fisher

Medium Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8+12)
  • Speed 15 ft., Climb 15 ft.

STR DEX CON INT WIS CHA
16(+3) 11(+0) 14(+2) 2(-4) 11(+0) 5(-3)

  • Saving Throws Str +6, Con +5, Wis +3
  • Skills Athletics +6, Perception +3, Stealth +3
  • Condition Immunities Blinded, Frightened
  • Senses Blindsight 90 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Adhesive Filament. The Cave Fisher can use its Action to extend a sticky Filament up to 90 ft., and the Filament adheres to anything that touches it. A Creature adhered to the Filament is Grappled (escape DC 13) by the Cave Fisher and Checks made to escape this Grapple have Disadvantage.

The filament can be attacked (AC 15; 5 Hit Points; Resistance to Piercing damage; Immunity to Bludgeoning, Poison and Psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring a successful DC 13 Athletics Check at Disadvantage as an Action to pull free. Destroying the filament deals no damage to the Cave Fisher, which can extrude a replacement filament on its next Turn.

Alternatively, liquid with a high alcohol content (or a dose of Universal Solvent) dissolves the adhesive and releases the Creature caught by the filament.

Blind. The Cave Fisher has no sense of sight.

Flammable Blood. If the Cave Fisher is Bloodied, it gains vulnerability to Fire damage.

Spider Climb. The Cave Fisher can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Cave Fisher makes two Pincer Attacks.

Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Slashing damage and the Target is Grappled (escape DC 16).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Filament. The Cave Fisher retracts it's filament up to 30 ft., able to lift up to 250 lbs. Creatures Grappled by the Cave Fisher’s adhesive Filament can attempt a DC 16 Athletics Check to halt the retraction, assuming there is something solid nearby to grab onto. If unsuccessful or unavailable, affected Targets are pulled until the nearest Target enters an unoccupied space within 5 ft. of the Cave Fisher, which can make a Pincer Attack against it as a Bonus Action. Until the Grapple ends, the Cave Fisher can’t extrude another Filament.


Centipede, Tropical

Tiny Beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 30 ft., burrow 5 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5(-3) 14(+2) 11(+0) 1(-5) 6(-2) 3(-4)

  • Saving Throws Dex +4, Con +2
  • Skills Stealth +4
  • Senses Tremorsense 20 ft., Passive Perception 8
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Creepy Crawly. The Centipede can enter the space of another Creature without penalty, crawling over and around them. If the Centipede receives Bludgeoning damage during this time, the Centipede must attempt a DC 11 Dexterity Saving Throw, or be flung 10 ft. away in a random direction and be knocked Prone.

Damage Transfer. While occupying another Creature's space, the Centipede takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Strange Sight. The Centipede can only distinguish black and white. It cannot see shapes.

Virtually Noseblind. The Centipede's antennae can only smell things directly under it, such as trails created by possible prey. Trails or other scents must be less than 30 minutes old to be detected.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage, and the Target must succeed on a DC 11 Constitution Saving Throw or take 10 (3d6) Poison damage. If the Poison damage reduces the Target to 0 Hit Points, the Target is stable but Poisoned for 1 hour. If the Target regains Hit Points, it cannot take any Action except to speak falteringly during this time.

These Centipedes can be found in the tropics. A Tropical Centipede is about 1 ft. in length.


Swarm of Centipedes

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 20 ft., burrow 5 ft., climb 20 ft.

STR DEX CON INT WIS CHA
7(-2) 14(+2) 11(+0) 1(-5) 6(-2) 5(-4)

  • Saving Throws Dex +4, Con +2
  • Skills Stealth +4
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 20 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 4 (1,100 XP)

Creepy Crawlies. The Swarm can enter the space of another Creature without penalty, crawling over and around them.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Strange Sight. The Swarm can only distinguish black and white. It cannot see shapes.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Centipedes by Squeezing. The Swarm can't regain Hit Points or gain Temporary Hit Points.

Virtually Noseblind. The Swarm can only smell things directly under it, such as trails created by possible prey. Trails or other scents must be less than 30 minutes old to be detected.

Actions

Bites. Melee Weapon Attack: +4 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 it's total Hit Points or fewer remaining. A Target reduced to 0 Hit Points by this attack is Stable but Paralyzed & Poisoned for 1 hour, even after regaining Hit Points.


Centipede {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 10 (2d8+1)
  • Speed 40 ft., burrow 5 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8(-2) 14(+2) 12(+1) 1(-5) 8(-1) 3(-4)

  • Saving Throws Dex +4, Con +3
  • Senses Tremorsense 45 ft., Passive Perception 9
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Almost Blind. The Centipede can only distinguish black and white. It cannot see shapes.

Creepy Crawly. The Centipede can enter the space of another Creature without penalty, crawling over and around them. If the Centipede receives Bludgeoning damage from that Creature during this time, the Centipede must attempt a DC 11 Dexterity Saving Throw, or be flung 10 ft. away in a random direction and be knocked Prone.

Damage Transfer. While occupying another Creature's space, the Centipede takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Relentless. (1/Day) If the Centipede would take 10 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Skittering. While occupying the space of a Creature Size Medium or Larger the Centipede can make a Bite attack as a Bonus Action.

Virtually Noseblind. The Centipede's antennae can only smell where it has previously been within the last 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Piercing damage, and the Target must succeed on a DC 11 Constitution Saving Throw or take 13 (2d12) Poison damage.

Dire Centipedes hail from the Paleozoic era, were ferocious, measured 3 ft. in length, and ate any meat they could find.


Centipede, Whiptail {Dire}

Gargantuan Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 189 (14d20+42)
  • Speed 60 ft., burrow 5 ft., climb 50 ft.

STR DEX CON INT WIS CHA
24(+6) 14(+2) 17(+3) 1(-5) 4(-3) 2(-4)

  • Saving Throws Dex +5, Con +6
  • Skills Athletics +9, Perception +0, Stealth +5
  • Senses Tremorsense 100 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 9 (5,000 XP)

Barbed Feet. Creatures entering (voluntarily or involuntarily) or beginning their turn inside the Centipede's space receive 3 (1d6) Piercing damage for each 5 ft. area they occupy.

Creepy Crawly. The Centipede can enter the space of another Creature without penalty, crawling over and around them. If the Centipede receives Bludgeoning damage from that Creature during this time, the Centipede must attempt a DC 10 Strength Saving Throw, or be flung 10 ft. away in a random direction and be knocked Prone.

Relentless. (2/Day) If the Centipede would take 95 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Skittering. While occupying the space of a Creature Size Huge or Larger, the Centipede can make a Bite attack as a Bonus Action.

Whiping Tails. Creatures which begin their turn, enter, or enter within 10 ft. of the Centipede's space must attempt a DC 10 Dexterity Saving Throw. Creatures which fail the Save receive 4 (1d4+2) Slashing + 1 (1d2) Bludgeoning damage, or take half as much damage & are not knocked Prone on a success. Huge or Smaller Creatures are also knocked Prone if they fail the Save.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) Piercing damage, and the Target must succeed on a DC 13 Constitution Saving Throw or take 13 (2d12) Poison damage. The Centipede can Grapple (escape DC 19) a Target as part of the Attack.

Bash. If the Centipede already has a Target Grappled, the Centipede makes a Bite attack and slams the Target against objects in the environment, dealing 12 (1d12+6) Bludgeoning damage.


Cheetah

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12(+1) 13(+1) 10(+0) 3(-4) 14(+2) 8(-1)

  • Skills Perception +5, Stealth +4
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the Cheetah moves at least 20 ft. straight toward a Target 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 Cheetah can make one Bite attack against it as a Bonus Action.

Saharan Survivor. The Cheetah only requires 6 pounds of meat each day, and if it's been eating as normal, only 1 gallon of water every 4 days.

Keen Sight. The Cheetah has Advantage on Perception Checks that rely on sight.

Running Leap. While using it's Sprint, the Cheetah can Long Jump up to 30 ft.

Actions

Multitask. The Cheetah takes the Dash Action, followed by one Bite attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Bonus Actions

Sprint.(Recharges after a Short or Long Rest) The Cheetah's base Movement Speed becomes 70 ft. until the beginning of it's next turn. The Cheetah do this up to 10 times before it must take a Short or Long Rest.

The Cheetah is world renown for being the world's fastest land animal, clocked regularly at 70 miles per hour, accelerating from 0 to 60 in less than 3 seconds similarly only using 3 strides. This incredibly successful hunting strategy is the reason why it's one of the world's oldest Cat species, able to be traced back more than 5 million years into the past.

Most people underestimate the strength of a Cheetah's tail, which it uses not only to balance, but to slap the ground to redirect it's movement while running, quickly redirecting it. A proper whack from a Cheetah's tail can easily leave bruising. Your average Cheetah is 4.5 ft. long, not including the tail, and weighs 140 pounds.



Chimera

Large Monstrosity, Chaotic Evil


  • Armor Class 15 (thick hide)
  • Hit Points 115 (11d10+55)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
20(+5) 11(+0) 20(+5) 4(-3) 14(+2) 20(+5)

  • Saving Throws Str +8
  • Skills Athletics +8, Initiative +6, Intimidation +8, Perception +7, Survival +5
  • Damage Resistances Non-Magical Bludgeoning, Piercing, and Slashing; Fire
  • Condition Immunities Frightened
  • Senses Lowlight Vision, Darkvision 60 ft., Passive Perception 17
  • Time Active Day, Any time
  • Temperament Aggressive
  • Languages Understands Draconic, but does not speak it
  • Challenge 10 (5,900 XP)

Fearless. The Chimera is immune to the Frightened Condition.

Keen Hearing and Smell. The Chimera has Advantage on Perception Checks that rely on hearing and smell.

Magic Resistance. The Chimera has Advantage on Checks & Saves made to resist Spells and other Magical effects.

Merciless. The Chimera can make a Bite attack as a Bonus Action against Prone Targets.

Multi-Headed. The Chimera receives a +2 bonus to Wisdom (Perception) Checks (already factored in) and has Advantage on Checks & Saving Throws made to resist being Blinded, Charmed, Deafened, Stunned, or knocked Unconscious.

Pounce. If the Chimera moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same Turn, that Target must succeed on a DC 18 Strength Saving Throw or be knocked Prone.

Savage. The Chimera has Advantage on Attack Rolls made against Creatures not at full Hit Points.

Vile Monstrosity. All Damage the Chimera deals is considered Magical.

Wingspan. While in flight, the Chimera is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Chimera makes three Attacks: one Bite, one Claws, and one Horns or uses it's Fire Breath.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) Piercing damage and the Chimera can attempt to Grapple (escape DC 18) the Target.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+5) Slashing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+5) Bludgeoning damage.

Fire Breath. (Recharge 5-6) The Dragon head exhales a 15 ft. Cone of flame, forcing everything inside it to attempt a DC 16 Dexterity Saving Throw. An affected Target which fails the Save receives 31 (7d8) Fire damage, or only half as much damage if it succeeds.


Chimera, Chibimera

Tiny Monstrosity, Chaotic Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 9 (2d4+4)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7(-2) 12(+1) 14(+2) 3(-4) 14(+2) 11(+0)

  • Saving Throws Str +0
  • Skills Initiative +3, Perception +5, Survival +4
  • Damage Resistances Non-Magical Bludgeoning, Piercing, and Slashing; Fire
  • Senses Lowlight Vision, Darkvision 60 ft., Passive Perception 15
  • Time Active Day, Any time
  • Temperament Aggressive
  • Languages Understands Draconic, but does not speak it
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The Chibimera has Advantage on Perception Checks that rely on hearing and smell.

Magical Attacks. All Damage the Chibimera deals is considered Magical.

Magic Resistance. The Chibimera has Advantage on Checks & Saves made to resist Spells and other Magical effects.

Multi-Headed. The Chibimera receives a +1 bonus to Wisdom (Perception) Checks (already factored in) and has Advantage on Checks & Saving Throws made to resist being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.

Wingspan. While in flight, the Chibimera is considered Small except for determining Carrying Capacity.

Actions

Multiattack. The Chibimera makes three Attacks: one Bite, one Claws, and one Horns or uses it's Fire Breath.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 Piercing damage and the Chibimera can attempt to Grapple (escape DC 10) the Target.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 Slashing damage.

Horns. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Bludgeoning damage.

Fire Breath. (Recharge 5-6) The Dragon head exhales a 5 ft. Cone of flame, forcing everything inside it to succeed on a DC 12 Dexterity Saving Throw, or receive 3 (1d6) Fire damage.

These tiny blighters are playful, with all the best aspects of a kitten and all the savagery of a wyrmling. They'll regularly set your house on fire and tear up the curtains, but you'll love them anyway. Chibimeras weigh less than a dozen pounds and eat 2 lbs. of meat each day.


Chupacabra

Small Monstrosity, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 22 (3d6+12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
9(-1) 17(+3) 18(+4) 4(-3) 15(+2) 12(+1)

  • Saving Throws Str +2, Dex +6
  • Skills Acrobatics +6, Intimidation +4, Perception +5, Sleight of Hand +6
  • Damage Vulnerabilities Poison
  • Damage Resistances Psychic
  • Damage Immunities Acid
  • Senses Darkvision 60 ft., Passive Perception 15
  • Time Active Night
  • Temperament All Bluster, Passive, Skittish
  • Languages
  • Challenge 3 (700 XP)

Auxiliary Limbs. The Chupacabra has Advantage on Checks & Saves to Grapple a Target.

Keen Hearing and Smell. The Chupacabra has Advantage on Perception checks which rely on hearing and smell.

Legendary Resistance. (1/Day) If the Chupacabra fails a Saving Throw, it can choose to succeed instead.

Night Terror. While in Dim Light or Darkness, the Chupacabra can Hide as a Bonus Action. In addition, the Chupacabra's eyes glow red while in complete Darkness.

Pounce. The Chupacabra can make an Attack as part of a Jump, and can choose to add a +1 bonus to either it's Attack or Damage Roll before it makes the Attack.

Standing Leap. The Chupacabra's Long Jump is up to 10 ft., and it's High Jump is up to 10 ft., with or without a running start.

Strange Sight. The Churpacabra's vision is unimpeded by supernatural darkness.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Slashing damage.

Chupar. If the Chupacabra has already Bit & is still Grappling a Target, the Chupacabra withdraws 1/8th of a gallon of blood from the Target. When it does so, the Chupacabra's Movement Speed, as well as Strength & Dexterity Modifiers double for the next 10 Rounds (1 minute).

Bonus Actions

Psychic Screech. The Chupacabra choose any number of Targets making eye contact with it, and yowls. Though barely audible, affected Targets must succeed on a DC 14 Wisdom Saving Throw or become Stunned until the end of the Chupacabra's turn. Creatures within 20 ft. of the Chupacabra can notice the Screech with a DC 22 Perception check.

Seize. The Chupacabra uses it's vestigial wings to Grapple (escape DC 16) a Target, leveraging the muscle and leather of it's wings. During it's next turn, the Chupacabra can choose to attempt to Seize a Target again. If successful, the Target is Incapacitated until the Chupacabra's wings are pried off it.

Chupacabras are weird, alien, bipedal, spiky-backed hunters of the night, only detectable by the red glow of their eyes in complete darkness. Almost like primates, they use long forelegs to guide the hard muscle of the body, powered by their squat hind limbs. Mostly strangly, they have a pair massively long vestigial wings, normally kept well folded, bound in heavy chords of muscle to overpower prey while using the thick leather of the wings to bind them tight.

Though strong, compact predators, Chupacabras prefer to prey upon the weak or slow, often watching from hiding in protective rock or high grass for long periods before attacking. This creates a preference for lone travelers and farm animals (particularly goats),meaning they leave little evidence of their presence apart from the grisly blood-drained, punctured husks of their meals, often leading locals to believe a reckless Vampire lives in the area Chupacabras are typically solitary, in bountiful areas small gangs of the beasts can form. Stories of Chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs.

A typical Chupacabra measures nearly 5-1/2 feet from muzzle to tail tip and stands just under 4 feet tall. Slightly built and light of bone, most weigh close to a 100 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother typically leaves helpless prey in her cave so the hatchling can immediately feed.

It is not exceptional for older Chupacabras to grow to Medium size, but it is unusual for one to live so long - their yearly mating process can be deadly. These large loners are capable of tormenting entire villages on their own, sucking dry local livestock and unwary children in a matter of weeks.

Chupacabra: Running the Chupar Attack

Your typical adult Human runs on 1.5 gallons of blood, and generally dies after losing 2/3rds of it. Therefore, a Chupacabra can kill a Human after 8 rounds, and sucks them dry after 12. That's just over half a minute of deadly silent terror before the victim loses consciousness, and over a minute while it feeds.

To model this, a Player should gain 1 level of Exhaustion every other turn after Chupacabra begins to use it's blood draining Chupar attack. This is because the process is so fast, your typical Human would outlive the lack of blood just on sheer metabolic momentum.

In the aftermath, your average Human naturally regains 1/8th of a gallon of blood after 4 (3d2) weeks. So, to fully recover from a 2/3rds loss, you'd need about 32 weeks, or 2/3rds of a year.

A baby or House Cat has 1 cup of blood, not even 1/15th of a gallon. Domestic Goats, 10 year olds and a Halflings have about 1 gallon. This is a deadly predator, not to be taken lightly.


Chupacabra, Elder

Medium Monstrosity, Unaligned


  • Armor Class 15 (thick hide)
  • Hit Points 25 (3d8+12)
  • Speed 55 ft.

STR DEX CON INT WIS CHA
13(+1) 17(+3) 19(+4) 4(-3) 15(+2) 12(+1)

  • Saving Throws Str +5, Dex +7
  • Skills Acrobatics +7, Intimidation +5, Perception +6, Sleight of Hand +7
  • Damage Vulnerabilities Poison
  • Damage Resistances Psychic
  • Damage Immunities Acid
  • Senses Darkvision 60 ft., Passive Perception 15
  • Time Active Night
  • Temperament All Bluster, Passive
  • Languages
  • Challenge 4 (1,100 XP)

Auxiliary Limbs. The Chupacabra has Advantage on Checks & Saves to Grapple a Target.

Keen Hearing and Smell. The Chupacabra has Advantage on Perception checks which rely on hearing and smell.

Legendary Resistance. (2/Day) If the Chupacabra fails a Saving Throw, it can choose to succeed instead.

Night Terror. While in Dim Light or Darkness, the Chupacabra can Hide as a Bonus Action. In addition, the Chupacabra's eyes glow red while in complete Darkness.

Pounce. The Chupacabra can make an Attack as part of a Jump, and can choose to add a +1 bonus to either it's Attack or Damage Roll before it makes the Attack.

Standing Leap. The Chupacabra's Long Jump is up to 10 ft., and it's High Jump is up to 10 ft., with or without a running start.

Strange Sight. The Churpacabra's vision is unimpeded by supernatural darkness.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Slashing damage.

Chupar. If the Chupacabra has already Bit & is still Grappling a Target, the Chupacabra withdraws 1/8th of a gallon of blood from the Target. When it does so, the Chupacabra's Movement Speed, as well as Strength & Dexterity Modifiers double for the next 10 Rounds (1 minute).

Bonus Actions

Psychic Screech. The Chupacabra choose any number of Targets making eye contact with it, and yowls. Though barely audible, affected Targets must succeed on a DC 15 Wisdom Saving Throw or become Stunned until the end of the Chupacabra's turn. Creatures within 25 ft. of the Chupacabra can notice the Screech with a DC 22 Perception check.

Wrap. The Chupacabra uses it's vestigial wings to Grapple (escape DC 17) a Target, leveraging the muscle and leather of it's wings. During it's next turn, the Chupacabra can choose to attempt to Wrap a Target again. If successful, the Target is Incapacitated until the Chupacabra's wings are pried off it.


Clicker

Tiny Monstrosity, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
3(-4) 9(-1) 11(+0) 3(-4) 12(+1) 6(-2)

  • Skills Perception +3
  • Condition Immunities Blinded, Charmed
  • Senses Blindsight 30 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 0 (10 XP)

Blind. The Clicker is Blind, and has no sense of sight.

Clicking. The Clicker creates a constant clicking noises, which are audible up to 1 mile away. Creatures which can hear the clicking must succeed on a DC 15 Charisma Saving Throw, or become Charmed, drawn to the Clicker's location. Targets which fail the Save can reattempt it if they receive damage, and affected Targets which succeed on the Save are immune to this effect for the next 24 hours.

Keen Hearing. The Clicker has Advantage on Perception checks which rely on hearing.

Actions

Talons. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Slashing damage.

Acid. Ranged Weapon Attack: +2 to hit, range 5/10 ft., one target. Hit: 1 (1d2) Acid damage.

Clickers are tiny, monstrous creatures resembling bald Owls, with wrinkled, Mole Rat-like skin and wet, sucking holes in the middle of their faces where eyes and beaks should be. Clickers use the magic of the sounds they produce, a clicking-like sound, to drawn prey towards their treetop perches, and rain acid down upon them. The group then scuttles down using their long legs and sharp, boney vestigial wings, and mob their prey. Rather than eating the prey, they drench the corpse in acid, and suck down the fumes it emits. They seem to particularly favor bones and other sources of calcium.


Cockroach

Tiny Monstrosity, Chaotic Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 7 (1d4+5)
  • Speed 25 ft., climb 25 ft., fly 25 ft.

STR DEX CON INT WIS CHA
1(-5) 16(+3) 20(+5) 1(-5) 15(+2) 1(-5)

  • Skills Sleight of Hand +5, Stealth +5
  • Damage Resistances Bludgeoning, Poison
  • Senses Tremorsense 5 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 5,000 (0 XP)

Hold Breath. The Roach can hold it's breath underwater for up to 6 minutes.

Infiltrator. The Roach can Squeeze through any space 1/20th of an inch wide or larger, and suffers no penalties from Squeezing.

Spider Climb. The Roach can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Roach can survive up to 1 month without food, and up to 2 weeks without water. Additionally, the Cockroach can survive without a head, but usually succumbs to mold after 1 week, or thirst if it avoids that plight.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Piercing damage.

Cockroaches are well known for their ability to survive nearly anything, and find their way into any part of your home. However, only 30 species of Roach live among humans, and of that number you're only likely to encounter 4. Just be thankful you don't encounter Tropical Roaches, of which the largest species can display a wingspan of up to 7 inches, or a body length of up to 4.


Swarm of Cockroaches

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 47 (5d8+25)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
3(-4) 16(+3) 20(+5) 1(-5) 15(+2) 3(-4)

  • Skills Sleight of Hand +5, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, Poison, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 5 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 8 (3,900 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Hold Breath. The Swarm can hold it's breath underwater for up to 6 minutes.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Swarm can survive up to 1 month without food, and up to 2 weeks without water.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Cockroach by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 6 (4d2) Piercing damage, or 3 (2d2) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

Normally scavengers, in times of famine these vermin quickly transform into aggressive hunters when amassed in great numbers, actively seeking out territory and food and gravitating to locations that readily provide both, such as dumps, graveyards, sewers, swamps, and other foul areas filled with rotting waste. Like a pestilent black tide, the horde of thousands of tiny, clacking Cockroaches washes over everything in it's path.


Cockroach, Terror

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 14 (2d8+5)
  • Speed 50 ft., climb 50 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6(-2) 16(+3) 20(+5) 1(-5) 15(+2) 2(-4)

  • Skills Acrobatics +6, Sleight of Hand +6, Stealth +6
  • Damage Resistances Bludgeoning, Poison
  • Senses Tremorsense 10 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Hold Breath. The Roach can hold it's breath underwater for up to 6 minutes.

Infiltrator. The Roach can Squeeze through any space 1/2 ft. wide or larger, and suffers no penalties from Squeezing.

Spider Climb. The Roach can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Roach can survive up to 1 month without food, and up to 2 weeks without water. Additionally, the Cockroach can survive without a head, but will succumb to thirst as normal.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.


Cockroach {Dire}

Large Beast, Unaligned


  • Armor Class 16 (dexterous)
  • Hit Points 42 (4d10+20)
  • Speed 50 ft., climb 50 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15(+2) 16(+3) 20(+5) 1(-5) 15(+2) 2(-4)

  • Skills Acrobatics +6, Sleight of Hand +6, Stealth +6
  • Damage Resistances Bludgeoning, Poison
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 1 (200 XP)

Hold Breath. The Roach can hold it's breath underwater for up to 6 minutes.

Infiltrator. The Roach can Squeeze through any space 1/2 ft. wide or larger, and suffers no penalties from Squeezing.

Spider Climb. The Roach can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Roach can survive up to 1 month without food, and up to 2 weeks without water. Additionally, the Cockroach can survive without a head, but will succumb to thirst as normal.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.


Compaganthus

Tiny Beast, Unaligned


  • Armor Class 14 (dextrous)
  • Hit Points 7 (2d4+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 12(+1) 4(-3) 11(+0) 5(-3)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Perception +2, Stealth +4
  • Senses Lowlight Vision, Passive Perception 12
  • Time Active Day, Twilight
  • Temperament Territorial
  • Languages
  • Challenge 1/8 (25 XP)

Marshland Camouflage. The Compaganthus has Advantage on Checks & Saves made to hide in grassy or boggy terrain.

Pack Tactics. The Compaganthus has Advantage on an Attack Roll against a Creature if at least 1 of the Compaganthus's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage and the Compaganthus can attempt to Grapple (escape DC 14) the Target.

These tiny lizard-eaters dwelt in bogs and marshland, feasting on tiny lizards and similar wildlife. Compaganthus were about 2 ft. long, and absolutely voracious, likely covered in a fuzzy of tiny feathers.


Cow, Dairy

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17(+3) 10(+0) 14(+2) 2(-4) 10(+0) 3(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the Cow moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 2 (1d4) Piercing damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Keen Smell. The Cow has Advantage on Perception Checks that rely on smell.

Milk. After giving birth, the Dairy Cow produces 15 gallons of milk each day for 3 months.

Actions

Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Cow cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Cows weighs around 1,200 lbs. and are about 8.5 ft. in length, and will produce up to 15 gallons of milk a day. A modern-day dairy cow will produce up to 70 gallons of milk a day, however. Cows must consume 40 lbs. of grass or 10 lbs. of feed, and 40 gallons of water daily.

It should be noted that milk consumption is usually exceedingly rare due to lack of refrigeration.

Cows have a couple odd physical characteristics, and a slew of equally weird limitations. For instance, Cows can climb up stairs, but not down due to their knee joints. They can't vomit. They only have teeth on their bottom jaw, bust this doesn't stop them from carrying 50 gallons of half-digested feed at any given momement, easily as much or more than the average bathtub.


Cow, Bull

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18(+4) 10(+0) 14(+2) 2(-4) 10(+0) 3(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, All Bluster, Territorial
  • Languages
  • Challenge 1 (100 XP)

Charge. If the Bull moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 3 (1d6) Piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Keen Smell. The Bull has Advantage on Perception Checks that rely on smell.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Bull cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.


Cow, Ox

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18(+4) 10(+0) 14(+2) 2(-4) 10(+0) 2(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Beast of Burden. The Ox is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Charge. If the Ox moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 3 (1d6) Piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Keen Smell. The Ox has Advantage on Perception Checks that rely on smell.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Piercing damage.

Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 7 (2d4+2) Bludgeoning damage. The Ox cannot Trample a Target without a 10 ft. running start and moving 15 ft. past the Target's space.


Coyote

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
7(-2) 15(+2) 11(+0) 4(-3) 12(+1) 5(-3)

  • Saving Throws Int +1
  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 13
  • Time Active Night, Twilight
  • Temperament Skittish
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The Coyote has Advantage on Perception checks which rely on hearing and smell.

Leap. The Coyote can Long Jump up to a distance of 15 ft. and High Jump up to a distance of 5 ft.

Ol' Sea Dog. The Coyote is an excellent swimmer, and has Advantage on Checks & Saves related to Swimming.

Pack Tactics. The Coyote has Advantage on an Attack Roll against a Creature if at least 1 of the Coyote's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Coyotes eat near anything, are highly adaptable, and love to swim, which means they are one of the most widely spread types of canines. Most Coyotes prefers to hunt alone, but some species will hunt in groups of up to three individuals, or steal meals off an unwary Badger during winter.

You can use a Coyote's stat block to represent a Dhole, Dingo, or Jackel, who are very similar, but are nearly always pack animals despite sharing many behavior similarities.


Crab, Common

Tiny Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
2(-4) 11(+0) 10(+0) 1(-5) 8(-1) 2(-4)

  • Skills Stealth +2
  • Senses Blindsight 30 ft., Passive Perception 9
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Amphibious. The Crab can breathe air and water.

Odor Sleuth. The Crab's Blindsight relies on smell.

Actions

Pincer. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Crab, Common {Dire}

Large Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 14(+2) 1(-5) 9(-1) 6(-2)

  • Skills Stealth +2
  • Senses Blindsight 120 ft., Passive Perception 9
  • Time Active Any time
  • Temperament Aggressive, Territorial
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The Crab can breathe air and water.

Odor Sleuth. The Crab's Blindsight relies on smell.

Actions

Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) Piercing damage. The Crab can choose to Grapple (escape DC 14) the Target as part of the Action. The Crab has two claws, each of which can Grapple only one target.


Crab, Cancer

Huge Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d12+24)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19(+4) 8(-1) 16(+3) 3(-4) 11(+0) 3(-4)

  • Skills Stealth +2
  • Senses Blindsight 120 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive, Territorial
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The Crab can breathe air and water.

Odor Sleuth. The Crab's Blindsight relies on smell.

Shell Camouflage. While the Crab remains motionless with it's eyestalks and pincers tucked into it's body, it resembles a natural formation or pile of detritus. A Creature with 30 ft. of it can discern it's true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Multiattack. The Crab makes two Claw attacks.

Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) Bludgeoning damage. The Crab can choose to Grapple (escape DC 15) the Target as part of the Action. The Crab has two pincers, each of which can Grapple only one target.

Much bigger than a Dire Crab, a Cancer Crab's main body alone is 15 to 20 ft. in diameter. it's shell is often crusted over with detritus dragged from the ocean floor, such as coral, anemones, and ship wreckage.


Crab, Shipwrecker

Gargantuan Beast, Unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 76 (20d20+120)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23(+6) 8(-1) 22(+6) 3(-4) 13(+1) 3(-4)

  • Skills Athletics +9, Survival +3
  • Senses Blindsight 300ft., Darkvision 300 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 18 (20,000 XP)

Amphibious. The Crab can breathe air and water.

Colossal. The Crab occupies a 200 ft. diameter Sphere.

Land-like Camouflage. While the Crab remains motionless with it's eyestalks and pincers tucked into it's body, it resembles a natural island or coral reef. A Creature which can see it's the full breadth of it's body can discern it's true nature with a successful DC 17 Intelligence (Nature) check.

Odor Sleuth. The Crab's Blindsight relies on smell.

Actions

Multiattack. The Crab makes two Pincer attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (4d12+6) Piercing damage.

Pincer. The Crab swings a massive Pincer, Targeting a 10 ft. diameter area within 40 ft. of itself. Creatures inside that area must attempt a DC 15 Dexterity Saving Throw, receiving 50 (4d20+6) Bludgeoning damage on a failure, or half as much on a success. The Crab can Grapple a single Target which fails it's Save as a Bonus Action, but can only have one Target Grappled in one Pincer at a time. Targets held within the Pincer when it makes a Pincer attack receive half damage from the attack.

Bonus Actions

Trample. Melee Weapon Attack: +9 to hit, reach 0 ft., one Prone target. Hit: 34 (4d12+8) Bludgeoning damage.


Crab, Tropical

Small Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 9 (2d8)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
8(-1) 12(+1) 11(+0) 1(-5) 9(-1) 4(-3)

  • Skills Stealth +4
  • Senses Blindsight 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament All Bluster
  • Languages
  • Challenge 1/8 (25 XP)

Amphibious. The Crab can breathe air and water.

Odor Sleuth. The Crab's Blindsight relies on smell.

Actions

Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) Piercing damage.

Tropical Crabs include numerous species, many of which, such as Coconut Crabs, aren't actually amphibious and will drown if submerged in water.


Crag Cat

Large Beast, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 34 (4d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16(+3) 17(+3) 16(+3) 4(-4) 14(+2) 8(-1)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 60 ft., Passive Perception 14
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Nondetection. The Cat can't be Targeted or detected by any DIvination magic or perceived through magical scrying sensors.

Pounce. If the Cat moves at least 20 ft. straight toward a Target 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 Cat can make one Bite attack against it as a Bonus Action.

Spell Turning. The Cat has Advantage on Saving Throws made against any Spell that Targets only the Cat (not an area). If the Cat's Saving Throw succeeds and the Spell is of 7th Level or lower, the Spell has no effect on the Cat and instead Targets the Caster.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Slashing damage.

The creature referred to in Northlander lore as "the Hunter of Men" is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. It's cry resembles a Human scream of terror, though it much prefers the real thing, for it prefers Human flesh to all other prey.

Crag Cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily.

The Crag Cat knows it's territory and often attacks when it's prey is asleep, exhausted, or otherwise weakened. Although Crag Cats are typically solitary, they can be found in family groups of two parents and 1d4 Small cubs in the spring, or in hungry packs in severe winter weather.


Crayfish

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
2(-4) 15(+2) 2(-4) 1(-5) 9(-1) 1(-5)

  • Saving Throws Athletics -2, Dexterity +4
  • Skills Stealth +3
  • Senses Blindsight 10 ft., Passive Perception 9
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

*Escape Artist. The Crayfish can Swim facing backwards without impairing it's movement.

Noseblind. The Crayfish has no sense of smell, only taste, which functions like a sense of smell while underwater.

Odor Sleuth. The Crayfish's Blindsight relies on taste, "smelling" the water around it.

Strange Respiration. The Crayfish can breathe water, or humid air.

Actions

Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage. The Crayfish can choose to hang onto a Target as part of the attack, and can only be pried off against it's will with a DC 8 Strength check.

Also known as craw-fish, crawdads and mud bugs, Crayfish are the tiny 3 inch long relatives of the Lobster. Crayfish live in freshwater lakes and streams, and though normally muddy brown or sandy in color, Crayfish come in a wild variety of colors, including red, white, pink, and blue.


Crayfish {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 8 (3d8-6)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 7(-2) 1(-5) 9(-1) 2(-4)

  • Saving Throws Str +2, Dex +4
  • Skills Stealth +4
  • Senses Blindsight 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Escape Artist. The Crayfish can Swim facing backwards without impairing it's movement.

Strange Respiration. The Crayfish can breathe water, or humid air.

Actions

Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage. The Crayfish can choose to Grapple a Target (escape DC 12) as part of the attack. The Crayfish has two pincers, each of which can Grapple only one target.


Crocodile

Large Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10+3)
  • Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15(+2) 10(+0) 13(+1) 2(-4) 10(+0) 5(-3)

  • Skills Perception +3, Stealth +3
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Night
  • Temperament Passive, Aggressive in Winter
  • Languages
  • Challenge

Hibernator. The Croc can aestivate inside mud pits between rainy seasons.

Hold Breath. The Croc can hold it's breath underwater for up to 15 minutes.

Survivor. After eating a very large meal, a large Crocodile can survive up to 1 year without food and water while aestivating, or, under ideal conditions, conceivably up to 3 years.

Squat. The Croc has Advantage on Checks and Saves to resist being knocked Prone.

Water Denizen. While on land, the Croc cannot take the Dash Action more than once every 15 minutes.

Actions

Belly Run. (Recharge 1-2) The Croc can take the Dash Action as part of it's Bite Action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Piercing damage, and the target is Grappled (escape DC 15). Until this Grapple ends, the Target is Restrained, and the Croc can't Bite another Target.

Death Roll. While a Target is Grappled by the Crocodile's Bite, the Croc can spin in place, dealing 12 (2d10+2) Slashing damage to the Grappled target.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Bludgeoning damage, and the Target must succeed on a DC 12 Strength Saving Throw or be knocked Prone.

Crocodiles prefer to drown their prey, or at least kill it, before eating.


Crocodile {Dire}

Huge Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (9d12+27)
  • Speed 25 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21(+5) 9(-1) 17(+3) 2(-4) 10(+0) 9(-1)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision 120 ft., Passive Perception 16
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Hibernator. The Croc can aestivate inside mud pits between rainy seasons.

Hold Breath. The Croc can hold it's breath underwater for up to 30 minutes.

Survivor. After eating a very large meal, a large Dire Crocodile can survive up to 1 year without food and water while aestivating, or, under ideal conditions, conceivably up to 3 years.

Squat. The Croc has Advantage on Checks and Saves to resist being knocked Prone.

Water Denizen. While on land, the Croc cannot take the Dash Action more than once every 15 minutes.

Actions

Multiattack. The Croc can make two attacks against 2 different targets: one with it's Bite and one with it's Tail.

Belly Run. (Recharge 1-2) The Croc can take the Dash Action as part of it's Bite Action.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) Piercing damage, and the target is Grappled (escape DC 16). Until this Grapple ends, the Target is Restrained, and the Croc can't Bite another Target.

Death Roll. While a Target is Grappled by the Crocodile's Bite, the Croc can spin in place, dealing 38 (6d10+5) Slashing damage to a Grappled target.

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Bludgeoning damage, and the Target must succeed on a DC 16 Strength Saving Throw or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 16 (2d12+3) Bludgeoning damage. The Croc cannot Trample a Target without a 15 ft. running start and moving 15 ft. past the Target's space.


Crow

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 8(-1) 6(-2) 12(+1) 7(-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Day
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 0 (10 XP)

High Flier. The Crow is acclimated to high altitude, including elevations above 20,000 feet.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Swarm of Crows

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 24 (7d8-7)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 8(-1) 7(-2) 13(+1) 9(-1)

  • Skills Perception +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 1/4 (50 XP)

High Fliers. The Swarm is acclimated to high altitude, including elevations above 20,000 feet.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Rat by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.



Darkmantle

Small Monstrosity, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 22 (5d6+5)
  • Speed 10 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 13(+1) 2(-4) 11(+0) 5(-3)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Athletics +5, Stealth +4
  • Damage Resistances Necrotic
  • Condition Immunities Frightened
  • Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

False Appearance. While the Darkmantle remains motionless, it is indistinguishable from a cave formation, such as a stalactite or stalagmite.

Actions

Multitask. The Darkmantle uses it's Darkness Aura and Crush Attack, in that order.

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage, and the Darkmantle Grapples (escape DC 20) the Target, engulfing it's head, forcing it to attempt a DC 20 Wisdom Saving Throw. If it fails, it begins to Suffocate, or if it succeeds, it is considered to be Holding it's Breath.

While Grappled, a Target is Blinded, unable to vocalize, and unable to breathe; It also receives 2 (1d4) Bludgeoning damage at the start of each of the Darkmantle's Turns. A Grappled Target can peel the Darkmantle away from it's face momentarily and take a breath of air with a successful DC 14 Athletics Check.

While Grappling a Target, the Darkmantle cannot Attack a different Target.

Darkness Aura. (1/Short Rest) The Darkmantle creates a 30 ft. Sphere of Magical Darkness centered on itself. The Darkness moves with it and spreads around corners. Creatures with Darkvision, Infravision or Violet Sight can’t see through it, and Mundane Light can’t illuminate it. The Darkness lasts for 10 minutes, or until the Darkmantle ends the effect as a Free Action.

Bonus Actions

Adhere. The Darkmantle attaches itself to a solid surface, able to hang there indefinitely with no ill effect. This includes walls and upside-down on ceilings. Another Creature can dislodge the Darkmantle with a successful DC 20 Athletics Check.


Deer

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
11(+0) 16(+3) 11(+0) 2(-4) 14(+2) 5(-3)

  • Senses Passive Perception 12
  • Time Active Twilight
  • Temperament Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Keen Sight and Smell. The Deer has Advantage on Perception Checks that rely on sight or smell.

Leap. The Deer can High Jump up to 8 ft.

Actions

Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.


Deer {Dire}

Large Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 15 (2d10+4)
  • Speed 70 ft.

STR DEX CON INT WIS CHA
18(+4) 13(+1) 14(+2) 2(-4) 12(+1) 8(-1)

  • Saving Throws Dex +3, Wis +2
  • Skills Stealth +3, Survival +2
  • Senses Passive Perception 11
  • Time Active Twilight, Any time
  • Temperament Skittish, Territorial
  • Languages
  • Challenge 1 (200 XP)

Blindspot. The Megaloceros has trouble seeing things directly infront of itself, and must turn it's head to see.

Charge. If the Megaloceros moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 4 (1d8) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Keen Sight and Smell. The Megaloceros has Advantage on Perception Checks that rely on sight or smell.

Leap. The Megaloceros can High Jump up to 10 ft.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d2+1) Bludgeoning damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) Piercing damage.

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one Prone target. Hit: 5 (1d8+1) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 6 (1d8+2) Bludgeoning damage. The Megaloceros cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Dire Deer are actually an ancient genus of Deer called Megaloceros, as widely varied and interesting as the Deer we have today, but each standing roughly 6 ft. tall at the shoulder. The species with the longest horns easily average 12 ft. tall, or the species with the broadest antlers reaching up to 10 ft. across. Most were approximately 8 ft. long and weighed around 1,500 pounds.


Dew Catcher

Large Plant, Unaligned


  • Armor Class 7 (tough fibers)
  • Hit Points 11 (2d10)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
10(+0) 11(+0) 1(-5)

  • Damage Resistances Bludgeoning, Fire
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 1 (200 XP)

Ambusher. The Dew Catcher has Advantage on Attack Rolls against Surprised Targets.

Rubbery. The Dew Catcher has Resistance against Bludgeoning damage.

Sticky Dew. The globuals on the Dew Catcher are indistinguishable from freshwater to all methods of discernment, including magical, excepting by alchemy. Creatures which touch the Dew Catcher are Restrained, and can break free with a successful DC 24 Strength (Athletics) check. Applying even a mild electrical current to the "dew" makes it become hard as rock, and so long as the electricity is present, it is not sticky.

Watery Haven. The Dew Catcher collects 1 (1d10-1) ounces of water in it's trunk each sunrise from dew accumulation, of which the Dew Catcher consumes 1 ounce each week. The Dew Catcher's trunk can hold no more than 6 gallons of water.

Waving in the Wind. The Dew Catcher occupies an additional 10 ft. Cube to one side or another while the wind is blowing.

Reactions

Ensnare. A frond which is touched or otherwise moves snaps outward rapidly, spraying tendrils through the air. A creatures within 5 ft. of the frond must succeed on a DC 23 Dexterity Saving Throw, or becoming completely ensnared by the Dew Catcher on a failure, and is Incapacitated.

The Dew Cacher is a tall, broad plant much like a hybrid between a Weeping Willow and Palm Tree. Above it's thick trunk, numerous broad leaves, like fern fronds, splay outwards from the center, each tailing numerous Willow-like tendrils spattered in fine globuals, as if they were covered in fresh morning dew. When one of the tendrils is touched, the Dew Catcher reflexively withdraws it's fern, sending innumerable tendrils flying through the air. Creatures caught in the sticky web die, and are slowly drained of water and nutrients by the plant, allowing them to thrive even in pure sand.

The "dew" is so sticky, nothing short of a Sand Worm can break from from it once caught, and even those beasts usually simply uproot the plant whole, trailing it through the sand until it's worn away. But savvy locals have learned various ways of generating an electrical current, zapping the plant to cut off the deadly fronds, allowing them access to the trunk beneath, which holds many gallons of water.

Note: Sovereign Glue

Dew Catcher "dew" is an active ingredient in Sovereign Glue in many places, and can be sold at 1sp per gram to the right party, if properly packaged.



Displacer Beast

Medium Monstrosity, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 51 (7d8+21)
  • Speed 90 ft., climb 60 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 16(+3) 6(-2) 16(+3) 11(+0)

  • Saving Throws Str +6, Dex +5, Con +6, Int +1, Wis +6, Cha +3
  • Skills Athletics +6, Investigation +1, Perception +6, Stealth +5
  • Senses Lowlight Vision, Darkvision 120 ft., Passive Perception 16
  • Time Active Day, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Avoidance. If the Displacer Beast is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Charge. If the Displacer Beast moves at least 20 ft. straight toward a Target and then hits it with a Claw Attack on the same Turn, that Target must succeed on a DC 16 Strength Saving Throw or be knocked Prone. If it fails, the Displacer Beast can make any two Attacks against it as a Bonus Action.

Displacement. The Displacer Beast projects a magical illusion that makes it appear to be standing near its actual location, causing Attack Rolls against it to have Disadvantage. If it is hit by an Attack, this trait is disrupted until the end of its next Turn. This trait is also disrupted while the Displacer Beast is incapacitated or has it's Movement reduced to 0.

Survivor. The Displacer Beast does not need to eat every day, instead only requiring to have eaten at least a total of 25 lbs. of meat over the last 7 days. For every 4 lbs. under the 25 lb. minimum, the Displacer Beast gains 1 level of Exhaustion, and gains an equal amount each day thereafter.

Keen Hearing, Smell and Sight. The Displacer Beast has Advantage on Perception Checks that rely on hearing, smell and sight.

Magic Resistance. The Displacer Beast has Advantage on Checks & Saves to resist Spells and other Magical effects.

Pounce. The Displacer Beast can make an Attack as part of a Jump, and can choose to add a +1 bonus to either it's Attack or Damage Dice before it makes the Attack.

Powerful Build. The Displacer beast counts as a Large Creature for determining it's Carrying Capacity, as well as which Creatures can mount it.

Running Leap. With a 5 ft. running start, the Displacer Beast can Long Jump up to 20 ft.

Actions

Multiattack. The Displacer Beast makes two Attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage and can attempt to Grapple (escape DC 16) the Target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Slashing damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) Slashing damage.


Dodo

Small Beast, Unaligned


  • Armor Class 10
  • Hit Points 4 (1d6+1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
3(-4) 11(+0) 13(+1) 2(-4) 9(-1) 1(-5)

  • Skills Investigation -2, Sleight of Hand +2
  • Senses Passive Perception 9
  • Time Active Day
  • Temperament Passive, Friendly
  • Languages
  • Challenge 0 (0 XP)

Defenseless. The Dodo doesn't seek to defend itself, giving all other Creatures Advantage on Checks & Saves to attack or otherwise damage the Dodo.

Fearless. The Dodo cannot be Frightened by other Creatures.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Piercing damage.

Dodo birds are whimsical, flightless birds which evolved far away from any predators for that matter. As a result, they grew to the size of Turkeys and didn't evolve much caution, which settlers took to mean they were stupid - and why not, they didn't need to evolve much smarts to survive. Based on skeletal analysis, it was found that Dodos could actually sprint quite quickly, but chose not to, usually mildly meandering about their island.


Dog, Caucasian Ovcharka

Medium BEAST, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 13 (2d8+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14(+2) 13(+1) 14(+2) 3(-4) 12(+1) 7(-2)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Day, Any time
  • Temperament Protective, but loving
  • Languages Canine
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The Ovcharka has Advantage on Perception Checks which rely on hearing and smell.

Merciless. The Ovcharka can make a Bite attack as a Bonus Action against Prone Targets.

Pounce. If the Ovcharka moves at least 20 ft. straight toward a Target and then hits it with a Bite attack on the same Turn, the Target must succeed on either a DC 13 Strength or Dexterity Saving Throw or be knocked Prone.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage and the Target must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Bark. The Ovcharka barks, clearly Audible out to 1,000 ft. - even through walls.

Caucasian Ovcharkas aren't technically the biggest dog in the world, but they certainly feel the most massive. They are extremely loving with their family, but protective from strangers, especially from other canines and strange species of Humanoid.


Dog, Cerberus Hound

Medium Monstrosity, Lawful Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 22 (3d8+9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15(+2) 11(+0) 16(+3) 4(-3) 14(+2) 15(+2)

  • Saving Throws Str +5
  • Skills Athletics +4, Initiative +4, Intimidation +4, Investigation -1, Perception +6, Survival +4
  • Senses Lowlight Vision, Darkvision 30 ft., Passive Perception 16
  • Time Active Any time
  • Temperament Territorial, Aggressive
  • Languages Canine
  • Challenge 2 (450 XP)

Defiant. The Cerberus has Advantage on Checks & Saves made to resist the Charmed, Frightened, and Petrified Conditions.

Innate Spellcasting. The Cerberus can innately cast the Spells Compelled Duel and Thaumaturgy each once per day, requiring no material components. The Cerberus's Innate Spellcasting Ability is Charisma (spell save DC 12).

Keen Hearing and Smell. The Cerberus has Advantage on Perception Checks which rely on hearing and smell.

Merciless. The Cerberus can make 2 Bite Attacks as a Bonus Action against a Prone Target.

Multi-Headed. The Cerberus receives a +2 bonus to Wisdom (Perception) Checks (already factored in) and has Advantage on Checks & Saves made to resist being Blinded, Deafened, Stunned, or knocked Unconscious.

Pack Tactics. The Cerberus has Advantage on an Attack Roll against a Creature if at least 1 of the Cerberus's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pounce. If the Cerberus moves at least 20 ft. straight toward a Target and then hits it with a Bite Attack on the same Turn, that Target must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Wakeful. While the Cerberus sleeps, at least one of it's heads is awake.

Actions

Multiattack. The Cerberus makes three Bite Attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage and the Cerberus can attempt to Grapple (escape DC 14) the Target.



Dog, Cerberus

Gargantuan Monstrosity, Lawful Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 165 (10d20+60)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22(+6) 11(+0) 22(+6) 6(-2) 17(+3) 20(+5)

  • Saving Throws Str +9, Wis +6, Cha +8
  • Skills Athletics +9, Initiative +6, Insight +6, Intimidation +5, Investigation +4, Perception +11, Survival +9
  • Damage Resistances Non-Magical Damage; Cold, Fire, Lightning, Psychic
  • Condition Immunities Charmed, Frightened, Petrified
  • Senses Lowlight Vision, Infravision, Darkvision 120 ft., Blindsight 15 ft., Passive Perception 21
  • Time Active Any time
  • Temperament Territorial, Aggressive
  • Languages Canine; Understands Common
  • Challenge 20 (25,000 XP)

Defiant. The Cerberus is immune to the Charmed, Frightened & Petrified Conditions.

Charge. If the Cerberus moves at least 20 ft. straight toward a Target and then hits it with a Claw Attack on the same Turn, that Target must succeed on a DC 19 Strength Saving Throw or be knocked Prone.

Innate Spellcasting. The Cerberus can innately cast the following Spells, requiring no material components. The Cerberus's Innate Spellcasting Ability is Charisma (spell save DC 16).

— At will: Alarm, Thaumaturgy

— 3/day each: Compelled Duel, Locate Object, Speak With Animals

— 1/day each: Banishing Smite, Banishment, Pass Without Trace

Keen Hearing and Smell. The Cerberus has Advantage on Perception Checks which rely on hearing and smell.

Legendary Resistance. (3/Day) When the Cerberus fails a Saving Throw, it can choose to succeed instead.

Magical Weapons. Damage the Cerberus deals with melee Attacks is considered Magical.

Magic Resistance. The Cerberus has Advantage on Checks & Saves to resist Spells and other Magical effects.

Merciless. The Cerberus can make 2 Bite Attacks as a Bonus Action against a Prone Target.

Multi-Headed. The Cerberus receives a +2 bonus to Wisdom (Perception) Checks (already factored in) and has Advantage on Checks & Saves made to resist being Blinded, Deafened, Stunned, or knocked Unconscious.

Relentless. If the Cerberus would be reduced to 0 Hit Points, it can attempt a Constitution Saving Throw of a DC equal to 10 or half the damage taken, whichever is higher. If it succeeds, it is instead reduced to 1 Hit Point.

Tireless. If the Cerberus would gain a level of Exhaustion, it can attempt a DC 16 Constitution Saving Throw, and does not gain the level of Exhaustion on a success.

Wakeful. While the Cerberus sleeps, at least one of it's heads is awake.

Actions

Multiattack. The Cerberus makes three Bite and one Claw Attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (1d20+6) Piercing damage and the Cerberus can attempt to Grapple (escape DC 19) the Target.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) Bludgeoning Damage.

Roar. The Cerberus roars, causing all Creatures which can hear it to attempt a DC 17 Charisma Saving Throw, becoming Frightened of the Cerberus for the next minute if they fail. Affected Targets can reattempt the Save at the beginning of each of their following Turns, ending the effect on themselves on a success. Creatures which succeed on the Save are immune to this effect until they finish a Short or Long Rest.

Bonus Actions

Trample. Melee Weapon Attack: +9 to hit, reach 0 ft., one Prone target. Hit: 19 (2d12+6) Bludgeoning damage. The Cerberus cannot Trample a Target without a 10 ft. running start and moving 20 ft. past the Target's space.

Legendary Actions

The Cerberus can make up to three Legendary Actions between any two of it's Turns, choosing from the options below, but only at the end of another Creature’s Turn. The Cerberus regains expended Legendary Actions at the start of each of it's Turns.

Bite. The Cerberus makes a Bite Attack.

Claw. The Cerberus makes a Claw Attack.

Detect. The Cerberus makes a Wisdom (Perception) Check.


Dog, Mastiff

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13(+1) 14(+2) 12(+1) 3(-4) 12(+1) 7(-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Day, Any time
  • Temperament Friendly
  • Languages Canine
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The Mastiff has Advantage on Perception Checks which rely on hearing and smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Piercing damage and the Target must succeed on a DC 11 Strength Saving Throw or be knocked Prone.

The Mastiff is bred to be a guard dog, and can be a noble, loving pet, but it's zealous guardianship requires heavy training to steer properly. Mastiffs can be very lazy, but both the dog and it's master will be far happier if they get regular exercise. Aside from it's rumbling bark, Mastiffs are recreational droolers and their snoring operates at ear-bursting intensity. Mastiffs give birth to litters of 10-12 puppies.


Dog, German Shepherd

Medium Beast, Neutral Good


  • Armor Class 12 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10(+0) 15(+2) 10(+0) 5(-3) 13(+1) 7(-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Day, Any time
  • Temperament Friendly
  • Languages Canine
  • Challenge 1/4 (50 XP)

Pack Tactics. The Shepherd has Advantage on an Attack Roll against a Creature if at least one of the Shepherd's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Superior Smell. The Shepherd receives an additional +1 bonus on Perception Checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage and the Shepherd can force the Target to attempt a DC 14 Strength or Dexterity Saving Throw, becoming Grappled if it fails.

German Shepards are tremendously intelligent & loyal dogs, and sport one of the strongest senses of smell of all dogs. An adult can weigh around 60 pounds, are usually about 3.5 ft. in length, and typically reach about 2 ft. tall at the shoulder.


Dog, Tamaskan

Medium Beast, Neutral Good


  • Armor Class 12 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 10(+0) 4(-3) 14(+2) 7(-2)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Day, Any time
  • Temperament Friendly
  • Languages Canine
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The Tamaskan has Advantage on Perception Checks which rely on hearing and smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage and the Tamaskan can force the Target to attempt a DC 14 Strength or Dexterity Saving Throw, becoming Grappled if it fails.

Tamaskans are working dogs, just like Huskies or Mastiffs. They develop deep, intimate relationships with their owners, and don't tolerate alone time very well. But. Tamaskans are just as equally friendly and intelligent as they are loyal, and twice as trainable & energetic. Tamaskans typically hit somewhere between 50 to 100 lbs, and reach nearly 2.5 ft. in length.


Dog, Tamaskan Dragon

Medium Monstrosity, Lawful Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 33 (6d8+6)
  • Speed 40 ft., Fly 40 ft.

STR DEX CON INT WIS CHA
13(+1) 15(+2) 12(+1) 7(-2) 14(+2) 12(+1)

  • Saving Throws Str +4, Wis +5
  • Skills Acrobatics +5, Arcana +0, Insight +5, Perception +5, Survival +5
  • Damage Resistances Force
  • Senses Infravision, Passive Perception 14
  • Time Active Day, Any time
  • Temperament Friendly
  • Languages Canine; Understands Common, Abyssal, and Infernal
  • Challenge 2 (450 XP)

Innate Spellcasting. The Tamaskan can innately cast the following Spells, requiring no material components. The Tamaskan's Innate Spellcasting Ability is Charisma (spell save DC 12).

— 3/day each: Armor of Agathys, Hunter's Mark

— 1/day each: Misty Step, Silence, Thaumaturgy

Keen Hearing, Sight, and Smell. The Tamaskan has Advantage on Perception Checks which rely on hearing, sight and smell.

Magically Sensitive. The Tamaskan knows if a Spell of 3rd level or higher, or another equivalent Magical Effect is within 30 ft. of it.

Pack Tactics. The Tamaskan has Advantage on an Attack Roll against a Creature if at least one of the Tamaskan's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Wingspan. When in flight, the Tamaskan is considered Large except for determining Carrying Capacity.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing + 4 (1d8) Force damage and the Tamaskan can attempt to Grapple the Target (escape DC 11).

Bred as a Wizard's companion, the Tamaskan Dragon Dog is a magical and unique cross breed between an Eagle and a Tamaskan dog. While their lesser brethren are cheery & playful, the Tamaskan Dragon is reserved at best, and icy serious at worst.



Dog, Malamute Dragon

Gargantuan Monstrosity, Lawful Neutral


  • Armor Class 15 (dexterous)
  • Hit Points 124 (8d20+40)
  • Speed 60 ft., Fly 90 ft.

STR DEX CON INT WIS CHA
22(+6) 15(+2) 20(+5) 12(+1) 17(+3) 15(+2)

  • Saving Throws Int +4, Wis +6, Cha +5
  • Skills Acrobatics +5, Athletics +9, Initiative +5, Insight +6, Intimidation +5, Investigation +4, Perception +8, Survival +6
  • Damage Resistances Cold
  • Senses Lowlight Vision, Infravision, Darkvision 30 ft., Passive Perception 18
  • Time Active Day, Any time
  • Temperament Territorial, Friendly
  • Languages Canine; Understands Common, Auran, and Great Avian
  • Challenge 6 (2,300 XP)

Brave. The Malamute has Advantage on Checks & Saves made to resist becoming Frightened.

Charge. If the Malamute moves at least 20 ft. straight toward a Target and then hits it with a Claw Attack on the same Turn, that Target must succeed on a DC 19 Strength Saving Throw or be knocked Prone.

Legendary Resistance. (1/Day) When the Malamute fails a Saving Throw, it can choose to succeed instead.

Merciless. The Malamute can make a Bite attack as a Bonus Action against Prone Targets.

Relentless. If the Malamute would be reduced to 0 Hit Points, it can attempt a Constitution Saving Throw of a DC equal to 10 or half the damage taken, whichever is higher. If it succeeds, it is instead reduced to 1 Hit Point.

Superior Hearing, Sight, and Smell. The Malamute receives a +2 Bonus on Perception Checks that rely on hearing, sight, and smell (already factored in), as well as has Advantage on Perception Checks that rely on hearing, sight, & smell.

Wingspan. When in flight, the Malamute occupies an 80 ft. Cube. and cannot make Wing Attacks.

Actions

Multiattack. The Malamute makes two Claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) Piercing damage and the Malamute can attempt to Grapple the Target (escape DC 19).

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) Bludgeoning Damage.

Wings. The Malamute raises, then slams it's wings into the ground. Everything in two 30 ft. Cubes, one to each side of the Malamute, must attempt a Dexterity Saving Throw, receiving 26 (4d12) Bludgeoning damage & are knocked Prone on a failure, or only receive half as much & are not knocked Prone on a success.

Bonus Actions

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 18 (2d12+5) Bludgeoning damage. The Malamute cannot Trample a Target without a 10 ft. running start and moving 20 ft. past the Target's space.

The progenitor of all winged canines which came after it, the Malamute Dragon Dog is a massive beast, combination of loyal sled dog and draconian physiology, with the barest mix of Griffon nobility and feathering mixed in. Malamute Dragons do not eat often, merely once a week, but will consume their own body weight in flesh when they do.

Malamute dragons have an 80 ft. wingspan, are approximately 25 ft. in length, almost 15 ft. in width, 20 ft. tall at the shoulder, and weigh around 2,000 lbs. Unlike their lesser kin, they can live easily for 30 years, though this may be an inaccurate number, as few have died peacefully.


Dolphin

Medium Beast, Neutral Good


  • Armor Class 12 (dexterous)
  • Hit Points 13 (2d8+2)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14(+2) 13(+1) 11(+0) 7(-1) 12(+1) 10(+0)

  • Saving Throws Dex +3, Cha +2
  • Skills Insight +3, Perception +3, Survival +3
  • Senses Blindsight 300 ft., Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages Dolphin
  • Challenge 1/8 (25 XP)

Pack Tactics. The Dolphin has Advantage on an Attack Roll against a Creature if at least one of the Dolphin's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Charge. If the Dolphin moves at least 30 ft. straight toward a Target and then successfully hits it with a Slam attack on the same turn, the Target takes an extra 1 (1d2) Bludgeoning damage.

Echolocation. The Dolphin's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Hold Breath. The Dolphin can hold it's breath for 10 minutes.

Keen Hearing and Sight. The Dolphin has Advantage on Perception checks that rely on hearing or sight.

Leap. If the Dolphin moves at least 30 ft. straight toward the surface of the water, the Dolphin can High Jump up to 20 ft. into the air.

Nearly Nose-Blind. The Dolphin's sense of smell is useless, and cannot be used during Perception checks.

Roaming Slumber. While Unconscious due to sleep, the Dolphin retains a maximum Swim Speed of 30 ft. and can remove the condition at any time. The Dolphin has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage.

The term Dolphin includes many species, but any given species is either mainly black, brownish, or grayish blue, with lighter grayish or white coloration underneath. Some species live in rivers, one of which are pink. Dolphins are clever, social marine mammals that breath through a blowhole and feed on small fish and Squid, most averaging 6 ft. in length. Dolphins can travel individually, but usually in pods of 3d8, or even in massive pods of a hundred or even up to a thousand.

Though still being debated, Dolphins are probably sentient, being able to learn language, correctly use both numbers & tools, use a unique whistle as a name, and display meta-thinking, or the ability to realize they are thinking. Mother Dolphins also have the heartwarming habit of talking to their young after birth. Most Dolphins are Good-Aligned, and are regularly seen displaying empathy and altruistic behavior for other species, like Humans.

Dolphins have a few strange physical attributes, such as being unable to look directly up or down, so they spin in place when they need to do so. Despite living in the ocean, they don't drink water, acquiring all their water from prey, since their bodies react similarly to a Humans after drinking salt water. You can use a Dolphin's stats to represent a Porpoise.


Dolphin, Bottlenose

Large Beast, Neutral Good


  • Armor Class 12 (dexterous)
  • Hit Points 13 (2d10+2)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 12(+1) 7(-2) 12(+1) 10(+0)

  • Saving Throws Dex +3, Cha +2
  • Skills Insight +3, Perception +3, Survival +3
  • Senses Blindsight 300 ft., Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages Aquan
  • Challenge 1/8 (25 XP)

Advanced Pack Tactics. The Dolphin has Advantage on an Attack Roll against a Creature if at least one of the Dolphin's allies is within 10 ft. of the targeted Creature and the ally isn't Incapacitated.

Charge. If the Dolphin moves at least 30 ft. straight toward a Target and then successfully hits it with a Slam attack on the same turn, the Target takes an extra 2 (1d4) Bludgeoning damage.

Echolocation. The Dolphin's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Hold Breath. The Dolphin can hold it's breath for 30 minutes.

Keen Hearing and Sight. The Dolphin has Advantage on Perception checks that rely on hearing or sight.

Leap. If the Dolphin moves at least 30 ft. straight toward the surface of the water, the Dolphin can High Jump up to 20 ft. into the air.

Nearly Nose-Blind. The Dolphin's sense of smell is useless, and cannot be used during Perception checks.

Roaming Slumber. While Unconscious due to sleep, the Dolphin retains a maximum Swim Speed of 30 ft. and can remove the condition at any time. The Dolphin has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Bludgeoning damage.

Bottlenose Dolphins are a uniform bluish-gray, average 12 ft. in length, and weigh about 1,200 lbs.


Dragonfly

Tiny Beast, Unaligned


  • Armor Class 17 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 5 inches, fly 60 ft.

STR DEX CON INT WIS CHA
2(-4) 18(+4) 6(-2) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Perception +6
  • Damage Vulnerabilities Cold, Necrotic
  • Senses Darkvision 60 ft., Passive Perception 16
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Avoidance. If the Dragonfly is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Dragonfly is can see in every direction at once. Additionally, it has Advantage on Checks & Saves to resist being Surprised by things directly in front of it, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

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

Grappler. The Dragonfly has Advantage on Checks made to Grapple a Target (already factored in).

Kidnapper. The Dragonfly can carry up to 250 pounds. The Dragonfly can only carry one object at a time with it's legs.

Spider Climb. The Dragonfly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Grapple. The Dragonfly attempts to Grapple (escape DC 6) a Tiny Target and deals 0 (1d100-99) piercing damage to it with it's spiked forelimbs.

Bonus Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Grappled target. Hit: 0 (1d20-19) Piercing damage.

Dragonflies are some of nature's most beautiful - and dexterous - creatures. Many species are constantly on the prowl for food, or scoping out an area from a high perch atop grass. When finally spotted, the Dragonflies swoop to the attack, using their superior speed and maneuverability to run most prey to ground or simply pluck them up. This is apparently an incredibly successful strategy, since Dragonflies were some of the first winged insects to evolve, some 300 million years ago and are still alive & flourishing today.

Dragonflies prefer to eat while flying, as protection against predators and other Dragonflies. As such, they have spiked forelimbs which allow them to hold on tight to their meals. Some Dragonflies can grow up to a 3 inch wingspan to carry their prizes.


Dragonfly, Nymph

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 1 inch, swim 10 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 8(-1) 1(-5) 12(+1) 1(-5)

  • Saving Throws Con +1
  • Skills Perception +3, Stealth +3
  • Damage Resistances Cold
  • Senses Darkvision 10 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Maturation. After Molting for the 17th time, the Nymph emerges as a Dragonfly.

Molt. The Nymph molts once every 6 (4d2) weeks, taking an hour to remove it's previous shell.

Water Breathing. The Nymph can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Piercing damage.

In a strange reversal, newborn Dragonflies, called Dragonfly Nymphs, outlive their adult forms by several years. Where adults have just over 6 months to live, a nymph takes 2 (1d2+1) years to mature. When they're finally ready to transform, they molt their skin for a final time over the course of an hour, becoming a fully fledged Dragonfly.

Strangely, the Nymphs breath through their anus. Perhaps because they consider eating more of a priority?


Dragonfly, Meganeuropsis

Small Beast, Unaligned


  • Armor Class 17 (dexterous)
  • Hit Points 2 (1d6-1)
  • Speed 1 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4(-3) 18(+4) 8(-1) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Perception +6
  • Damage Vulnerabilities Cold, Necrotic
  • Senses Darkvision 60 ft., Passive Perception 16
  • Time Active Twilight
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

Avoidance. If the Dragonfly is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Dragonfly is can see in every direction at once. Additionally, it has Advantage on Checks & Saves to resist being Surprised by things directly in front of it, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

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

Grappler. The Dragonfly has Advantage on Checks made to Grapple a Target (already factored in).

Kidnapper. The Dragonfly can carry up to 1 pound. The Dragonfly can only carry one object at a time with it's legs.

Spider Climb. The Dragonfly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Grapple. The Dragonfly attempts to Grapple (escape DC 15) a Target and deals 0 (1d4-3) piercing damage to it with it's spiked forelimbs.

Bonus Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Small Grappled target. Hit: 0 (1d4-3) Piercing damage.

Meganeuropsis Dragonflies are massive, 30 inch diameter Dragonflies more usually called "Griffonflies". The creatures typically live in overgrown or lightly wooded areas, constantly patrolling for prey. To supplement their diet, they feed on carrion when fresh prey is not available, and the scent of a fresh kill often attracts them.

Many swamp-dwelling cultures attach religious significance to brightly colored and ravenous Dragonflies, particularly Bullywugs or the rare Yuan-Ti. The Bullywugs often attach particular significance to the Dragonfly’s color, and their priest-kings often refuse to eat anything but specific colors of Griffonfly or Dire Meganeuropsis.


Dragonfly, Nymph Meganeuropsis

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 inches, swim 20 ft.

STR DEX CON INT WIS CHA
4(-3) 13(+1) 8(-1) 1(-5) 12(+1) 1(-5)

  • Saving Throws Con +1
  • Skills Perception +3, Stealth +3
  • Damage Resistances Cold
  • Senses Darkvision 10 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Maturation. After Molting for the 17th time, the Nymph emerges as a Meganeuropsis Dragonfly.

Molt. The Nymph molts once every 6 (4d2) weeks, taking an hour to remove it's previous shell.

Water Breathing. The Nymph can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.


Dragonfly, Meganeuropsis {Dire}

Medium Beast, Unaligned


  • Armor Class 17 (dexterous)
  • Hit Points 7 (2d8-2)
  • Speed 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
10(+0) 18(+4) 8(-1) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Perception +6
  • Damage Vulnerabilities Cold, Necrotic
  • Senses Darkvision 120 ft., Passive Perception 16
  • Time Active Any time
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 3 (700 XP)

Avoidance. If the Dragonfly is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Dragonfly is can see in every direction at once. Additionally, it has Advantage on Checks & Saves to resist being Surprised by things directly in front of it, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

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

Grappler. The Dragonfly has Advantage on Checks made to Grapple a Target (already factored in).

Kidnapper. The Dragonfly can carry up to 250 pounds. The Dragonfly can only carry one object at a time with it's legs.

Spider Climb. The Dragonfly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Grapple. The Dragonfly attempts to Grapple (escape DC 15) a Target and deals 2 (1d4) piercing damage to it with it's spiked forelimbs.

Bonus Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Grappled target. Hit: 2 (1d4) Piercing damage.

Dire Meganeuropsis Dragonflies are rare compared to other varieties of giant Insects, and fortunately so, since they are voracious hunters of warm-blooded prey, including Humanoids to feed their massive bodies.


Dragonfly, Nymph Meganeuropsis {Dire}

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 5 (2d6-2)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8(-1) 13(+1) 8(-1) 1(-5) 12(+1) 2(-4)

  • Saving Throws Con +1
  • Skills Perception +3, Stealth +3
  • Damage Resistances Cold
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

Maturation. After Molting for the 17th time, the Nymph emerges as a Dire Meganeuropsis Dragonfly.

Molt. The Nymph molts once every 6 (4d2) weeks, taking an hour to remove it's previous shell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 1 (1d2) Piercing damage.

Since Dire Meganeuropsis Dragonfly Nymphs require years to mature, they regularly spawn stories of strange giant worms or insects in the water, eating everything around them and each other. When they finally begin to mature, a terror of multitudes of Dragonflies is unleashed upon the surrounding area, taking isolated farms and nearby towns by storm, reducing their population & livestock to ruins.


Dragon, Fruit

Tiny Monstrosity, Unaligned


  • Armor Class 13 (dextrous)
  • Hit Points 5 (2d4)
  • Speed 15 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
4(-3) 14(+2) 10(+0) 3(-4) 15(+2) 10(+0)

  • Saving Throws Dex +4, Wis +4
  • Damage Resistances Poison
  • Skills Acrobatics +4, Perception +4, Stealth +4
  • Condition Immunities Prone
  • Senses Darkvision 30 ft., Passive Perception 14
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Camouflage. The Fruit Dragon has Advantage on Checks & Saves related to Hiding in undergrowth or vegetation.

Keen Hearing and Smell. The Fruit Dragon has Advantage on Perception Checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.

Fruit Connoisseur. The Fruit Dragon eats a nearby piece of fruit, gaining 2 (1d4) Temporary Hit Points. If it already has Temporary Hit Points, it instead regains 2 (1d4) expended Hit Points instead.

Spit Seed. The Fruit Dragon spits a seed at a Target it can see within 60 ft., forcing it to attempt a DC 12 Dexterity Saving Throw, receiving 2 (1d4) Piercing damage if it fails.

Intoxicating Breath. (Recharge 6) The Fruit Dragon exhales a 15 ft. Cone of intoxicating gas. Creatures inside the Cone must succeed on a DC 12 Constitution Saving Throw, becoming Poisoned for 1 hour if it fails.

Fruit Dragons are tiny cousins of true dragons, and are very shy & protective of their food source. They possess a strange and wonderful anatomy which allows them to consume massive quantities of fruit, more than their tiny body could ever use. But they're cute though.

They come in many varieties, including the Blueberry, Cherry, Cloudberry, Coconut, Grape, Nectarine, Raspberry, and Wildberry breeds.



Dragon, Wyrmling Red

Medium Monstrosity, Chaotic Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 75 (10d8+30)
  • Speed 30 ft., Climb 30 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
19(+4) 12(+1) 17(+3) 12(+1) 11(+0) 15(+2)

  • Saving Throws Dex +3, Con +5, Wis +2, Cha +5
  • Skills Concentration +3, Initiative +4, Intimidation +4, Perception +2, Stealth +3
  • Damage Resistances Mundane Bludgeoning, Piercing, and Slashing
  • Damage Immunities Fire
  • Condition Immunities Ablaze
  • Senses Infravision, Lowlight Vision, Darkvision 60/60 ft., Blindsight 10 ft., Passive Perception 12
  • Time Active Day, Twilight
  • Temperament Aggressive
  • Languages Common, Draconic, Ignan
  • Challenge 7 (2,900 XP)

Defiant. The Dragon has Advantage on Checks & Saves to resist the Frightened Condition.

Keen Hearing, Sight, and Smell. The Dragon has Advantage on Perception Checks which rely on hearing, sight and smell.

Merciless. The Dragon can make an Attack as a Bonus Action against a Creature afflicted with a Condition.

Metal Scent. Due to it's keen sense of smell, the Dragon knows if & what type of metal is ever present within 30 ft. of itself, and can pinpoint it's exact location while within 10 ft. of it.

Relentless. (1/Day) If the Dragon receives damage which would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

Wingspan. While in flight, the Dragon is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Dragon makes one Bite and one Claws Attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) Piercing damage and the Dragon can attempt to Grapple (escape DC 14) the Target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) Slashing damage.

Fire Breath. (Recharge 5-6) The Dragon exhales a 15 ft. Cone of blazing flame. Everything inside of it must attempt a DC 13 Dexterity Saving Throw, receiving 24 (7d6) fire damage if they fail, or half as much if they succeed. Either way, they are set Ablaze.

Bonus Action

Dash. The Dragon takes the Dash Action toward a Creature it's Size or smaller.


Duck

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 15 ft., fly 30 ft., swim 15 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 8(-1) 2(-4) 11(+0) 3(-4)

  • Skills Acrobatics +2, Survival +0
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Distance Flier. The Duck both receives a +2 bonus and has Advantage on Checks & Saves to resist becoming Exhausted.

High Flier. The Duck is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Wingspan. When in flight, the Duck is considered Small except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Bludgeoning damage.

Ducks are ubiquitous, omnivorous, opportunistic eaters that will eat grass, aquatic plants, insects, seeds, fruit, fish, nuts, crustaceans, and near anything else. Some Ducks, such as Mergansers, are more specialized in their dietary needs, but most Ducks can adapt well to any food source.


Duck {Dread}

Tiny Beast/Fiend/Monstrosity, Chaotic Evil


  • Armor Class 14 (dexterous)
  • Hit Points 21 (6d4+6)
  • Speed 10 ft., fly 30 ft., swim 15 ft.

STR DEX CON INT WIS CHA
6(-2) 15(+2) 12(+1) 12(+1) 11(+0) 18(+4)

  • Skills Acrobatics +5, Insight +4, Perception +3, Sleight of Hand +5, Stealth +5
  • Damage Vulnerabilities Radiant
  • Damage Immunities Non-magical Bludgeoning & Thunder; Acid, Necrotic, Poison, Psychic
  • Condition Immunities Exhausted, Surprised, Unconscious
  • Senses Tremorsense 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Impish
  • Languages Aquan, Auran, Common, Abyssal
  • Challenge 1 (200 XP)

Duality of the Duck. The Duck is simultaneously a Beast, Fiend, and Monstrosity.

Foul Camouflage. The Duck always appears to be a regular Duck, no matter how inspected by magical or physical means.

High Flier. The Duck is acclimated to high altitude, including elevations above 20,000 ft. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Silent Quack. Any noise the Duck makes doesn't echo. Creatures have Disadvantage on Checks & Saves to hear the Duck.

Sleepless Stalker.* The Duck doesn't sleep or rest, and is immune to Exhaustion & Unconsciousness.

Wingspan. When in flight, the Duck is considered Small except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Bludgeoning damage.

Demonic Quack. (Recharges after a Short or Long Rest) The Duck briefly becomes shrouded in shadow, and quacks menacingly, choosing any number of Targets which can see or hear the Duck. An affected Target must succeed on a DC 17 Charisma Saving Throw, or become Frightened of the Duck. An affected Target can reattempt the save at the beginning of each of their following Turns, ending the effect on themselves on a success. If the Duck receives Radiant damage, this ability ceases to function for 1 hour.

Vanish. (1/Day) The Duck becomes Invisible for the next 2d4 minutes. If the Duck receives Radiant damage, this ability ceases to function for 1 hour.

Dread Ducks, most commonly known as Peeking Ducks, are mischievous, diabolical little white trouble makers, known to follow a specific person & tamper with their things until they go mad. Most persons are only able to tell others that, "- there's always this duck! Watching! Watching everything I do!"

For most of history, they were believed to be a myth by the world's scholars, until one mage who was plagued by one finally lured the Duck into a demonic summoning circle and entrapped it. It has been speculated that they are somehow related to Dire or Dread Geese.


Dust Devil

Medium Monstrosity, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 0 ft., fly 10 ft.

STR DEX CON INT WIS CHA
10(+0) 12(+1) 10(+0) 2(-4) 8(-1) 2(-4)

  • Skills Perception +2
  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 12
  • Time Active Day, Any time
  • Temperament Territorial
  • Languages
  • Challenge 1/2 (100 XP)

Heatvision. The Dust Devil can see in the infrared spectrum, allow it to see heat, especially that created by warmblooded Creatures.

Hover. The Dust Devil hovers in mid air, and can climb up to 40 ft. into the air. The Dust Devil can raise or lower it's altitude by up to 20 ft. as an Action.

Actions

Multiattack. The Dust Devil makes 3 Lashing Razors attacks.

Lashing Razors. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4+1) Slashing damage, and can Grapple (escape DC 11) the Target as part of the attack. Grappled Targets receive 1 Piercing damage at the beginning of each of the Dust Devil's turns.

Like some kind of desert dwelling, yellow and black floating bastard of an Octopus and a Jellyfish, these Creatures build strange, pillar-like hovels out of sand crafted with their spittle. Dust Devils prefer to hunt prey small enough to skewer with their barbed & razor-tipped tendrils, and then rapidly drop down to swallow up the prey with a dialating orifice which could technically be called a mouth. After, they slowly drift up, dribbling sand accidentally swallowed. While they rest, they find an overhand on their respective pillar, and bob gently against the roof as they rest. Being nearly mindless, their resting and waking states are impossible to read behind the black, empty orbs that stand for their eyes.


Donkey

Medium Beast, Neutral Stubborn


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d8+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14(+2) 9(-1) 13(+1) 3(-4) 12(+1) 7(-2)

  • Saving Throws Dex +1
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Beast of Burden. The Donkey is considered to be a Large animal for the purpose of determining it's Carrying Capacity.

Milk. After giving birth, the Donkey produces 1/2 gallon of milk each day for 6 months.

Sure-Footed. The Donkey has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Bludgeoning damage.


Eagle

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 10(+0) 2(-4) 14(+2) 7(-2)

  • Skills Perception +5, Stealth +3
  • Senses Lowlight Vision, Passive Perception 18
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 1/8 (25 XP)

High Flier. The Eagle is acclimated to high altitude, including elevations above 20,000 ft.

Superior Sight. The Eagle receives an additional +3 bonus on Perception checks which use it's sight (already factored in), as well as has Advantage on Perception Checks which rely on sight. The Eagle can see perfectly within the range of a mile, most details within 2 miles, and anything Size Small or larger up to 3 miles away.

Wingspan. When in flight, the Eagle is considered Large except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage and the Eagle can attempt to Grapple (escape DC 14) the Target.

Dive. The Eagle tucks in it's wings and moves downwards up to 1,000 ft.

Eagles have several key characteristics that can help differentiate them from Falcons and Hawks: Eagles are the largest, built to grab larger prey from more open areas, like fish. They have a hefty build, a strong beak, and broad wings with rounded off ends that they use to spend hours gliding at a time, swooping in to catch prey with their massive feet. An Eagle can see something the size of a rabbit at more than three miles away.


Eagle {Dire}

Large Beast, Neutral Good


  • Armor Class 13 (dexterous)
  • Hit Points 26 (4d10+4)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16(+3) 17(+3) 13(+1) 8(-1) 14(+2) 12(+1)

  • Skills Perception +7, Stealth +2
  • Senses Passive Perception 14
  • Time Active Day
  • Temperament
  • Languages Auran, understands Common and Great Avian but can't speak them
  • Challenge 2 (450 XP)

High Flier. The Eagle is acclimated to high altitude, including elevations above 20,000 ft.

Superior Sight. The Eagle receives an additional +3 bonus on Perception checks which use it's sight (already factored in), as well as has Advantage on Perception Checks which rely on sight. The Eagle can perfectly within the range of 2 miles, most details within 4 miles, and anything Size Small or Larger up to 6 miles away.

Wingspan. When in flight, the Eagle is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Eagle makes one Beak and one Talons attack.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) Slashing damage and the Eagle can choose to Grapple (escape DC 15) the target.

Dive. The Eagle tucks in it's wings and moves downwards up to 1,000 ft.

A Dire Eagle is a noble creature that speaks it's own language and understands speech in the Common tongue. A mated pair of Dire Eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).


Eagle {Dread}

Gargantuan Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 110 (10d20+60)
  • Speed 30 ft., fly 120 ft.

STR DEX CON INT WIS CHA
22(+6) 13(+1) 23(+6) 2(-4) 16(+3) 30(+10)

  • Skills Insight +0, Perception +7
  • Damage Resistances Force
  • Damage Immunities Lightning, Radiant, Thunder
  • Condition Immunities Exhausted
  • Senses Truesight 60 ft., Passive Perception 16
  • Time Active Day
  • Temperament Passive
  • Languages Great Avian, understands Common and Auran but can't speak them
  • Challenge ( XP)

Elementally Suffused. The Thunderbird does not need to breathe.

Tempestal Aura. Anything that begins it turn or enters within 5 ft. of the Thunderbird's space receives 13 (2d12) Lightning + 1 (1d2) Thunder damage. During the Thunderbird's successful Melee Attacks (already factored in), or when Creature touches or hits the Thunderbird with a Melee Attack, that Creature receives an additional 13 (2d12) Lightning damage.

Creatures which begin their turn or enter within 30 ft. of the Thunderbird's space have Disadvantage on Wisdom (Perception) checks, and must succeed on a DC 20 Constitution Saving Throw, becoming Deafened on a failure. Creatures that are Deafened can reattempt the Save at the end of each hour after they leave the Thunderbird's Aura, ending the effect on themselves on a success. Creatures which fail this Save three times are permanently Deafened.

Creatures with Tremorsense cannot sense anything within a 60 ft. radius of the Thunderbird, as it's drowned out by the Thunderbird's Tempest. Creatures within that radius have Disadvantage on Perception Checks using their Tremorsense to sense anything beyond it.

Superior Sight. The Thunderbird receives an additional +4 bonus on Perception checks which use it's sight, as well as has Advantage on Perception Checks which rely on sight. The Thunderbird can perfectly within the range of 3 miles, most details within 5 miles, and anything Size Small or Larger up to 10 miles away.

Wingspan. When in flight, the Thunderbird occupies a 65 ft. diameter Sphere.

Actions

Multiattack. The Thunderbird makes one Beak & one Talons attack.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Piercing + 13 (2d12) Lightning damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) Piercing + 13 (2d12) Lightning damage.

Dive. The Thunderbird tucks in it's wings and moves downwards up to 2,000 ft.

Thunderbolt. The Thunderbird fires up to 2 bolts of lightning, each 120 ft. long, 5 ft. wide Lines. Creatures within the Bolt's area must attempt a DC 20 Dexterity Saving Throw, becoming Stunned & Deafened until the beginning of the Thunderbird's next turn and receiving 13 (2d12) Lightning + 2 (1d4) Thunder damage on a failure, or half as much damage on a success and is not Deafened nor Stunned.

Most commonly called Thunderbirds, Dread Eagles are rare, wondrous sights that hail from the Plane of Elemental Air originally, rarely appearing in our world chasing & flying through thunderclouds in search of prey. Strangely, Thunderbirds are not carnivores, but instead feast upon the magical energy and carcasses of Air Elementals. Your typical Thunderbird is 30 ft. long from beak to tailtip, with a wingspan of 65 ft. & weighs near 900 pounds.

The most ancient of Thunderbirds are slightly larger than Rocs, and it has long been theorized they were the original progenitors of Rocs bread with more common captive Dire Eagles by Storm Giants. In any case, they are constantly surrounded by a crackling field of blue lightning, seemingly generated by the mighty flapping of their wings. Like Dragons, neither their size nor age seem to be inherently limited, only by the prey available.


Eagle, Ancient {Dread}

Gargantuan Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 350 (20d20+140)
  • Speed 30 ft., fly 300 ft.

STR DEX CON INT WIS CHA
29(+9) 12(+1) 24(+7) 2(-4) 16(+3) 30(+10)

  • Skills Insight +0, Perception +7
  • Damage Resistances Force
  • Damage Immunities Lightning, Radiant, Thunder
  • Condition Immunities Exhausted
  • Senses Truesight 60 ft., Passive Perception 16
  • Time Active Day
  • Temperament Passive
  • Languages Great Avian, understands Common and Auran but can't speak them
  • Challenge 21 (30,000 XP)

Colossal. The Thunderbird measures 200 ft. in length from beak to tail tip. It's body is 50 ft. across and it's wingspan measures 500 ft.

Elementally Suffused. The Thunderbird does not need to breathe.

Legendary Resistance. (2/Day) If the Thunderbird fails a Saving Throw, it can choose to succeed instead.

Tempestal Aura. Anything that begins it turn or enters within 15 ft. of the Thunderbird's space receives 13 (2d12) Lightning + 5 (2d4) Thunder damage and must attempt a DC 17 Strength Saving Throw, being pushed 11 (2d10) ft. away from the Thunderbird on a failure or half as much on a success. During the Thunderbird's successful Melee Attacks (already factored in), or when Creature touches or hits the Thunderbird with a Melee Attack, that Creature receives an additional 13 (2d12) Lightning damage.

Creatures which begin their turn or enter within 50 ft. of the Thunderbird's space has Disadvantage on Wisdom (Perception) checks, and must succeed on a DC 20 Constitution Saving Throw, becoming Deafened on a failure. Creatures that are Deafened can reattempt the Save at the end of each hour after they leave the Thunderbird's Aura, ending the effect on themselves on a success. Creatures which fail this Save three times are permanently Deafened.

Creatures with Tremorsense cannot sense anything within a 120 ft. radius of the Thunderbird, as it's drowned out by the Thunderbird's Tempest. Creatures within that radius have Disadvantage on Perception Checks using their Tremorsense to sense anything beyond it.

Superior Sight. The Thunderbird receives an additional +4 bonus on Perception checks which use it's sight, as well as has Advantage on Perception Checks which rely on sight. The Thunderbird can see perfectly within the range of 3 miles, most details within 5 miles, and anything Size Small or Larger up to 10 miles away.

Actions

Multiattack. The Thunderbird makes one Beak & one Talons attack.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d8+6) Piercing + 13 (2d12) Lightning damage and the Thunderbird can Grapple the Target as part of the attack.

Talons. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (1d20+6) Piercing + 13 (2d12) Lightning damage and the Thunderbird can Grapple the Target as part of the attack.

Dive. The Thunderbird tucks in it's wings and moves downwards up to 2,000 ft.

Thunderbolt. The Thunderbird fires up to 2 bolts of lightning, each 200 ft. long, 5 ft. wide Lines. Creatures within the Bolt's area are Deafened for 1d6 Rounds and must attempt a DC 20 Dexterity Saving Throw, becoming Stunned until the beginning of the Thunderbird's next turn and receiving 19 (3d12) Lightning + 4 (1d8) Thunder damage on a failure, or half as much damage & is not Stunned on a success.

Bonus Actions

Thundering Flight. (Recharge: 5-6) The Thunderbird flaps it's wings, causing a loud thunderclap audible up to 5 miles away. Everything within 100 ft. of the Thunderbird must then attempt a DC 22 Constitution Saving Throw. If it fails, an affected Target receives 23 (2d12+10) Thunder damage and is permanently deafened, or half as much damage and is only Deafened for 1d6 Rounds on a success.


Eel, Electric

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
13(+1) 13(+1) 10(+0) 2(-4) 7(-2) 2(-4)

  • Skills Stealth +3
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Skittish, Territorial
  • Languages
  • Challenge 1/8 (25 XP)

Electrical Field. The Eel generates an electric field, allowing it to sense electrical disturbances up to 10 ft. away, especially those created by living things. The Eel only knows the relative position of these disturbances.

Hold Breath. The Eel can hold it's breath for up to 10 minutes.

Infiltrator. The Eel can Squeeze through any space 4 inches wide or larger.

Nearly Blind. The Eel has Disadvantage on Perception checks relying on sight.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

Zap. (Recharge 5-6) Every Creature within 5 ft. of the Eel attempts a DC 10 Constitution Saving Throw. A Target that fails the Save receives 0 (1d4-3) Electric damage and is Stunned until the end of the Eel's next turn. The Eel knows the exact location of a Target that fails the Save. While not underwater, the Eel cannot attack a Target in this way unless it is touching it.

Bonus Actions

Jolt. (Recharge 1-4) The Eel forces every Creature within 5 ft. of it to attempt a DC 10 Constitution Saving Throw. On a failure, an affected Target receives 0 (1d12-11) Lightning damage, has it's Movement is reduced by 5 ft. until the end of Eel's next turn, and must re-roll any checks it has made to Hide with Disadvantage. While not underwater, the Eel cannot attack a Target in this way unless it is touching it.

Although called an "eel", Electric Eels are more closely related to Catfish, living in fresh water and reaching about 7 ft. in length, weighing in at around 50 pounds. Electric Eels also breath air, not water. A Electric Eel's body is mainly dark gray-brown with a yellow or orange underbelly.


Swarm of Electric Eels

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 104 (16d12)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 10(+0) 2(-4) 7(-2) 2(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 6 (2,300 XP)

Electrical Field. The Swarm generates an electric haze, allowing it to sense electrical disturbances up to 10 ft. away, especially those created by living things. The Swarm only knows the relative position of these disturbances.

Hold Breath. The Swarm can hold it's breath for up to 10 minutes.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for an Electric Eel by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Shocks. The Swarm forces every Creature within 10 ft. of it to attempt a DC 15 Constitution Saving Throw. On a failure, an affected Target is Paralyzed until the end of the Swarm's next turn, receives 3 (1d6) Lightning damage, and automatically fails any checks it has made to Hide. On a success, an affected Target is not Paralyzed and only receives half damage, but automatically fails any checks it has made to Hide.


Eel, Electric {Dire}

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 20 (3d10+3)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18(+4) 13(+1) 13(+1) 1(-4) 5(-3) 3(-4)

  • Skills Stealth +3
  • Damage Resistances Lightning
  • Senses Passive Perception 7
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Electric Field. The Eel generates an electric field, allowing it to sense electrical disturbances up to 30 ft. away, especially those created by living things. The Eel only knows the relative position of these disturbances.

Infiltrator. The Eel can Squeeze through any space 1.5 ft. wide or larger.

Lightning Aura Creatures which begin their turn or pass within 15 ft. of the Eel must succeed a DC 12 Constitution Saving Throw, becoming Stunned until the end of the Eel's next turn and receive 2 (1d4) Lightning damage on a failure. Targets which succeed on the Save receive only half as much Damage and aren't Stunned. The Eel knows the exact location of a Target that fails the Save. While not underwater, the range of the Aura is reduced to 5 ft.

Nearly Blind. The Eel has Disadvantage on Perception checks relying on sight.

Water Breathing. The Eel can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Piercing damage. The Eel can choose to Grapple (escape DC 16) the Target as part of the attack.

Bonus Actions

Zap. (Recharge 1-4) The Eel forces any number of Targets within 15 ft. of the Eel to attempt a DC 16 Constitution Saving Throw. Targets which fail the Save receive 13 (3d8) Electric damage and are Paralyzed for 10 Rounds, and can reattempt the Save at the end of each of their following turns to end the effect. Targets which succeed on the Save take half as much Damage and aren't Paralyzed. The Eel knows the exact location of a Target that fails the Save. While not underwater, the Range of the Zap is reduced to 5 ft.

Though a little bit stupider, Dire Electric Eels are far more wide-spread than their smaller brethren, but because they have adapted to life in deep saltwater, they are encountered far less often. Due to their greater size, Dire Electric Eels are able to sustain a continuous stream of electricity, making them far more dangerous. Dire Electric Eels are 15 ft. in length and weigh around 100 pounds.


Eel, Electric {Dread}

Large Beast, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 5 ft., swim 50 ft.

STR DEX CON INT WIS CHA
19(+4) 14(+2) 14(+2) 2(-4) 7(-2) 11(+0)

  • Skills Perception +0, Stealth +3
  • Damage Resistances Bludgeoning, Thunder
  • Damage Immunities Lightning
  • Senses Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 9 (5,000 XP)

Hold Breath. The Eel can hold it's breath up to 10 minutes.

Infiltrator. The Eel can Squeeze through any space 2 ft. wide or larger.

Lightning Aura The Eel sheds Bright Light for 20 ft. and Dim Light for an additional 20 ft. Creatures which begin their turn or pass within 20 ft. of the Eel must succeed a DC 15 Constitution Saving Throw, receiving 19 (3d12+2) Lightning damage and becoming Paralyzed until the end of the Eel's next turn on a failure. Targets which succeed on the Save receive only half as much Damage and aren't Paralyzed. The Eel knows the exact location of a Target that fails the Save.

Water Breathing. The Eel can only breathe underwater.

Actions

Multitask. The Eel begins to Constrict a Target if it can, and make one Bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Piercing damage. The Eel can choose to Grapple (escape DC 17) the Target as part of the attack.

Constrict. If the Eel is already Grappling a Medium or smaller Target, it begins crushing the Target with it's body. Until this Grapple ends, the Target receives 14 (3d6+4) Bludgeoning damage at the start of each of the Eel's turns and is Restrained. The Eel can Constrict only one target at a time.

Discharge. (Recharge 6) The Eel breathes a 30 ft. Cone of Lightning, and every Creature within it must attempt a DC 17 Constitution Saving Throw, receiving 28 (4d12+2) Lightning damage & becoming Paralyzed for 10 Rounds on a failure, and can reattempt the Save at the end of each of their following turns to end the effect. Targets which succeed on the Save take half as much Damage and aren't Paralyzed, but have their Movement reduced by half for 10 Rounds & can reattempt the Save at the end of each of their following turns to end the effect.

It's searing black body is streaked with the haze of electric potential around it, leaving the evil red coronas of it's eyes staring into your soul. Dread Electric Eels are also known as Tempest Snakes or Lightning Fish from their tendency to appear during the harshest storms at sea. Dread Electric Eels have been known to beach themselves to get to targets.


Eel, Freshwater

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4(-3) 13(+1) 8(-1) 2(-4) 7(-2) 2(-4)

  • Skills Stealth +3
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Infiltrator. The Eel can Squeeze through any space 3 inches wide or larger.

Keen Smell. The Eel has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Eel has Disadvantage on Perception checks relying on sight.

Poisonous Meat. Humanoids which eat the Eel while uncooked receive 1 (1d4-1) Poison damage 15 minutes after they begin eating, and must succeed on a DC 9 Constitution Saving Throw or become Poisoned for 24 hours.

Slippery as an Eel. The Eel can take the Disengage Action as a Bonus Action, and has Advantage on Checks and Saves to resist being Grappled.

Water Breathing. The Eel can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Piercing damage.

Freshwater Eels are smaller than their salty counterparts, usually averaging 1 to 3 ft. in length. They are normally very thin and rope-like, easily mistaken for a Water Snake at first glance. One species lives in the Artic Circle, and is called the Snowflake Eel.


Swarm of Freshwater Eels

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 55 (10d12-10)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
6(-2) 13(+1) 8(-1) 2(-4) 7(-2) 4(-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Slippery as an Eel. The Swarm can take the Disengage Action as a Bonus Action, and has Advantage on Checks and Saves to resist being Grappled.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Freshwater Eel by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water Breathing. The Swarm can only breathe underwater.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.


Eel, Moray

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10(+0) 13(+1) 10(+0) 2(-4) 7(-2) 2(-4)

  • Skills Stealth +3
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Ambusher. The Moray has Advantage on Attack Rolls against Surprised Targets.

Damage Transfer. While Constricting a Creature, the Moray takes only half the Damage dealt to it (rounded down) and the Constricted Target takes the other half.

Infiltrator. The Moray can Squeeze through any space 1/2 ft. wide or larger.

Keen Smell. The Moray has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Moray has Disadvantage on Perception checks relying on sight.

Poisonous Meat. Humanoids which eat the Moray while uncooked receive 1 (1d4-1) Poison damage 15 minutes after they begin eating, and must succeed on a DC 10 Constitution Saving Throw or become Poisoned for 24 hours.

Slippery as an Eel. The Moray has Advantage on Checks & Saves to resist being Grappled, and Targets being Grappled by the Moray have Disadvantage on Checks & Saves to resist being Grappled.

Water Breathing. The Moray can breathe only underwater.

Actions

Multiattack. The Moray makes two Bite attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage. The Moray can choose to Grapple (escape DC 13) the Target as part of the attack.

Constrict. If the Moray is already Grappling a Small or smaller Target, the Moray begins smothering the Target with it's body. Until this Grapple ends, the Target receives 2 (1d4) Bludgeoning damage at the start of each of the Moray's turns and is Restrained. The Moray can Constrict only one Target at a time.

Moray Eels live in saltwater, and are the most common type of Eel, waiting in deep crags between rocks. Upon spotting other Medium predators, Morays have been known to hunt together with them, flushing out prey from the rocks while the other scans it from above. Morays measure anywhere from 2 to 6 ft. in length, weighing anywhere from 20 to 50 pounds.

Where most animals rely on suction or gravity to swallow prey, Morays have a secondary set of jaws buried inside their throat which launches forward to pull prey down their gullet (or at least chunks of them). When chasing prey hidden in tunnels or holes, Morays have been known to tie themselves in a knot to close the tunnel entrance & give them leverage to pull the prey out.


Swarm of Moray Eels

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 104 (16d12)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13(+1) 13(+1) 10(+0) 2(-4) 7(-2) 4(-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 7 (2,900 XP)

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Slippery as an Eel. The Swarm can take the Disengage Action as a Bonus Action, and has Advantage on Checks and Saves to resist being Grappled.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Moray Eel by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water Breathing. The Swarm can only breathe underwater.

Actions

Multiattack. The Swarm makes two attacks with it's Bites.

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 11 (2d8+2) Piercing damage, or 4 (1d8+1) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Action

Constriction. The Swarm Grapples a Target (escape DC 16), smothering the Target with their bodies. Until this Grapple ends, an affected Target receives 5 (2d4) Bludgeoning damage at the start of each of the Swarm's turns and is Restrained. The Swarm can only Constrict up to two Targets at a time, or just one if the Swarm has half it's total Hit Points or fewer remaining.


Eel, Giant Moray

Large Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 11 (2d10)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12(+1) 13(+1) 11(+0) 2(-4) 7(-2) 3(-4)

  • Skills Stealth +3
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Ambusher. The Moray has Advantage on Attack Rolls against Surprised Targets.

Damage Transfer. While Constricting a Creature, the Moray takes only half the Damage dealt to it (rounded down) and the Constricted Target takes the other half.

Keen Smell. The Moray has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Moray has Disadvantage on Perception checks relying on sight.

Poisonous Meat. Humanoids which eat the Moray while uncooked receive 1 (1d4-1) Poison damage 15 minutes after they begin eating, and must succeed on a DC 10 Constitution Saving Throw or become Poisoned for 24 hours.

Slender. The Moray can Squeeze through any space 8 inches wide or larger. The Moray is considered to be a Medium animal for the purpose of determining it's Carrying Capacity.

Slippery as an Eel. The Moray has Advantage on Checks & Saves to resist being Grappled, and Targets being Grappled by the Moray have Disadvantage on Checks & Saves to resist being Grappled.

Water Breathing. The Moray can breathe only underwater.

Actions

Multiattack. The Moray makes two Bite attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage. The Moray can choose to Grapple (escape DC 14) the Target as part of the attack.

Constrict. If the Moray is Grappling a Small or smaller Target, the Moray begins smothering the Target with it's body. Until this Grapple ends, the Target receives 3 (1d4+1) Bludgeoning damage at the start of each of the Moray's turns and is Restrained. The Moray can Constrict only one target at a time.

Giant Moray Eels are two specific species of Moray Eel: Giant Moray Eel and Slender Giant Moray Eel. Slender Moray Eels are the longest Eels in the world, reaching well over 10 ft. in length, theoretically even up to 15 ft. in length.


Swarm of Giant Moray Eels

Gargantuan Swarm of Medium Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 136 (13d20)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 11(+0) 2(-4) 7(-2) 5(-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 10 (5,900 XP)

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Slippery as an Eel. The Swarm can take the Disengage Action as a Bonus Action, and has Advantage on Checks and Saves to resist being Grappled.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Moray Eel by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water Breathing. The Swarm can only breathe underwater.

Actions

Multiattack. The Swarm makes two attacks with it's Bites.

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 12 (3d6+2) Piercing damage, or 6 (1d10+1) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Constriction. The Swarm Grapples a Target (escape DC 18), smothering the Target with their bodies. Until this Grapple ends, an affected Target receives 7 (2d6) Bludgeoning damage at the start of each of the Swarm's turns and is Restrained. The Swarm can only Constrict up to two Targets at a time, or just one if the Swarm has half it's total Hit Points or fewer remaining.


Eel, Moray {Dire}

Huge Beast, Unaligned


  • Armor Class 15 (thick hide)
  • Hit Points 51 (6d12+12)
  • Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA
19(+4) 13(+1) 15(+2) 2(-4) 10(+0) 6(-2)

  • Skills Athletics +6, Stealth +3
  • Senses Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Ambusher. The Moray has Advantage on Attack Rolls against Surprised Targets.

Infiltrator. The Moray can Squeeze through any space 3 ft. wide or larger.

Keen Smell. The Moray has Advantage on Perception Checks that rely on smell.

Poisonous Meat. Humanoids which eat the Moray while uncooked receive 1 (1d4-1) Poison damage 15 minutes after they begin eating, and must succeed on a DC 9 Constitution Saving Throw or become Poisoned for 24 hours.

Slippery as an Eel. The Moray has Advantage on Checks & Saves to resist being Grappled, and Targets being Grappled by the Moray have Disadvantage on Checks & Saves to resist being Grappled.

Water Breathing. The Moray can breathe only underwater.

Actions

Multiattack. The Moray either makes two Bite attacks or begins to Constrict a Target if it can & make one Bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Piercing + 4 (1d8) Poison damage. The Moray can choose to Grapple (escape DC 18) the Target as part of the attack.

Constrict. If the Moray is already Grappling a Medium or smaller Target, it begins crushing the Target with it's body. Until this Grapple ends, the Target receives 14 (3d6+4) Bludgeoning damage at the start of each of the Moray's turns and is Restrained. The Moray can Constrict only one target at a time.

To most predators in the sea, the Dire Moray Eel is a competitor, but an equal. But to men, Dire Morays are one of the deadlist beasts in the sea. Weighing 150 pounds and reaching 25 ft. in length, the Dire Moray is a pure ramrod of muscle hell bent on cracking your bones to shard beneath of knot of slimy flesh.


Eel, Sky

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
9(-1) 14(+2) 10(+0) 3(-4) 11(+0) 3(-4)

  • Skills Perception +2
  • Senses Darkvision 60 ft., Passive Perception 12
  • Time Active Twilight, Any time
  • Temperament Skittish
  • Languages
  • Challenge 1/4 (25 XP)

Ambusher. The Moray has Advantage on Attack Rolls against Surprised Targets.

Avoidance. If the Eel is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save, and only half damage if it fails.

Infiltrator. The Eel can Squeeze through any space 1/2 ft. wide or larger.

Keen Sight. The Eel has Advantage on Perception Checks that rely on sight.

Poisonous Meat. Humanoids which eat the Eel while uncooked receive 1 (1d4-1) Poison damage 15 minutes after they begin eating, and must succeed on a DC 10 Constitution Saving Throw or become Poisoned for 24 hours.

Water Breathing. The Eel can breathe only underwater.

Actions

Multiattack. The Eel makes two Bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage and the Target must attempt a DC 12 Constitution Saving Throw, becoming Stunned until the beginning of their next Turn on a failure.

Sky Eels resemble Moray Eels, being a distant relation featuring a more streamlined face with a fine coating of scales instead of bare skin. A Sky Eel's bite is painful and paralyzing, and like Poison Dart Frogs, they come in a wide variety of fabulous colors to warn potential predators of their bite. Sky Eels have been known to gobble down eggs, and hide inside a the nest until they can lash out and paralyze the parent, scoring both the paralyzed prey and any quarry they were toting. On land or through trees, Sky Eels can slither like a Snake for short distances.


Swarm of Sky Eels

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 104 (16d12)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13(+1) 14(+2) 10(+0) 3(-4) 11(+0) 5(-3)

  • Skills Perception +2
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Twilight, Any time
  • Temperament Skittish
  • Languages
  • Challenge 6 (2,300 XP)

Avoidance. If the Swarm is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save, and only half damage if it fails.

Keen Sight. The Swarm has Advantage on Perception Checks that rely on sight.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Slippery as an Eel. The Swarm can take the Disengage Action as a Bonus Action, and has Advantage on Checks and Saves to resist being Grappled.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Moray Eel by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes two attacks with it's Bites.

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 11 (2d8+2) Piercing damage, or 4 (1d8+1) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining. The Target must attempt a DC 14 Constitution Saving Throw, becoming Stunned on a failure.


Elephant

Huge Beast, Neutral Good


  • Armor Class 12 (thick hide)
  • Hit Points 76 (8d12+24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22(+6) 9(-1) 17(+3) 5(-3) 11(+0) 7(-2)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament
  • Languages
  • Challenge 4 (1,100 XP)

Almost Blind. The Elephant has Disadvantage on Perception Checks which rely on sight.

Keen Smell. The Elephant has Advantage on Perception Checks that rely on smell.

Lumbering. The Elephant cannot take the Jump Action.

Melissophobia. The Elephant is instinctively afraid of Bees, and must pass a DC 15 Wisdom save or become Frightened of them.

Trampling Charge. If the Elephant moves at least 20 ft. straight toward a Target and then successfully hits it with a Raking Tusks attack on the same turn, the Target takes an extra 7 (2d6) Bludgeoning damage and must succeed on a DC 16 Strength Saving Throw or be knocked Prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 12 (1d12+6) Piercing damage.

Raking Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., two targets. Hit: 19 (3d8+6) Bludgeoning damage, and the Target(s) must succeed on a DC 15 Strength Saving Throw, or be knocked Prone.

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone target. Hit: 22 (3d10+6) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 13 (2d12+3) Bludgeoning damage. The Elephant cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Elephants have been known to migrate to avoid poachers and other threats, even moving during the night to avoid traveling during the daytime, when poachers are most active. Because of these, and many other behaviors, Elephants may be one of the few other Sentient species on Earth.

Variant: Mammoth

The Woolly Mammoth is an ancient cousin of the Elephant. Stockier, fiercer, and significantly hairy than Elephants, Mammoths inhabit a wide range of climes, from subarctic to subtropical. You can also use a Mammoth's stats to represent a Mastodon.


Mammoth

Huge Beast, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 126 (11d12+55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24(+7) 9(-1) 21(+5) 4(-4) 11(+0) 9(-1)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 5 (1,800 XP)

Almost Blind. The Mammoth has Disadvantage on Perception Checks which rely on sight.

Keen Smell. The Mammoth has Advantage on Perception Checks that rely on smell.

Lumbering. The Mammoth cannot take the Jump Action.

Overheating. After exposure to temperatures above 50°F for 7 (3d4) rounds, the Mammoth gains 3 Levels of Exhaustion which cannot be removed until it rests in an area 40°F or lower. For every additional Level of Exhaustion the Mammoth would gain in temperatures above 50°F, it gains another.

Poor Sprinter. If the Mammoth takes the Dash Action for 2 consecutive turns, it gains a Level of Exhaustion, and gains another Level of Exhaustion after each additional turn it continues to Dash. It can remove a Level of Exhaustion gained in this way by moving no more than half it's Movement Speed for 2 consecutive turns.

Trampling Charge. If the Mammoth moves at least 20 ft. straight toward a Target and then successfully hits it with a Raking Tusks attack on the same turn, the Target takes an extra 7 (2d6) Slashing damage and must succeed on a DC 17 Strength Saving Throw or be knocked Prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 13 (1d12+7) Piercing damage.

Raking Tusks. Melee Weapon Attack: +9 to hit, reach 5 ft., two targets. Hit: 23 (3d10+7) Bludgeoning damage, and the Target(s) must succeed on a DC 15 Strength Saving Throw, or be knocked Prone.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one Prone target. Hit: 23 (3d10+7) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +7 to hit, reach 0 ft., one Prone target. Hit: 18 (2d12+5) Bludgeoning damage. The Mammoth cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.


Elk

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 13 (2d10+2)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16(+3) 10(+0) 12(+1) 2(-4) 10(+0) 7(-2)

  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

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, that target takes an extra 7 (2d6) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Keen Smell. The Elk has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone target. Hit: 8 (2d4+3) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 7 (1d12+1) Bludgeoning damage. The Elk cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.


Elk {Dire}

Huge Beast, Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 42 (5d12+10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
19(+4) 16(+3) 15(+2) 7(-2) 14(+2) 14(+2)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Any time
  • Temperament
  • Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
  • Challenge 2 (450 XP)

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, that target takes an extra 9 (2d8) Bludgeoning damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Keen Smell. The Elk has Advantage on Perception Checks that rely on smell.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one Prone target. Hit: 13 (2d8+4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 13 (2d10+2) Bludgeoning damage. The Elk cannot Trample a Target without a 10 ft. running start and moving 15 ft. past the Target's space.

The majestic Giant Elk, otherwise known as the Dire Elk, is rare to the point that it's appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of Giant Elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.



Ettercap

Medium Monstrosity, Unaligned


  • Armor Class 13 (dextrous)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 13(+1) 5(-3) 12(+1) 8(-1)

  • Skills Acrobatics +5, Athletics +5, Initiative +4, Perception +4, Stealth +5
  • Senses Infravision, Darkvision 30 ft., Passive Perception 14
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 2 (450 XP)

Fearless. The Ettercap has Advantage on Checks & Saves made to resist becoming Frightened.

Pack Tactics. The Ettercap has Advantage on an Attack Roll against a Creature if at least 1 of the Ettercap's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Spider Climb. The Ettercap can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Spider Kin. The Ettercap has Advantage on Checks & Saves related to Spiders. Additionally, the Ettercap can communicate simple ideas and conception to Spiders.

Web Jockey. The Ettercap has 1/2 Cover while on Spiderwebs, and ignores movement restrictions caused by spiderwebs.

Web Sense. While in contact with a spiderweb, the Ettercap knows the exact location of any other Creature in contact with the same spiderweb.

Actions

Multiattack. The Ettercap makes one Bite and one Claws Attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing + 4 (1d8) Poison damage, and the Target must succeed on a DC 11 Constitution Saving Throw or become Poisoned for 1 minute. The Ettercap can attempt to Grapple (escape DC 12) the Target as part of the Attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Slashing damage.

Web. The Ettercap spins up to a 1 ft. Cube of spiderwebs, which is Difficult Terrain. Creatures beginning their Turn inside or entering the spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 12 Athletics Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed (AC 10; 5 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it is set Ablaze.

Bonus Actions

Chitter. The Ettercap commands a Spider which can see or hear it to make a single Attack as a Reaction.

Control Web. The Ettercap touches a section of Web within 5 ft. of it, causing it to move up to 5 ft., or expand or contract up to 5 ft. in size. Causing the web to expand or contract gives Creatures Restrained by it Advantage or Disadvantage on Checks & Saves to escape it, respectively.


Falcon

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 70 ft.

STR DEX CON INT WIS CHA
2(-4) 17(+3) 8(-1) 3(-4) 14(+2) 4(-3)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Day
  • Temperament Passive, All Bluster
  • Languages Understands Great Avian but can't speak it
  • Challenge 0 (10 XP)

High Flier. The Falcon is acclimated to high altitude, including elevations above 20,000 feet.

Keen Sight. The Falcon has Advantage on Perception checks which rely on sight.

Wingspan. When in flight, the Falcon is considered Small except for determining Carrying Capacity.

Actions

*Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage and the Falcon can choose to Grapple (escape DC 13) the Target.

Dive. The Falcon tucks in it's wings and moves downwards up to 2,000 ft.

Falcons have several key characteristics that can help differentiate them from Eagles and Hawks: Falcons are built for speed and agility, using a small, sharp beak and wings that taper to a fine point to catch prey in their talons during breakneck dives. (Later, Falcons kill their prey with their beak.) Consequently, they have a hard time gliding, and create a backwards-facing v-shaped silhouette during flight.

Peregrin Falcons are the fastest animal on earth, able to reach a top speed of 200 mph during a dive, with a world record of 242 mph.


Falcon {Dread}

Huge Monstrosity, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 149 (13d12+65)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
20(+5) 20(+5) 21(+5) 6(-2) 22(+6) 24(+7)

  • Skills Acrobatics +7, Arcana +0, Nature +0, Perception +8, Stealth +7
  • Damage Resistances Cold, Radiant
  • Damage Immunities Fire, Poison
  • Senses Passive Perception 16
  • Time Active Day
  • Temperament Skittish, Territorial
  • Languages Great Avian, Ignan; Understands Auran, Celestial & Common but can't speak them
  • Challenge 11 (7,200 XP)

Absorb Flame. If the Phoenix would take Fire Damage, it instead regains an equal amount of Hit Points.

Death Throes. When the Phoenix dies, it bursts into flame as an explosion of magical energy is released. Each Creature within 60 ft. of it must attempt a DC 23 Dexterity Saving Throw, receiving 42 (12d6) Fire + 28 (8d6) Radiant damage on a failure, or half as much damage on a success.

From the Ashes.* If the Phoenix dies, it remains dead for only 1d4 rounds unless it's body is completely destroyed by an effect such as Disintegrate. Otherwise, a new Young Phoenix emerges from the remains.

Keen Sight. The Phoenix has Advantage on Perception checks which rely on sight.

Magically Suffused. If the Phoenix would receive either 10 or more Fire or Radiant Damage, it must use it's Bonus Action to activate it's Volcanic Shroud.

Wingspan. While in flight, the Phoenix occupies a 25 ft. diameter Sphere.

Actions

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Piercing + 7 (2d6) Fire damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) Piercing + 7 (2d6) Fire damage and the Phoenix can Grapple (escape DC 15) the Target as part of the attack.

Dive. The Phoenix tucks in it's wings and moves downwards up to 2,000 ft.

Bonus Actions

Volcanic Shroud. The Phoenix either quells or causes it's feathers to burst into flame. When it does so, anything that begins it turn or enters within 10 ft. of the Phoenix's space receives 7 (2d6) Fire + 1 (1d2) Radiant damage. During the Phoenix's successful Melee Attacks (already factored in), or when Creature touches or hits the Phoenix with a Melee Attack, that Creature receives an additional 6 (1d12) Fire damage.

Creatures which begin their turn or enter within 30 ft. of the Phoenix's space have Disadvantage on Concentration Checks & Saves. Any Creatures which have either Darkvision, or those which naturally have Advantage on Perception Checks, that begin their turn within or entering within 30 ft. of the Phoenix's space must attempt a DC 28 Constitution Saving Throw, becoming Blinded on a failure. Afterward, an affected Target can attempt a DC 20 Constitution Saving Throw every 24 hours, ending the effect on themselves on a success, but are permanently Blinded if they fail Save 3 times.

While the Phoenix is using it's Volcanic Shroud, the Phoenix regains 9 (2d8) Hit Points at the start of each of it's turns. If the Phoenix attempts to hold it's breath, or is otherwise deprived of a ready source of oxygen, it immediately begins to Suffocate.

Though the scholarly know them to be Dread Flacons, Phoenixes, like the Thunderbird or the Dragon, are magical, elemental beasts. Known best for their ability to burst into flame and the musical cry they create as they do so, Phoenixes are truly a sight to behold - but being reclusive, long-lived & well experienced creatures, they tend to live in the depths of deserts where few venture, well protected from possible hunters. This also makes it hard to find mates, bringing us to the modern day where they are on the brink of extinction.


Falcon, Young {Dread}

Large Monstrosity, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10+65)
  • Speed 25 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19(+4) 20(+5) 21(+5) 6(-2) 20(+5) 22(+6)

  • Skills Acrobatics +7, Arcana +0, Nature +0, Perception +7, Stealth +7
  • Damage Resistances Cold, Radiant
  • Damage Immunities Fire, Poison
  • Senses Passive Perception 16
  • Time Active Day
  • Temperament Skittish
  • Languages Great Avian, Ignan; Understands Auran but can't speak it
  • Challenge 10 (5,900 XP)

Absorb Flame. If the Phoenix would receive Fire Damage, it instead regains an equal amount of Hit Points.

Keen Sight. The Phoenix has Advantage on Perception checks which rely on sight.

Magically Suffused. If the Phoenix would receive either 10 or more Fire or Radiant Damage, it must use it's Bonus Action to activate it's Volcanic Shroud.

Maturation. The Phoenix matures from a Young Dread Falcon a Dread Falcon after 1 year.

Wingspan. While in flight, the Phoenix occupies a 20 ft. diameter Sphere.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) Piercing + 6 (1d12) Fire damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Piercing + 6 (1d12) Fire damage and the Phoenix can Grapple (escape DC 14) the Target as part of the attack.

Dive. The Phoenix tucks in it's wings and moves downwards up to 2,000 ft.

Bonus Actions

Volcanic Shroud. The Phoenix either quells or causes it's feathers to burst into flame. When it does so, anything that begins it turn or enters within 10 ft. of the Phoenix's space receives 6 (1d12) Fire + 1 (1d2) Radiant damage. During the Phoenix's successful Melee Attacks (already factored in), or when Creature touches or hits the Phoenix with a Melee Attack, that Creature receives an additional 6 (1d12) Fire damage.

Creatures which begin their turn or enter within 30 ft. of the Phoenix's space have Disadvantage on Concentration Checks & Saves. Any Creatures which have either Darkvision, or those which naturally have Advantage on Perception Checks, that begin their turn within or entering within 30 ft. of the Phoenix's space must attempt a DC 28 Constitution Saving Throw, becoming Blinded on a failure. Afterward, an affected Target can attempt a DC 20 Constitution Saving Throw every 24 hours, ending the effect on themselves on a success, but are permanently Blinded if they fail Save 3 times.

While the Phoenix is using it's Volcanic Shroud, the Phoenix regains 9 (2d8) Hit Points at the start of each of it's turns. If the Phoenix attempts to hold it's breath, or is otherwise deprived of a ready source of oxygen, it immediately begins to Suffocate.

A Phoenix is most vulnerable as a youth, as it hasn't yet stored the magical energy necessary to be reborn if it dies. Immediately after rebirth, the Young Phoenix is a brand-new individual, and has no experience, making them incredibly easy to capture or slay, acting similarly to how you'd expect any newborn to react in dangerous situations.


Falcon, Blood Hawk

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 70 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 11(+0) 4(-3) 14(+2) 6(-2)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Any time
  • Temperament Aggressive
  • Languages Understands Abyssal but can't speak it
  • Challenge 1/4 (50 XP)

High Flier. The Falcon is acclimated to high altitude, including elevations above 20,000 feet.

Keen Sight. The Falcon has Advantage on Perception checks which rely on sight.

Pack Tactics. The Falcon has Advantage on an Attack Roll against a Creature if at least 1 of the Falcon's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Wingspan. When in flight, the Falcon is considered Small except for determining Carrying Capacity.

Actions

*Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage and the Falcon can choose to Grapple (escape DC 8) the Target.

Dive. The Falcon tucks in it's wings and moves downwards up to 2,000 ft.

This comparatively large species of Falcon are colloquially known by the misnomer "Blood Hawk", taking the name from it's crimson feathers and aggressive nature. Blood Hawks travel in packs and fearlessly attack almost any animal, stabbing it with their dagger like beaks.


Fiber Grass, Patch of

Medium Swarm of Tiny Plants, Unaligned


  • Armor Class 19
  • Hit Points 8 (1d8+4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18(+4) 1(-5)

  • Damage Vulnerabilities Necrotic
  • Damage Resistances Bludgeoning
  • Damage Immunities Piercing
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Ensnare. Creatures entering or beginning their turn inside the Fiber Grass's space must succeed on a DC 20 Dexterity Saving Throw, or become ensnared in the rock hard blades of grass.

Stiffen. After the Fiber Grass stiffens on contact, 5 minutes after it's no longer being touched by a Creature, it unstiffens.

Fiber Grass is a unique species of grass with uniquely defensive qualities. Upon being touched by a Creature, it immediately hardens where it lay, becoming rock-hard, as a defense against being eaten. Unfortunately, those unwary of the Grass can become accidentally ensnared in it quite easily. Thankfully, persons prepared for such difficulties can usually burn their way out of the Grass, or chop it apart with enough tenacity.


Fish, Common Modest

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 7(-2) 1(-5) 7(-2) 2(-4)

  • Saving Throws Dex +4
  • Skills Athletics -2, Sleight of Hand +4, Stealth +4
  • Senses Passive Perception 8
  • Time Active Night
  • Temperament Skittish, Passive
  • Languages
  • Challenge 0 (0 XP)

Slick as a Fish. The Fish can take the Disengage Action as a Bonus Action, and has Advantage on Checks & Saves to resist being Grappled.

Water Breathing. The Fish can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Many Fish, such as Rockbass, Sunfish, or Trout can be represented using these stats.


Fish, Common Sizable

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d6-1)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
5(-3) 13(+1) 8(-1) 2(-4) 9(-1) 2(-4)

  • Saving Throws Str +0, Dex +4
  • Skills Athletics +0, Stealth +4
  • Senses Passive Perception 9
  • Time Active Night
  • Temperament Skittish, Passive
  • Languages
  • Challenge 0 (10 XP)

Slick as a Fish. The Fish can take the Disengage Action as a Bonus Action, and has Advantage on Checks & Saves to resist being Grappled.

Water Breathing. The Fish can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.

You can use these stats to represent many arm-length or common top predator Fish, such as Northern Pike, Walleye or Salmon.


Fish, Common Enormous

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d8-1)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
8(-1) 13(+1) 8(-1) 2(-4) 9(-1) 2(-4)

  • Saving Throws Str +2, Dex +4
  • Skills Athletics +2, Stealth +4
  • Senses Passive Perception 9
  • Time Active Night
  • Temperament Skittish, Passive
  • Languages
  • Challenge 0 (10 XP)

Slick as a Fish. The Fish can take the Disengage Action as a Bonus Action, and has Advantage on Checks & Saves to resist being Grappled.

Water Breathing. The Fish can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Some Fish, especially ocean Fish, can reach lengths of up to a man's wingspan, such as a Muskie or other large big game Fish. Uses these stats to represent them.


Fish, Minnow

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
1(-5) 16(+3) 2(-4) 1(-5) 8(-1) 1(-5)

  • Saving Throws Dex +6
  • Skills Sleight of Hand +6, Stealth +6
  • Senses Passive Perception 9
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Slick as a Fish. The Fish can take the Disengage Action as a Bonus Action, and has Advantage on Checks & Saves to resist being Grappled.

Water Breathing. The Fish can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Piercing damage.

When fish spawn, they're easily described as Minnows, small, finger-length or smaller fish which probably won't survive to adulthood. Without them, the entire ecosystem would collapse.


Flea

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 6 inches, climb 6 inches

STR DEX CON INT WIS CHA
1(-5) 16(+3) 10(+0) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +5, Wis +2
  • Skills Acrobatics +5, Stealth +5
  • Condition Immunities Prone
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 0 (0 XP)

Deaf. The Flea has no sense of hearing, and is always considered Deafened.

Disease. The Flea may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Flea Bites.

Environment Dependant. The Flea dies if exposed to temperature below 38°F for 1 minute, or temperatures above 94°F for 48 hours. Exposure to 50% or lower humidity for 12 continuous hours also kills the Flea.

Keen Smell. The Flea has Advantage on Perception Checks that rely on smell, and can sense exhaled breath using it's sense of smell.

Lay Eggs. The Flea can lay up to 20 eggs at a time over the course of 20 seconds, but cannot lay more than 50 eggs each day.

Standing Leap. The Flea's Long Jump is up to 1 ft., and it's High Jump is up to 1 ft., with or without a running start.

Strange Sight. The Flea can only distinguish black and white. It cannot see shapes.

Survivor. The Flea can survive up to 6+1d6 days without food. After the Flea eats blood for the first time, it can only digest that Host's blood.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The Flea attaches itself to the Target, and can be removed with a successful DC 7 Dexterity (Sleight of Hand) Check. Every 7 (1d6+4) minutes, the Flea drains 1 microliter of blood, and detaches itself anytime within the next hour. The Flea can consume up to 15 microliters of blood each day.

Fleas are prolific parasites, the most common species of which is called "Cat Fleas", due to their preference for felines. All Fleas, however, can and will eat any blood they can get their hands on, but Cat Fleas are simply the least picky.

Once it's found a host, a Flea can lay up to 50 eggs a day. After 7 (1d6+4) days, a Larva will hatch and skitter around, eating dead skin and other detritus, along with all feces it can find from adult Fleas. After, it then cocoons itself. In this state, it can live up to 5 months waiting for a host. All told, the average Cat Flea's life span is about 21 days, but can stretch as long as 5 and a half months.


Swarm of Fleas

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 6 inches, climb 6 inches

STR DEX CON INT WIS CHA
2(-4) 16(+3) 10(+0) 1(-5) 10(+0) 3(-4)

  • Saving Throws Dex +5, Wis +2
  • Skills Acrobatics +4, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm touches.

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Standing Leap. The Swarm's Long Jump is up to 1 ft., and it's High Jump is up to 1 ft., with or without a running start.

Strange Sight. The Swarm can only distinguish black and white. It cannot see shapes.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Fly by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

The Swarm can also choose to attach itself to the Target as part of the attack, beginning to drain it's blood. Every 7 (1d6+4) minutes, the Swarm has consumed 0.0002 gallons of blood, and will detach itself over the course of an hour. The Swarm can consume up to 0.0025 gallons of blood each day.


Flea {Dire}

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
1(-5) 16(+3) 10(+0) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +5
  • Skills Stealth +5
  • Condition Immunities Prone
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Deaf. The Flea has no sense of hearing, and is always considered Deafened.

Disease. The Flea may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Flea Bites.

Environment Dependant. The Flea dies if exposed to temperature below 38°F for 1 minute, or temperatures above 94°F for 48 hours. Exposure to 50% or lower humidity for 12 continuous hours also kills the Flea.

Keen Smell. The Flea has Advantage on Perception Checks that rely on smell, and can sense exhaled breath using it's sense of smell.

Lay Eggs. The Flea can lay up to 20 eggs at a time over the course of 20 seconds, but cannot lay more than 50 eggs each day.

Standing Leap. (Recharges after a Long or Short rest) The Flea's Long Jump is up to 1 ft., and it's High Jump is up to 1 ft., with or without a running start.

Strange Sight. The Flea can only distinguish black and white. It cannot see shapes.

Survivor. The Flea can survive up to 6+1d6 days without food. After the Flea eats blood for the first time, it can only digest that Host's blood.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The Flea attaches itself to the Target, and can be removed with a successful DC 7 Dexterity (Sleight of Hand) Check. After 7 (1d6+4) minutes, the Flea has drained 1 microliter of blood, and detaches itself anytime within the next hour. The Flea can consume up to 15 microliters of blood each day.


Fly, Common

Tiny Beast, Chaotic Evil


  • Armor Class 15 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 15 ft., fly 35 ft.

STR DEX CON INT WIS CHA
1(-5) 16(+3) 13(+1) 1(-5) 10(+0) 1(-5)

  • Skills Acrobatics +6, Perception +3
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

Avoidance. If the Fly is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Fly is can see in every direction at once, but only up 5 ft. away. Additionally, it has Advantage on Checks & Saves to resist being Surprised, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

Disease. The Fly may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Fly touches.

Keen Smell. The Fly has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Spider Climb. The Fly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.

Flies have a short life cycle – just 6 days if conditions are right – and a female Fly lays an average of 120 (80d2) eggs at a time. Scientists once calculated what would happen if a single pair of Flies were able to reproduce without limits or mortality to their offspring. The result? Those two Flies, in just 5 months' time, would produce 191,010,000,000,000,000,000 new Flies, enough to cover the planet several meters deep.


Swarm of Common Flies

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 27 (5d8+5)
  • Speed 15 ft., fly 35 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 13(+1) 1(-5) 10(+0) 1(-5)

  • Skills Acrobatics +4, Perception +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 4 (1,100 XP)

Avoidance. If the Swarm is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Swarm can see in every direction at once, but only up 5 ft. away. Additionally, it has Advantage on Checks & Saves to resist being Surprised, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm touches.

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Fly by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +5 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 it's total Hit Points or fewer remaining.


Fly Larva, Common

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 3 (1d2+2)
  • Speed 4 inches, burrow 1 inch

STR DEX CON INT WIS CHA
1(-5) 12(+1) 14(+2) 1(-5) 2(-4) 1(-5)

  • Saving Throws Con +5
  • Damage Vulnerabilities Bludgeoning
  • Damage Resistances Piercing
  • Condition Immunities Blinded, Deafened, Prone
  • Skills Sleight of Hand +5, Stealth +5
  • Senses Tremorsense 5 ft., Passive Perception 6
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Disease. The Maggot may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Maggot touches.

Flesh Burrowing. The Maggot can only Burrow through soft materials, such as meat, scat, or soft dirt.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Fly Larvae are more commonly called "maggots", which are so small & tiny they resemble grains of rice,. This has earned them the name "disco rice" on the internet. But hey - they're an incredibly high source of protein, so eat up.


Swarm of Common Fly Larvae

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 2 (dexterous)
  • Hit Points 26 (4d8+8)
  • Speed 5 ft., burrow 1 inch

STR DEX CON INT WIS CHA
2(-4) 13(+1) 14(+2) 1(-5) 10(+0) 1(-5)

  • Skills Perception +3
  • Damage Vulnerabilities Bludgeoning
  • Damage Resistances Slashing
  • Damage Immunities Piercing
  • Condition Immunities Blinded, Deafened, Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease(s), determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm touches.

Flesh Burrowing. The Swarm can only Burrow through soft materials, such as meat, scat, or soft dirt.

Granular. The Swarm is Immune to Piercing damage dealt by Weapons, such as Rapiers or Daggers.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Fly Larva by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (3d4) Piercing damage, or 2 (1d4) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.


Fly, Common {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11(+0) 15(+2) 13(+1) 1(-5) 13(+1) 1(-5)

  • Skills Acrobatics +5, Perception +4
  • Senses Passive Perception 14
  • Time Active Any time
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

Avoidance. If the Fly is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Compound Eyes. The Fly is can see in every direction at once, but only up 30 ft. away. Additionally, it has Advantage on Checks & Saves to resist being Surprised, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

Disease. The Fly may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Fly touches.

Keen Smell. The Fly has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Spider Climb. The Fly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Much like their tiny cousins, Dire Flies feed upon carrion. Wholly monstrous, these disgusting creatures have been known to sometimes attack still-living foes, particularly when they are hungry or living creatures disturb their meals. Some species of Dire Fly bear their Dire Fly Larva live, ejecting piles of massive undulating maggots from their engorged abdomens rather than laying eggs in decaying corpses.


Fly Larva, Common {Dire}

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 3 (1d2+2)
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
6(-2) 11(+0) 15(+2) 1(-5) 10(+0) 2(-4)

  • Saving Throws Con +6
  • Skills Athletics +0, Stealth +2
  • Condition Immunities Blinded, Deafened, Prone
  • Skills Sleight of Hand +2, Stealth +2
  • Senses Tremorsense 20 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Disease. The Maggot may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Maggot touches.

Flesh Burrowing. The Maggot can only Burrow through soft materials, such as meat, scat, or soft dirt.

Keen Smell. The Maggot has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

Regurgitate. (Recharges after a Long or Short Rest) The Maggot vomits up the contents of it's stomach, spraying everything in a 5 ft. Cone infront of it. Creatures inside the Cone must succeed on a DC 15 Dexterity Saving Throw, being covered in upchuck on a failure, and then attempt a DC 15 Charisma Saving Throw or become Poisoned for the next 4 rounds from the revulsion it feels. An affected Target can reattempt the Charisma Save at the beginning of each of their following turns, ending the effect on themselves on a success. Targets which succeeded on the Dexterity Save have Advantage on the incurred Charisma Save(s).

Voracious scavengers, Dire Fly Larvae feed constantly, gorging themselves on the dead in preparation for their transformation into Dire Flies. Their pallid, corpulent bodies are the size of human children, and their rasping teeth are capable of eating even the bones of a corpse.

Dire Maggots have no legs, and move with a disturbing undulation as they crawl over their meals. They feed for 2 weeks (often moving from one corpse to another) before entering a pupal stage, after which they emerge as Dire Flies 1 day later. Dire Fly Pupae have the same statistics as Dire Maggots, but cannot move, have a Charisma Score of 1, and have neither Strength, Dexterity, Intelligence or Wisdom scores.


Swarm of Dire Common Fly Larvae

Huge Swarm of Medium Beasts, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 68 (8d12+16)
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
10(+0) 11(+0) 15(+2) 1(-5) 10(+0) 4(-3)

  • Skills Athletics +2, Perception +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Blinded, Deafened, Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Disease. The Swarm may carry a Disease(s), determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm touches.

Flesh Burrowing. The Swarm can only Burrow through soft materials, such as meat, scat, or soft dirt.

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Dire Fly Larva by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the Swarm's space. Hit: 22 (4d12) Piercing damage, or 11 (2d12) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining.

Regurgitate. (Recharges after a Long or Short Rest) The Swarm vomits up the contents of it's stomachs, spraying everything inside it's space and in a 5 ft. radius around it. Creatures inside it's space or inside that radius must succeed on a DC 15 Dexterity Saving Throw, being covered in upchuck on a failure, and then attempt a DC 15 Charisma Saving Throw or become Poisoned for the next 4 rounds from the revulsion it feels. An affected Target can reattempt the Charisma Save at the beginning of each of it's following turns, ending the effect on themselves on a success. Targets which succeeded on the Dexterity Save have Advantage on the incurred Charisma Save(s).


Fly, Boom

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d6-2)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11(+0) 15(+2) 13(+1) 1(-5) 13(+1) 1(-5)

  • Skills Acrobatics +5, Perception +4
  • Senses Passive Perception 14
  • Time Active Any time
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 0 (10 XP)

Compound Eyes. The Fly is can see in every direction at once, but only up 30 ft. away. Additionally, it has Advantage on Checks & Saves to resist being Surprised, and receives a +3 bonus to Wisdom (Perception) checks (already factored in).

Death Throes. When the Fly dies, it explodes, producing an audible bang heard up to 300 ft. away. Creatures with Keen Hearing can hear the noise up to 1 mile away. Many scavengers and predators are attracted by the noise.

Disease. The Fly carries a Disease(s), determined at the DM's discretion. Such diseases are usually spread to whatever the Fly touches.

Keen Smell. The Fly has Advantage on Perception Checks that rely on smell, and can smell rotting flesh or scat up to 1 mile away.

Spider Climb. The Fly can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Piercing damage.

Boom Flies are a specialised species of Dire Fly that feast on the gasses produced by a rotting body in late composition. As a result, they are very buoyant, and their bodies are essentially big bags of foul air, liable to pop like a balloon at the slightest provocation. While not dangerous in and of themselves, their explosive deaths are likely to attract predators quickly, signaling a nearby meal.


Fox

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
7(-2) 15(+2) 11(+0) 4(-3) 12(+1) 5(-3)

  • Saving Throws Int -1, Wis +3
  • Skills Perception +3, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Night
  • Temperament Skittish
  • Languages Canine, understands Sylvan but cannot speak
  • Challenge 1/8 (25 XP)

Elusive. The first time the Fox is Targeted by an attack during a Round, it AC increases by 2.

Keen Hearing and Smell. The Fox has Advantage on Perception checks which rely on hearing and smell.

Leap. The Fox can Long Jump up to a distance of 10 ft. and High Jump up to a distance of 5 ft.

Pounce. When it Jumps, the Fox can make an Attack as a Bonus Action. The Fox has Advantage on attacks made against Tiny Targets when it does so.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Foxes are well known as clever, solitary animals. Fox hunts have become legendary for their agile evasions and clever use of terrain. As canines, Foxes can be domesticated, but will still have a tendency to dig up your yard, as a wild fox will dig a burrow spanning a full square half mile.

Because of their cleverness and the adaptability that comes with being a canine, Foxes are found in every environment across the planet, from deserts to tundra. Artic Foxes, for example, are so well insulated they don't begin to shiver until temperatures drop below 90°F, and Fennec Foxes, both the world's smallest fox and one of the few desert species, never needs water, instead getting all they need from their food and the occasional condensation inside their burrows.


Frog, Freshwater

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
1(-5) 14(+2) 8(-1) 1(-5) 8(-1) 2(-5)

  • Skills Perception +1, Stealth +3
  • Senses Blindvision 10 ft., Passive Perception 11
  • Time Active Twilight
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Amphibious. The Frog must be immersed in clean water or wet mud at least once an hour or begin to Suffocate.

Hibernator. In temperatures below 35°F, the Frog immerses itself in mud or water and hibernates until temperatures stay above 35°F for 24 consecutive hours.

Slimy. The Frog has Advantage on Checks and Saves to resist being Grappled.

Standing Leap. The Frog's Long Jump is up to 5 ft., and it's High Jump is up to 5 ft., with or without a running start.

Actions

Swallow. Melee Weapon Attack: +4 to hit, reach 5 ft., one Tiny target. Hit: If the Target is Size Small or larger, there is no effect. If the Target is Size Tiny, the Frog swallows up the Target, which is Blinded, Grappled (escape DC 15), and Restrained. The Swallowed Target has Half Cover against Attacks and other effects affecting the Frog, and takes 1 Acid damage every hour. The Frog can have only one Target Swallowed at a time.

Drastic Measures. (Once per Long or Short Rest) While Grappled, the Frog will urinate to the best of it's ability.


Frog, Wood

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft., climb 5 ft.

STR DEX CON INT WIS CHA
1(-5) 14(+2) 8(-1) 1(-5) 8(-1) 2(-5)

  • Skills Perception +1, Stealth +3
  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Hibernator. In temperatures below 35°F, the Frog hides under leaves, loose dirt, or other debris and hibernates until temperatures stay above 35°F for 24 consecutive hours.

Standing Leap. The Frog's Long Jump is up to 10 ft., and it's High Jump is up to 5 ft., with or without a running start.

Actions

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tiny target. Hit: If the Target is Size Small or larger, there is no effect. If the Target is Size Tiny, the Frog swallows up the Target, which is Blinded, Grappled (escape DC 15), and Restrained. The Swallowed Target has Half Cover against Attacks and other effects affecting the Frog, and takes 1 Acid damage every hour. The Frog can have only one Target Swallowed at a time.

Drastic Measures. (Once per Long or Short Rest) While Grappled, the Frog will urinate to the best of it's ability.


Gar

Medium Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 5 (1d8+1)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 12(+1) 2(-4) 13(+1) 4(-3)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 1/4 (50 XP)

Ambusher. The Gar has Advantage on Attack Rolls against Surprised Targets.

Hold Breath. While out of water, the Gar can hold it's breath for up to 2 hours.

Play Dead. The Gar on seldom occasions will go completely motionless, pretending to play dead as it floats upwards towards it's prey to prepare an ambush. To do so, the Gar attempts a Charisma (Deception) check contested by the other Creature's Wisdom (Perception) check.

Water Breathing. The Gar can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage, and the Gar can Grapple (escape DC 12) the Target as part of the attack.

Gars are long, lean fish has a muscular body and a head with long jaws filled with sharp teeth complimented by a coat of hard, diamond-shaped scales that create a protective armor. Sleek and swift, they regard anything their own size or smaller as food, making them a true terror in the freshwater lakes and rivers where they live. A typical Gar is 7 ft. long and weighs 200 pounds.


Gar {Dire}

Huge Beast, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 73 (7d12+24)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
21(+5) 14(+2) 19(+4) 1(-5) 13(+1) 8(-1)

  • Skills Athletics +8, Perception +4, Stealth +5
  • Senses Darkvision 30 ft., Passive Perception 14
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Ambusher. The Gar has Advantage on Attack Rolls against Surprised Targets.

Hold Breath. While out of water, the Gar can hold it's breath for up to 2 hours.

Static Strike. The Gar favors going completely motionless before striking, Surprising the victim when it does. To do so, the Gar attempts a Dexterity (Stealth) check contested by the other Creature's Passive Perception check.

Water Breathing. The Gar can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12+5) Piercing damage, and the Gar can Grapple (escape DC 12) the Target as part of the attack.

Swallow Whole. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or Smaller target. Hit: 9 (1d8+5) Slashing damage and the Gar Swallows the Target whole. The Target is then Blinded, Grappled (escape DC 18), and Restrained. The Swallowed Target has Full Cover against Attacks and other effects outside the Gar, and takes 1 Acid damage every hour. The Gar can only have 1 Large, 4 Medium, 8 Small, any number of Tiny Targets Swallowed at a time.

Although typical Gars are frightening enough, tales of enormous Dire Gars that lurk in the deepest rivers and lakes persist in many regions. These creatures are true monsters, often growing to lengths of 30 ft. or more and capable of swallowing a horse and rider in a single gulp. Fortunately, Dire Gars are much rarer than their smaller kin.

Dire Gars are often kept as pets and guard animals by aquatic creatures such as Merrows, Scrags (aquatic Trolls), and the rare Sea Hags who dwell in freshwater dens.


Gloomwing

Large Monstrosity, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 16 (3d10)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10(+0) 12(+1) 10(+0) 2(-4) 11(+0) 1(-5)

  • Skills Performance +5
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic
  • Damage Immunities Force, Psychic
  • Condition Immunities Charmed
  • Senses Darkvision 120 ft., Passive Perception 10
  • Time Active Twilight
  • Temperament Aggressive, Passive
  • Languages
  • Challenge 2 (450 XP)

Confusion. Every Creature which can see the Gloomwing and begins it's turn or enters within 30 ft. of the Gloomwing must succeed on a DC 15 Charisma Saving Throw or become Charmed by it for the next 3 (1d6) rounds on a failure. Creatures which either succeed on the Save or are no longer charmed by it become Frightened of the Gloomwing for the next 7 (2d6) Rounds. Afterward, affected Targets are immune to this effect for the next 24 hours. Gloomwings and Gloomwing Larvae are immune to this effect.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Puncturing Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Piercing damage and the Target is Grappled (escape DC 20) and Restrained. If the Gloomwing chooses not to Grapple the Target, or when the Grapple ends, the Target receives 2 (1d4) Necrotic damage.

Implant. If the Gloomwing is already Grappling a Small or Larger Creature, it makes a Bite attack against it. If successful, at the beginning of the Gloomwing's next turn, it lays 2 (1d4) eggs inside the Target. The eggs hatch into Young Gloomwing Larvae after 22 (4d10) hours.

Bonus Actions

Enfeebling Pheromones.(Recharge 5-6) The Gloomwing releases a wave of a strange, musky scent. Creatures within 30 ft. of the Gloomwing must succeed on a DC 10 Consitution Saving Throw or only deal half damage with Melee Attacks that use Strength for the next hour.

Gloomwings are strange, moth-like natives of the Plane of Shadow. While Gloomwings can be conjured via spells to serve as guardians or even mounts, occasionally a Gloomwing will slip through a tear in the fabric of the planes and make the journey to the Material Plane on it's own. A Gloomwing loose on the Material Plane is active for 2 to 3 hours at dawn and again for 2 to 3 hours at dusk, preferring to spend the remaining hours of the day hiding in abandoned buildings, caves, or deep canyons or foliage where the shadows are thickest. During it's periods of activity, it flies through the sky on the hunt for creatures to attack and implant it's eggs in — the Gloomwing does not need to eat, leaving this urge to propagate it's species as it's primary drive.

Often times, the implantation is overlooked because of the long piercing holes that the Gloomwing creates when it captures prey, shish-kabobing them on it's legs. The other small hole it creates where it implants eggs is relatively unnoticeable by comparison.

For all the dangers a Gloomwing presents, it is the creature’s young that pose the gravest threat. These creatures are known as Tenebrous Worms, and despite being the larval form of the adult Gloomwing, are much more dangerous creatures. The fact that a Gloomwing can lay several eggs a day if presented with enough living hosts makes them dangerous - not for what they can inflict themselves, but for what they can spawn.


Gloomwing Larva

Medium Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 31 (3d8+18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16(+3) 15(+2) 23(+6) 2(-4) 13(+1) 6(-2)

  • Saving Throws Dex +4, Con +8
  • Skills Athletics +5, Intimidation +2
  • Damage Immunities Acid, Necrotic
  • Senses Darkvision 60 ft., Passive Perception 9
  • Time Active Twilight
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Bristles. Long bristles of shadowstuff extend from between the Tenebrous Worm’s armor plates, reacting swiftly to attacks. A Creature which touches the Tenebrous Worm or that hits it with a Melee Attack while within 5 ft. of it receives 2 (1d4) Piercing damage and must succeed on a DC 21 Consitution Saving Throw or become Paralyzed for the next 3 (1d6) rounds.

Creepy Crawly. The Tenebrous Worm can enter the space of another Creature without penalty, crawling over and around them. If the Tenebrous Worm receives Bludgeoning damage from that Creature during this time, the Tenebrous Worm must attempt a DC 11 Dexterity Saving Throw, or be flung 5 ft. away in a random direction and be knocked Prone.

Horde Advantage. If Tenebrous Worm within 5 ft. of an ally when it attacks, it deals an extra 3 (1d6) Piercing damage.

Nimble Escape. The Teneborous Worm can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Maturation. After consuming 300 pounds of transformed meat, the Teneborous Worm constructs a Gloomwing Larva Cocoon around itself over the course of 31 (2d10+20) minutes and begins to transform.

Actions

Multiattack. The Teneborous Worm makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Piercing damage, and the Target receives an additional 9 (2d8) Acid damage while in Dim Light, or half as much in Bright Light or Darkness.

The pallid, Millipede-like, stocky Tenebrous Worm is a voracious predator that hungers for mortal flesh, clattering along upon dozens of small legs. Writhing bristles twitch on it's back, and it's shadow seems strangely mobile.

Don't let the name fool you, for the term "Teneborous Worm" actually refers to Gloomwing Larvae; In a strange reversal, these younger creatures are more dangerous than the adults they grow into, killing enormous amounts of prey after the Worm finally hatches from it's grisly safe-haven. Upon hatching, it's already fully-functional, only needing to aquire food before constructing it's Gloomwing Larva Cocoon, which it immediately sets about doing.

Although Tenebrous Worms tend to be relatively pale colored, it's internal organs seethe and roil with shadowy energies and dark fluids. As the creature feeds, these shadowy innards begin to grow out of it's body, forming strange, bristle-like filaments of semisolid shadowstuff not only capable of piercing the flesh of those who would attack the worm, but also possessing a deadly paralytic poison. Additional shadowy fluids constantly seep from the worm’s mandibles — when it bites prey, these fluids melt flesh into shadows that the creature can then consume. When the Worm feeds on enough of this shadowy flesh, the creature seeks out a secluded, shady area (typically just within a cave entrance or in a ruined building) and spins it's Cocoon.


Gloomwing Larva, Young

Small Beast, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 22 (3d6+12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15(+2) 14(+2) 19(+4) 2(-4) 13(+1) 6(-2)

  • Saving Throws Dex +5, Con +7
  • Skills Athletics +4, Intimidation +0
  • Damage Immunities Acid, Necrotic
  • Senses Darkvision 60 ft., Passive Perception 9
  • Time Active Twilight
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Creepy Crawly. The Tenebrous Worm can enter the space of another Creature without penalty, crawling over and around them. If the Tenebrous Worm receives Bludgeoning damage from that Creature during this time, the Tenebrous Worm must attempt a DC 11 Dexterity Saving Throw, or be flung 5 ft. away in a random direction and be knocked Prone.

Damage Transfer. While occupying another Creature's space, the Tenebrous Worm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Horde Advantage. If Tenebrous Worm within 5 ft. of an ally when it attacks, it deals an extra 3 (1d6) Piercing damage.

Maturation. After consuming 60 pounds of transformed meat, the Teneborous Worm matures from a Young Gloomwing Larva into the larger Gloomwing Larva.

Actions

Multiattack. The Teneborous Worm makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage, and the Target receives an additional 9 (2d8) Acid damage while in Dim Light, or half as much in Bright Light or Darkness.


Gloomwing Larva Cocoon

Medium Monstrosity, Unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 37 (3d8+24)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
26(+8) 6(-2)

  • Damage Vulnerabilities Force; Magical damage
  • Damage Resistances All Nonmagical damage except Force damage
  • Damage Immunities Acid, Necrotic, Poison
  • Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 4 (1,100 XP)

Incubate. The Cocoon hatches 3 (1d6) days after it's formation, becoming a Gloomwing.

Vulnerability. If the Cocoon is directly Targeted by a Magical effect with a duration longer than Instantaneous, such as an Invisibility or Mage Armor Spell, it takes 3 (1d6) Force damage at the beginning of each Round it persists.


Goat, Domestic

Medium Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12(+1) 11(+0) 11(+0) 3(-4) 12(+1) 4(-3)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Charge. If the Goat moves at least 10 ft. straight toward a target and then successfully hits it with a Ram attack on the same turn, the Target must succeed on a DC 11 Strength Saving Throw or be knocked Prone.

*Milk. After giving birth, the Goat produces 1 gallon of milk each day for 2 years.

Sure-Footed. The Goat has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) Bludgeoning or Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +2 to hit, reach 0 ft., one Prone target. Hit: 1 (1d2) Bludgeoning damage. The Goat cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Goats come in 3 types of breeds: dairy, meat, & wool, depending on what they're bred to produce. When considering Dairy Goats, it should be noted that milk consumption is usually exceedingly rare due to lack of refrigeration.


Goat, Mountain

Medium Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12(+1) 11(+0) 11(+0) 3(-4) 12(+1) 4(-3)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Charge. If the Goat moves at least 10 ft. straight toward a target and then successfully hits it with a Ram attack on the same turn, the Target receives an extra 1 (1d2) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Sure-Footed. The Goat has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +2 to hit, reach 0 ft., one Prone target. Hit: 2 (1d4) Bludgeoning damage. The Goat cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.


Goat {Dire}

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 19 (3d10+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 12(+1) 3(-4) 12(+1) 7(-2)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Charge. If the Goat moves at least 20 ft. straight toward a target and then successfully hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Sure-Footed. The Goat has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 6 (1d10+1) Bludgeoning damage. The Goat cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Goblin Dog

Medium Monstrosity, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 7(-2) 2(-4) 12(+1) 6(-2)

  • Skills Perception +3, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Day, Any time
  • Temperament Friendly
  • Languages Canine
  • Challenge 1 (200 XP)

Disease Resistant. The Goblin Dog has Advantage on Checks & Saves to resist becoming Diseased.

Itching Dander. Creatures which touch the Goblin Dog, or, secondarily, touch something which has touched the Goblin Dog without having been cleaned within the past 2 weeks must succeed on a DC 12 Constitution Saving Throw, or break into an itching rash on a failure. Affected Targets have Disadvantage on Concentration Checks & Saves, and Dexterity, Intelligence & Wisdom Checks & Saves for the next 24 hours.

The Goblin Dog is partially immune to this effect, still having Disadvantage on Concentration Checks & Saves, and Dexterity, Intelligence & Wisdom Saving Throws. Goblinoids are immune to this effect.

Keen Smell. The Goblin Dog has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage and is subjected to the Goblin Dog's Itching Danger.

Loathed by men and beasts alike, Goblin Dogs are ugly, stinking, craven, and foul-tempered. It’s no surprise that Goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a species-wide mange exacerbated by prolific dander, even the healthiest Goblin Dog looks sickly and starved.

Despite it's name, the Goblin Dog is in fact a species of rodent grown monstrously large. Their long-legged shape and proclivity to hunt and run in packs earned them their popular name, a name that many Goblins take issue with, as it galls the average Goblin to consider these, their favored mounts, having anything at all to do with actual Dogs. Of course, being Goblins, they haven’t bothered to come up with alternate names for Goblin Dogs. Perhaps they don’t realize they can.

Contact with a Goblin Dog’s infested, mangy hide causes most other creatures to break out into hives, a condition known as “goblin rash.” Goblinoids seem to be immune to this affliction, and are fond of keeping Goblin Dogs as guardians and mounts.

Despite their skin conditions and disorders, Goblin Dogs are highly resistant to disease. Their favored food is carrion—the riper, the better. That many Goblin tribes let their Goblin Dogs run free in their lairs is the single reason most Goblin dens aren’t filthier than they actually are; constantly hungry, a Goblin Dog eats anything it can chew that it finds left behind by other, more discerning palates.

An average Goblin Dog is 5 ft. long, but due to their skeletal nature & elongated tails, only weighs 75 pounds.



Gorgon

Large Construct/Monstrosity, Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 114 (12d10+48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20(+5) 10(+0) 18(+4) 2(-4) 12(+1) 9(-1)

  • Saving Throws Con +7, Cha +2
  • Skills Intimidation +2, Stealth +3
  • Damage Resistances Non-Adamantine or Non-Mythral Bludgeoning, Piercing, and Slashing; Necrotic, Thunder
  • Damage Immunities Mundane Damage
  • Condition Immunities Petrified
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 9 (5,000 XP)

Encorcelled Attacks. The Gorgon's Melee Weapon Attacks deal Magical Damage.

Horrific Structure. The Gorgon's strange anatomy, even while still being a naturally occuring Creature, causes it to be considered simultaneously a Construct and a Monstrosity.

Relentless. (1/Day) If the Gorgon receives Mundane Damage that would reduce it to 0 Hit Points, it can attempt a Constitution Saving Throw of a DC equal to 10 or half the damage dealt, whichever is higher. If it succeeds, it is instead reduced to 1 Hit Point.

Trampling Charge. If the Gorgon moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore Attack on the same Turn, the Target must succeed on a DC 17 Strength Saving Throw or be knocked Prone.

Unfaltering. The Cerberus has Advantage on Checks & Saves made to resist the Charmed, Frightened, and Poisoned Conditions.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) Piercing damage and the Gorgon can force the Target to attempt a DC 17 Strength Saving Throw, being knocked Prone if it fails.

Petrifying Breath. (Recharge 6) The Gorgon exhales a 30 ft. Cone of petrifying gas. Creatures inside that Cone must succeed on a DC 17 Constitution Saving Throw or be considered Grappled as it begins to to turn to stone, 1d4 of it's limbs having turned to stone. Targets Restrained in this way must repeat the Save at the end of its next Turn, ending the transformation in it's current state if it succeeds, or being completely Petrified until freed by the Spell Greater Restoration or a similar effect if it fails.

Bonus Actions

Trample. Melee Weapon Attack: +7 to hit, reach 0 ft., one Prone target. Hit: 14 (1d20+4) Bludgeoning damage. The Gorgon cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Griffon

Large Monstrosity, Lawful Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 60 (8d10+14)
  • Speed 60 ft., Fly 90 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 15(+2) 6(-2) 17(+3) 18(+4)

  • Saving Throws Str +6, Dex +5, Con +5, Wis +6, Cha +7
  • Skills Acrobatics +5, Initiative +5, Perception +9, Stealth +5, Survival +6
  • Senses Lowlight Vision, Darkvision 120/120 ft., Passive Perception 19
  • Time Active Day, Any time
  • Temperament Territorial, Friendly
  • Languages Great Avian; Understands Auran
  • Challenge 3 (700 XP)

Brave. The Griffon has Advantage on Checks & Saves made to resist becoming Frightened.

High Flier. The Griffon is acclimated to high altitude, including elevations above 20,000 ft.

Superior Sight. The Griffon receives an additional +3 bonus on Perception checks which use it's sight (already factored in), as well as has Advantage on Perception Checks which rely on sight. The Griffon can see perfectly within the range of a mile, most details within 2 miles, and anything Size Small or larger up to 3 miles away.

Wingspan. When in flight, the Griffon is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Griffon makes one Beak and one Talons attacks.

Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) Piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d12+3) Slashing Damage, and the Griffon can attempt to Grapple (escape DC 16) the Target.

Dive. The Griffon tucks in it's wings and moves downwards up to 1,000 ft.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 15 (3d8+2) Slashing damage. The Griffon cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Griffon, Teacup

Tiny Monstrosity, Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 12 (8d4-8)
  • Speed 15 ft., Fly 25 ft.

STR DEX CON INT WIS CHA
4(-3) 16(+3) 8(-1) 6(-2) 17(+3) 13(+1)

  • Saving Throws Str -1, Con +1, Wis +5
  • Skills Acrobatics +5, Initiative +5, Perception +8, Stealth +5
  • Senses Lowlight Vision, Darkvision 60/60 ft., Passive Perception 18
  • Time Active Day, Any time
  • Temperament Territorial, Friendly
  • Languages Great Avian; Understands Auran
  • Challenge 1/4 (50 XP)

High Flier. The Griffon is acclimated to high altitude, including elevations above 20,000 ft.

Superior Sight. The Griffon receives an additional +3 bonus on Perception checks which use it's sight (already factored in), as well as has Advantage on Perception Checks which rely on sight. The Griffon can see perfectly within the range of a mile, most details within 2 miles, and anything Size Small or larger up to 3 miles away.

Wingspan. When in flight, the Griffon is considered Small except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1 (1d2) Piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 2 (1d4) Slashing Damage, and the Griffon can attempt to Grapple (escape DC 9) the Target.

Dive. The Griffon tucks in it's wings and moves downwards up to 1,000 ft.

Almost painfully cute, these tiny tiger birds are as playful as they think they are fierce. Their origins are lost to the histories, but it's suspected a mad genius created these for the express purpose of warming the souls of their owners. A Teacup Griffon weighs less than a dozen pounds, roughly the size of a growing puppy, and eats 2 lbs. of meat each day.


Gryph

Small Monstrosity, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 4 (1d6+1)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 13(+1) 2(-4) 12(+1) 6(-2)

  • Skills Intimidation +0, Nature -2, Perception +3, Stealth +3
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Day, Any time
  • Temperament Territorial, Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Gryph makes 3 Beak attacks.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Ovipositor. Melee Weapon Attack: +4 to hit, reach 5 ft., one Seized target. Hit: 1 (1d2) Piercing damage, and the Gryph lays 2 (1d4) eggs in the Target.

Bonus Actions

Seize. The Gryph attempts to Grapple (escape DC 12) one Medium or Small Target.

At first appearance, a Gryph looks much like a six-legged stork with unkempt, greasy feathers. However, its beak is razor-sharp and it's means of reproduction is foul. Gryphs normally survive on carrion and small animals, but take on larger game when driven by hunger or if they feel threatened. While they might not be good fliers, Gryphs can take to the air whenever they need to escape a bad situation or find a new feeding ground. They just keep their flights low and quick. Most Gryphs are 3 ft. tall and weigh 45 pounds.

Gryphs are hermaphroditic and mate frequently, keeping their egg pouches at the ready. When they encounter a suitable host — a warm-blooded creature of size Small or Larger, ideally alone — the Gryph(s) swoops down, latch onto the target, and implant their eggs directly into its flesh. As long as the Target is Conscious, the bird continues its assault until the unlikely even that the target flees the area. The eggs quicken swiftly once implanted, and Gryph chicks hatch soon, days to hours later, in a bloody birth that is often fatal to the host.

Gryphs have a strange affinity for vermin, often lairing in close proximity to one or more Insect Swarms or vermin of Medium Size or Smaller. The Insects avoid the Gryphs instinctively, feeding off the remains of the flock’s meals and on creatures too small for the Gryphs to bother with.


Gryph Egg

Tiny Beast, Unaligned


  • Armor Class 8 (natural armor)
  • Hit Points 3 (1d2+2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14(+2) 2(-4)

  • Damage Resistances Bludgeoning, Cold, Thunder
  • Damage Vulnerabilities Necrotic
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 1/2 (100 XP)

Incubate. The Egg deals 1 Necrotic damage to it's host every 60 minutes after being laid. Then, 11 (1d20+1) hours after being laid, the Egg hatches, becoming a Gryph Chick, dealing an additional 2 (1d4) necrotic damage.

A Gryph Egg is slimy, tacky, rough and rubbery all at the same time.


Gryph Chick

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 4 (1d4+2)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4(-3) 15(+2) 15(+2) 2(-4) 12(+1) 4(-3)

  • Skills Acrobatics +4, Survival +3
  • Senses Darkvision 5 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

Flyby. The Chick doesn't provoke Opportunity Attacks when it Flies out of reach.

Maturation. After 3 months, the Chick matures from a Gryph Chick into a Gryph.

Actions

Multiattack. The Chick makes two Beak attacks.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

A Gryph Chick is ravenously hungry, consuming anything it can get it's beak around. When it hatches, it initially attacks it's host, ensuring a good meal, but then it's Temperament changes to Passive, Skittish as it begins to favor Tiny Insects or other vermin.


Hangman Possum

Small Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 2 (1d6-1)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
12(+1) 3(-4) 9(-1) 2(-4) 11(+0) 2(-4)

  • Skills Stealth -2
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 1/2 (100 XP)

Forest Camouflage. The Hangman Possum has Advantage on Checks to Hide among Trees.

Noose. Creatures entering the space below the Hangman Possum are Grappled, and have a 50% chance of being choked by the Hangman Possum's tail. Creatures with a Passive Perception of 14 or higher notice the tail is unusual before they enter it's space.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 1 ft., one target. Hit: 0 (1d2-1) Slashing + 1 (1d2) Poison damage, and the Target must succeed on a DC 10 Constitution Saving throw or become Poisoned.

Like an engorged Sloth, with some hints of Possum mixed into it's physique, a Hangman Possum spends most of it's life in the trees, hunkered onto it with it's massive clawed hind feet while it dangles it's man-sized leathery tail below itself. Animals and men which are caught by the hangman find themselves dragged into the air by their neck, leg or arm, where they are raked by claws.

Being carnivores, they prefer game trails or similarly trafficed areas, and wait to grab onto any unlucky Creature which passes underneath, hopefully grasping it's neck, letting lack of oxygen do it's killing for it. Once suitably subdued, the Hangman begins to drag it's prey up to it's nest, and sinks it's poisonous claws into it's prey before finally depositing it among the branches to feast on it.

Thankfully, hangman Possums are stupid Creatures, and easily find themselves in deadly situations. For instance, prey which plays dead is normally not even dosed with poison, and is simply munched on, giving it an opportunity to fight back. Sometimes a Hangman will pick a branch too thin to support the prey of itself and it's prey, and fall from their perch, trapped by their own slowness on the ground. Sometimes they're even yanked off their perch by wary travels, where they are cooked and eaten.


Hangman Tree

Huge Plant, Unaligned


  • Armor Class 15 (thick fibers)
  • Hit Points 68 (8d12+16)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
20(+5) 8(-1) 15(+2) 2(-4) 10(+0) 3(-4)

  • Skills Athletics +9, Deception +4, Nature +0, Stealth +3
  • Damage Vulnerabilities Force
  • Damage Resistances Bludgeoning, Cold, Piercing
  • Senses Blindsight 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

False Appearance. While the Hangman Tree remains motionless, it is indistinguishable from a normal Tree.

Trunk. Despite it's Size, the Hangman Tree physically occupies a smaller space on the ground. The trunk of the Tree itself is located at the center of it's space, and is 6 (1d6+5) ft. in diameter.

Actions

Multiattack. The Hangman Tree makes one Bite attack and three Vines attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 0 ft., one Grappled target. Hit: 7 (1d4+5) Piercing damage.

Vines. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 0 (1d2-1) Bludgeoning damage and the Target is Grappled (escape DC 19) & Restrained, then is pulled 10 ft. towards the hangman Tree.

If an affected Target is pulled into the Hangman Tree's Space, it's pulled into it's canopy 9 (2d8) ft. off the ground, hanging upside down. At the start of each of the Hangman Tree's following turns, each hanging & Grappled Target receives 3 (1d6) Bludgeoning damage as the Vines constrict them.

Hallucinatory Spores. (1/Day) The Hangman Tree releases a cloud of invisible, tiny Spores affecting every Creature within 60 ft. of it. Targets exposed to the Spores must succeed on a DC 15 Wisdom Saving Throw or believe the Hangman Tree is completely normal for the next 7 (2d6) minutes, and just a Tree - or at worst, a Treant or some other friendly Tree-like Creature. During this time, an affected Target is Passive towards the Hangman Tree, and refuses to attack it. An affected Target can reattempt the Save each time the Hangman Tree attacks an ally for the first time each Round. Similarly, an affected Target can reattempt the Save with Advantage if they are attacked. Succeeding on the Save ends the effect.

The Hangman Tree prefers to lie in wait near remote forest tracks and game trails, waiting for victims to wander by. These carnivorous Plants are incredibly patient, and can wait for months in a single location for food to approach. When prey does draw near, the Tree’s vines lash like striking snakes. The Tree often uses its pull ability to hoist grappled foes 10 to 15 ft. in the air so that they are out of reach of allies while they slowly strangle. The Tree generally only swallows one foe whole at a time, letting its other captured victims dangle and ripen until it is ready to feed on them.

Due to the rather obvious similarities, it's not uncommon for people to conflate Hangman Trees and Quickwoods. Some scholars have made attempts to try to find a relation between them. Though slightly odd and lumpy, an average Hangman Tree is 30 ft. tall and weighs 12,000 pounds (6 tons).

Note: Hanging Upside Down.

Everyone occasionally enjoys hanging upside down, in one form or another, but it can be deadly over prolonged periods of time. The pooling blood causes your heart to struggle severely, and the extra blood volume causes your brain to swell.

After a few minutes, it creates numerous blood clots throughout your brain, cutting off it's oxygen - which was already limited because of all your internal organs piled ontop of your lungs. Beyond deadly consequences, hanging upside down can cause you to go temporarily - or possibly permanently, depending on the person - blind, and there's endless other miscellaneous things that could happen, like your tongue cutting off your windpipe when you fall unconscious.

To model this, a Humanoid must attempt a DC 13 Constitution Saving Throw each time a number of hours equal to their Constitution Score has passed. Creatures which fail the Save have Disadvantage on following Saves, and fall Unconscious. When an affect Target has Disadvantage on the Save, it will automatically Die if it fails it's Save. Small or Smaller Humanoids have Advantage on their Saves until they fail one, and then make their Saves as previously explained.

If an affected Target escapes, they gain a number of levels of Exhaustion equal to the number of Saves they attempted.


Hawk

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4(-3) 15(+2) 8(-1) 2(-4) 14(+2) 4(-3)

  • Skills Perception +4
  • Senses Passive Perception 14
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

High Flier. The Hawk is acclimated to high altitude, including elevations above 20,000 feet.

Keen Sight. The Hawk has Advantage on Perception checks which rely on sight.

Wingspan. When in flight, the Hawk is considered Small except for determining Carrying Capacity.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Slashing damage and the Hawk can choose to Grapple (escape DC 13) the Target.

Dive. The Hawk tucks in it's wings and moves downwards up to 1,000 ft.

Hawks have several key characteristics that can help differentiate them from Eagles and Falcons: Smaller than Eagles, generally larger than Falcons, Hawks use their strong, compact build to glide on large, rounded-off wings. When they spot prey, they swoop into the forest and use their long tail feathers to perform tight maneuvers.


Hippocampus

Large Monstrosity, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 15 (2d10+4)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 14(+2) 2(-4) 12(+1) 6(-2)

  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages Understand Aquan but cannot speak it
  • Challenge 1/2 (100 XP)

Charge. If the Hippocampus moves at least 20 ft. straight toward a Target and then hits it with a Slam attack on the same turn, that Target must succeed on a DC 14 Strength Saving Throw or be knocked 6 (1d12) ft. away.

Slippery. The Hippocampus has Advantage on Checks & Saves to resist being Grappled.

Water Breathing. The Hippocampus can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage.

Hippocampi have the foreparts of a Horse and the hindquarters of a fish. it's forelegs end in splayed fins rather than hooves. Much like a Horse, a Hippocampus is easily trained, making them prime beasts of burden for aquatic Humanoids.

In the wild, Hippocampi prefer to dwell in relatively shallow waters where their favorite food (seaweed and kelp) is more plentiful and larger predators are less common. These creatures often travel in large schools, analogous to free-roaming herds of wild horses on the surface world.


Hippogriff

Large Beast, Chaotic Neutral


  • Armor Class 11 (dexterous)
  • Hit Points 30 (4d10+8)
  • Speed 50 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
17(+3) 13(+1) 14(+2) 3(-4) 14(+2) 10(+0)

  • Saving Throws Str +5, Wis +4
  • Skills Acrobatics +5, Perception +7, Performance +2, Sleight of Hand 3, Survival +4
  • Senses Lowlight Vision, Passive Perception 17
  • Time Active Day
  • Temperament Territorial, Friendly
  • Languages Druidic
  • Challenge 2 (450 XP)

Ace Aerialist. While Flying, the Hippogriff's AC receives a +2 bonus and Attacks of Opportunity against the Hippogriff have Disadvantage.

High Flier. The Hippogriff is acclimated to high altitude, including elevations above 20,000 ft.

Keen Smell. The Hippogriff has Advantage on Perception Checks that rely on smell.

Superior Sight. The Hippogriff receives an additional +3 bonus on Perception checks which use it's sight (already factored in), as well as has Advantage on Perception Checks which rely on sight. The Griffon can see perfectly within the range of a mile, most details within 2 miles, and anything Size Small or larger up to 3 miles away.

Wingspan. When in flight, the Hippogriff is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Hippogriff makes one Beak and one Talons attacks.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage, and the Hippogriff can attempt to Grapple (escape DC 13) the Target.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) Slashing damage.

Dive. The Hippogriff tucks in it's wings and moves downwards up to 1,000 ft.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 4 (1d8) Slashing + 6 (1d8+2) Bludgeoning damage. The Hippogriff cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Hippopotamus

Large Beast, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 42 (5d10+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21(+5) 8(-1) 16(+3) 2(-4) 12(+1) 5(-3)

  • Skills Athletics +8, Stealth +2
  • Senses Passive Perception 11
  • Time Active Night, Any time
  • Temperament Territorial, Passive
  • Languages
  • Challenge 4 (1,100 XP)

Charge. If the Hippo moves at least 10 ft. straight toward a Target and then hits it with a Bite attack on the same turn, the Hippo can take a Ram the Target as part of the attack.

Hold breath. The Hippo can hold it's breath for 5 minutes.

Sweat. The Hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 bonus on Saving Throws against nonmagical disease.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d8) Piercing + 11 (1d12+5) Bludgeoning damage and the Hippo can Grapple the Target as part of the attack.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) Bludgeoning damage and the Target must succeed on either a DC 18 Strength or Constitution Saving throw or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 14 (2d10+3) Bludgeoning damage. The Hippo cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

The ill-tempered “river horse” has a well earned reputation for hostility, despite the fact that it is a herbivore. While in the water, Hippos will go to great lengths in order to defend their location. They favor stagnant, shallow water, and despite all appearances, are poor swimmers, instead walking along the bottom of their aquatic realms.

Strangely, at night, when they go to land to hunt for food, they become relatively docile. They prefer not to approach within 10 ft. of another Medium or Larger creature, but if one does or they do by accident, they may become very territorial. While on land, a Hippo eats about 150 pounds of grasses and other vegetation. A typical Hippo weighs about 8,000 pounds and measures about 15 ft. in length.


Hippopotamus {Dire}

Gargantuan Beast, Unaligned


  • Armor Class 15 (thick hide)
  • Hit Points 155 (10d20+50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26(+8) 7(-2) 21(+5) 2(-4) 12(+1) 9(-1)

  • Skills Athletics +11, Stealth +1
  • Senses Passive Perception 11
  • Time Active Night, Any time
  • Temperament Territorial
  • Languages
  • Challenge 10 (5,900 XP)

Charge. If the Hippo moves at least 10 ft. straight toward a Target and then hits it with a Bite attack on the same turn, the Hippo can take a Ram the Target as part of the attack.

Hold breath. The Hippo can hold it's breath for 10 minutes.

Sweat. The Hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 bonus on Saving Throws against nonmagical disease.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d12) Piercing + 21 (2d12+8) Bludgeoning damage and the Hippo can Grapple the Target as part of the attack.

Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (2d12+8) Bludgeoning damage and the Target must succeed on either a DC 21 Strength or Constitution Saving throw or be knocked 11 (2d10) ft. away & be Prone.

Bonus Actions

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 34 (4d12+8) Bludgeoning damage. The Hippo cannot Trample a Target without a 5 ft. running start and moving 20 ft. past the Target's space.

Standing taller than an Elephant, Dire Hippos have few enemies in the natural world — even dinosaurs and Dire Crocodiles avoid fights with them.


Hippopotamus, Pygmy

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 10(+0) 14(+2) 2(-4) 12(+1) 5(-3)

  • Skills Athletics +5, Stealth +2
  • Senses Passive Perception 11
  • Time Active Night, Any time
  • Temperament Territorial, Passive
  • Languages
  • Challenge 2 (450 XP)

Charge. If the Hippo moves at least 10 ft. straight toward a Target and then hits it with a Bite attack on the same turn, the Hippo can take a Ram the Target as part of the attack.

Hold breath. The Hippo can hold it's breath for 5 minutes.

Sweat. The Hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 bonus on Saving Throws against nonmagical disease.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing + 7 (1d8+3) Bludgeoning damage and the Hippo can Grapple the Target as part of the attack.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Bludgeoning damage and the Target must succeed on either a DC 15 Strength or Constitution Saving throw or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 9 (2d6+2) Bludgeoning damage. The Hippo cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Pygmy Hippos are smaller relatives of common Hippos which prefer marshy, swampy environments. A typical Pygmy Hippo eats 100 pounds of grass or other vegetation each night, weighs about 500 pounds, and reaches about 5 ft. in length.


Hook Horror

Large Monstrosity, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10+36)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
19(+4) 10(+0) 16(+3) 6(-2) 12(+1) 7(-2)

  • Saving Throws Str +7, Con +6
  • Skills Athletics +7, Intimidation +1, Nature +1, Perception +3, Stealth +3, Survival +4
  • Senses Blindsight 60 ft., Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages Hook Horror
  • Challenge 5 (1,800 XP)

Dauntless. If the Horror would acquiring a Condition, such as Blindness or Exhaustion, as a result of failing a roll, it can repeat the roll, potentially avoiding acquiring the Condition. All other effects, such as Damage incurred by Attacks or Spells, still apply.

Echolocation. The Horror's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Savage. Attacks the Horror makes resulting in a Critical Hit add an addiitional 10 points of Damage to the Attack's final damage total.

Superior Hearing. The Horror receives a +2 bonus to Perception Checks which rely on Hearing (already factored in), as well as has Advantage on Perception Checks that rely on hearing.

Actions

Multiattack. The Horror makes two Hook Attacks.

Hook. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) Piercing + 4 (1d8) Bludgeoning damage.

If the Target receives 10 or more Piercing Damage, the Horror can Grapple (escape DC 17) it. Similarly, if the Target is Medium or smaller and receives 4 or more Bludgeoning Damage, the Horror can choose to throw the Target up to 10 ft. away. The Horror cannot throw a Grappled Target.

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 14 (2d10+3) Bludgeoning + 7 (1d6+4) Slashing damage. The Horror cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Horse, Draft

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 13 (2d10+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18(+4) 10(+0) 12(+1) 2(-4) 11(+0) 7(-2)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (100 XP)

Keen Smell. The Horse has Advantage on Perception Checks that rely on smell.

Milk. After giving birth, the Horse produces 5 gallons of milk per day for 4 months.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Bludgeoning + 1 (1d2) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 4 (1d6+1) Bludgeoning damage. The Horse cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Horses are wonderful animals, prized and expensive. A Horse requires 25 gallons of water each day. Horses can sleep either standing up or laying down. Strangely, they cannot vomit, nor can they breath through their mouths. If a horse is known to kick, many times horse keepers will tie a red ribbon to their tail.


Horse, Pony

Medium Beast, Unaligned


  • Armor Class 10
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15(+2) 10(+0) 13(+1) 2(-4) 11(+0) 7(-2)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/4 (50 XP)

Keen Smell. The Pony has Advantage on Perception Checks that rely on smell.

Milk. After giving birth, the Pony produces 3 gallons of milk per day for 4 months.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Bludgeoning + 1 Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 3 (1d4+1) Bludgeoning damage. The Pony cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.


Horse, Riding

Large Beast, Unaligned


  • Armor Class 10
  • Hit Points 11 (2d10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16(+3) 11(+0) 11(+0) 2(-4) 11(+0) 7(-2)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Keen Smell. The Horse has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2+3) Piercing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Bludgeoning + 1 (1d2) Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +2 to hit, reach 0 ft., one Prone target. Hit: 3 (1d6) Bludgeoning damage. The Horse cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.


Horse, War

Large Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 19 (3d10+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18(+4) 12(+1) 13(+1) 2(-4) 12(+1) 7(-2)

  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The Horse has Advantage on Perception Checks that rely on smell.

Trampling Charge. If the Horse moves at least 20 ft. straight toward a Target 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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d2+1) Bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning + 1 Slashing damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 6 (2d4+1) Bludgeoning + 2 (1d2+1) Slashing damage. The Horse cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Variant: Warhorse Armor

An armored Warhorse has an AC based on the type of Barding worn (PHB Pg. 155). The Horse's AC includes it's 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
AC Barding
16 Chain Mail
17 Splint
18 Plate

House Cat

Small Monstrosity, Chaotic Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3(-4) 15(+2) 10(+0) 4(-3) 13(+1) 11(+0)

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Passive, Impish
  • Languages Can understand Abyssal but cannot Speak it
  • Challenge 0 (10 XP)

Belly Fat. The Cat takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Ethereal Sight. The Cat can see into the Ethereal Plane up to 10 ft. away.

Herding Cats. The Cat has Advantage on Checks & Saves made to resist being Grappled, Restrained or knocked Prone.

Keen Hearing and Smell. The Cat has Advantage on Perception Checks that rely on hearing or smell.

Actions

Multiattack. The Cat makes two Claw Attacks, or one Bite and one Claw Attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Slashing damage.

During the 15th century Pope Innocent VIII began ordering the killing of domestic Cats, pronouncing them "demonic". Additionally, Spanish-Jewish folklore recounts that Adam’s first wife, Lilith, became a black vampire cat, sucking the blood from sleeping babies. Despite this, Lilith wasn't near as sadistic as an actual House Cat.

Beyond this, House Cats harbor a strange relationship with magic. Most House Cats can see into the Ethereal Plane, but seemingly aren't impressed by the dead, completely unfazed by their existence. They can walk in and out of magic circles without disturbing the magic of the thing - it's as if their disdain for the environment holds them above the concerns of mere mortals, and the Planes of Existence.


House Cat, Tressym

Small Monstrosity, Chaotic Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 5 (2d4)
  • Speed 40 ft., climb 30 ft. fly 40 ft.

STR DEX CON INT WIS CHA
3(-4) 15(+2) 10(+0) 11(+0) 12(+1) 12(+1)

  • Skills Perception +5, Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 30 ft., Passive Perception 15
  • Time Active Any time
  • Temperament Passive, Impish
  • Languages Understands Common but can't speak
  • Challenge 0 (10 XP)

Belly Fat. The Tressym takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Detect Invisiibility. The Tressym can see through Invisibilty caused by magic within 60 ft. of it.

Herding Cats. The Tressym has Advantage on Checks or Saves made to resist being Grappled or knocked Prone.

Keen Hearing and Smell. The Tressym has Advantage on Perception Checks that rely on hearing or smell.

Poison Sense. The Tressym instantly knows if an object or substance is poisonous upon tasting, touching, or smelling it.

Actions

Multiattack. The Tressym makes two Claw Attacks, or one Bite and one Claw Attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Slashing damage.

A Tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.

Thought to be the results of wizardly experimentation on House Cats, Tressym are intelligent and have been known to form strong friendships with Humanoids, particularly Rangers and Wizards.


Hyena

Medium Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
11(+0) 13(+1) 12(+1) 4(-3) 12(+1) 7(-2)

  • Saving Throws Int +1
  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Twilight, Night
  • Temperament Skittish, All Bluster
  • Languages
  • Challenge 1/8 (25 XP)

Keen Hearing. The Hyena has Advantage on Perception checks which rely on hearing.

Pack Tactics. The Hyena has Advantage on an Attack Roll against a Creature if at least 1 of the Hyena's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Tireless. (2/Day) If the Hyena would gain a level of Exhaustion, the Hyena can attempt a DC 12 Constitution Saving Throw, and does not gain a level of Exhaustion on a success.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

The Hyena (otherwise known as the "spotted" hyena) is an incredibly smart, incredibly hardy animal. It eats the entirety of any animal it brings down, including bone, gristle and other items usually considered "inedible". Additionally, the Hyena "barks" using a human-like laugh, which can carry over 3 miles.


Hyena, Striped

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 4 (1d6+1)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
9(-1) 14(+2) 12(+1) 4(-3) 12(+1) 5(-3)

  • Saving Throws Int +1
  • Skills Deception +1, Perception +3
  • Senses Passive Perception 13
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Keen Sight. The Hyena has Advantage on Perception checks which rely on sight.

Play Dead. The Hyena is more inclined to play dead than actually fight. To do so, the Hyena attempts a Charisma (Deception) check contested by the other Creature's Wisdom (Perception) check.

Tireless. (1/Day) If the Hyena would gain a level of Exhaustion, the Hyena can attempt a DC 12 Constitution Saving Throw, and does not gain a level of Exhaustion on a success.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

The Stripped Hyena's "laugh" is closer to a quiet wheezing cackle, so when they absolutely have to communicate, they howl. The Stripped Hyena is also a solo hunter, only occasionally choosing to live with a mate and cubs when it has to.


Hyena, Brown

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8(-1) 14(+2) 10(+0) 4(-3) 12(+1) 4(-3)

  • Saving Throws Int +1
  • Skills Deception +1, Perception +3
  • Senses Passive Perception 13
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The Hyena has Advantage on Perception checks which rely on smell.

Pack Tactics. The Hyena has Advantage on an Attack Roll against a Creature if at least 1 of the Hyena's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Play Dead. The Hyena is more inclined to play dead than actually fight. To do so, the Hyena attempts a Charisma (Deception) check contested by the other Creature's Wisdom (Perception) check.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Brown Hyenas, unlike their slightly larger stripped brethren, live in packs, except for less than half of the males. They they are mostly scavengers, not predators, however, and have similarly subdued "laugh".


Hyena {Dire}

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 45 (6d10+12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16(+3) 14(+2) 14(+2) 4(-3) 12(+1) 8(-1)

  • Saving Throws Int +1
  • Skills Perception +3
  • Condition Immunities Fatigued
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Night, Twilight
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Keen Hearing. The Hyena has Advantage on Perception checks which rely on hearing.

Pack Tactics. The Hyena has Advantage on an Attack Roll against a Creature if at least 1 of the Hyena's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Rampage. When the Hyena reduces a Creature to 0 Hit Points with a Melee Attack on it's turn, the Hyena can use it's Bonus Action to move up to Half it's speed and make a Bite Attack.

Tireless. Whenever the Hyena would gain a level of Exhaustion, the Hyena can attempt a DC 12 Constitution Saving Throw, and does not gain a level of Exhaustion on a success.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) Piercing damage.


Impala

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
11(+0) 18(+4) 11(+0) 2(-4) 14(+2) 5(-3)

  • Senses Passive Perception 12
  • Time Active Twilight
  • Temperament Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The Impala has Advantage on Perception Checks that rely on hearing or smell.

Leap. The Impala can High Jump up to 9 ft. and Long Jump up to 30 ft.

Actions

Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Impalas are Deer-like creatures native to Africa, and are incredibly agile to take advantage on the wide open spaces in savannahs and on the edges of deserts, reaching speeds of up to 50 miles per hour.

You can use these stats to represent many other species of Antelope or Gazelle, though most cannot jump quite so well, though they require little to no water.


Insect, Common

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 1(-5) 7(-2) 1(-5)

  • Senses Tremorsense 5 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

There are more species of Insect than will ever be known to science with more yet to find than have already been discovered, estimated conservatively at 2 million all the way up to 30 million. Unfortunately for them, most of them are harmless. You can use the stats presented here to represent many kinds of Insect, although most species (such as the Millipede) are unable to deal damage to Players with their attacks.


Swarm of Common Insects

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 10(+0) 1(-5) 7(-2) 1(-5)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 4 (1,100 XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Insect by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

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 it's total Hit Points or fewer remaining.


Iron Thorne

Medium Plant, Unaligned


  • Armor Class 15 (tough fibers)
  • Hit Points 10 (1d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16(+3)

  • Damage Resistances Acid, Fire, Slashing, Necrotic, Piercing, Poison
  • Damage Immunities Bludgeoning
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Tangling Thorns. Creatures which enter or begin their turn touching the Iron Thorne receive 1 Slashing Damage and must attempt a DC 12 Dexterity (Sleight of Hand) Check, or become ensnared in the Iron Throne, and have their speed reduced to 0 until the beginning of their next turn. The Iron Throne's space is Difficult Terrain.

Iron Thorne is a notorious weed which grows slowly, but is tougher than a dwarf's petrified grandmother. About your only hope to destroy it is to poison & kill the plant, and burn it's remains.


Iron Thorne, Dead

Medium Plant, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Lightning, Slashing, Necrotic, Piercing, Thunder
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Restrained, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Flame Retardant. The Iron Thorne is Immune to Fire damage until a strip of it's exterior layer is scraped away. Successfully lighting the exposed interior makes it Vulnerable to Fire damage.

Tangling Thorns. Creatures which enter or begin their turn touching the Iron Thorne receive 1 (1d2) Slashing Damage and must attempt a DC 12 Dexterity (Sleight of Hand) Check, or become ensnared in the Iron Throne, and have their speed reduced to 0 until the beginning of their next turn. The Iron Throne's space is Difficult Terrain.

There are Elvish colonies known to simply Petrify Iron Thorne outright instead of killing it, as the resulting stone is actually easier to carry away. For the common folk, however, they resort to using files and flint & steel to burn down dead patches, which they killed by slowly poisoning over the course of months, usually with salt or common plant poisons.


Jellyfish, Common

Tiny Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 5(-3) 2(-4) 1(-5) 1(-5) 1(-5)

  • Skills Stealth +3
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (0 XP)

Boneless. The Jellyfish can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter the Jellyfish's space must succeed on a DC 10 Dexterity Saving Throw, or receive 0 (1d4-3) Acid damage. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Unthinking. The Jellyfish receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Water Breathing. The Jellyfish can breathe only underwater.

Jellyfish are wondrously beautiful creatures which gently glide through all manner of ocean depths, and with even some living in rivers. Being filter feeders, they don't even really need to move depending on how much food is available. They are as varied as they are magnificent, with some species using stingers to defend themselves, and some not. Some glow in the dark. Some look like ghosts of ribbons drifting in the darkest depths of the oceans.

Baby Jellyfish are actually more plant-like than one would think, attaching to the seafloor & growing upwards like stacks of inverted jellyfish, complete with tentacles. After several years, discs begin to break off from the top of the "plant", maturing into individual Jellyfish.

Often times, what Jellyfish are known for are their stinging almost electric-like in pain they inflict from their "attacks" on anything that gets too close. The acid-tipped tendrils of a jellyfish generally cause rashes and swelling, and may even detach, embeding themselves in your flesh, but can be easily cured by a thorough scrub with salt-water followed by exposure to heat 110°F or higher, then take some anti-histamines if they're available. If you need to, after you can ice the area down and bandage it to keep it from making uncomfortable contact with the your clothing.


Swarm of Common Jellyfish

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 25 (50d8-200)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 7(-2) 2(-4) 1(-5) 1(-5) 2(-4)

  • Skills Stealth +1
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1/4 (50 XP)

Boneless. The Swarm can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Swarm does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter the Swarm's space must succeed on a DC 18 Dexterity Saving Throw, or receive 2 (1d4) Acid damage. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after an individual Jellyfish dies, this ability continues to function for it for the next 48 hours.

Unthinking. The Swarm receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Jellyfish by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water breathing. The Swarm can only breath underwater.


Jellyfish, Common Greater

Small Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 2 (1d6-4)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 5(-3) 2(-4) 1(-5) 1(-5) 1(-5)

  • Skills Stealth +3
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Slashing, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Boneless. The Jellyfish can Squeeze through any space 1 inch wide or larger.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter within a 10 ft. cone below the Jellyfish's body must succeed on a DC 10 Dexterity Saving Throw, or receive 1 Acid damage. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Unthinking. The Jellyfish receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Water Breathing. The Jellyfish can breathe only underwater.

Typical Greater Jellyfish measure 5 to 10 ft. in length.


Swarm of Common Greater Jellyfish

Large Swarm of Small Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 37 (25d10-100)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 7(-2) 2(-4) 1(-5) 1(-5) 2(-4)

  • Skills Stealth +1
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1/4 (50 XP)

Boneless. The Swarm can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Swarm does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter the Swarm's space must succeed on a DC 18 Dexterity Saving Throw, or receive 3 (1d6) Acid damage. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after an individual Jellyfish dies, this ability continues to function for it for the next 48 hours.

Unthinking. The Swarm receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Greater Jellyfish by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water breathing. The Swarm can only breath underwater.


Jellyfish, Common Greater {Dire}

Large Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 22 (4d10)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
10(+0) 10(+0) 10(+0) 2(-4) 10(+0) 1(-5)

  • Skills Athletics +3, Perception +3, Stealth +3
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Slashing, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1/2 (100 XP)

Boneless. The Jellyfish can Squeeze through any space 3 inches wide or larger.

Colossal. The Jellyfish measures 10 ft. in diameter with additional 10 ft. long grasping tendrils.

Luminous. The Jellyfish sheds Bright Light for 10 ft. and Dim Light for an additional 10 ft. The Jellyfish has Disadvantage on Stealth checks in Dim or Darker light.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Tendrils. The area below the Jellyfish's body within a 10 ft. Cone is Difficult Terrain, and the Jellyfish can make a Stingers attack as a Reaction against Creatures who are enter this area.

Water Breathing. The Jellyfish can breathe only underwater.

Actions

Multiattack. The Jellyfish can use it's Bonus Action to make a Stingers attack against a Target it is already Grappling.

Stingers. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: The Target is Grappled & Restrained, and receives 2 (1d4) Acid damage. At the end of ech turn, a Grappled Target can attempt either a DC 23 Strength (Athletics) or a DC 20 Dexterity (Sleight of Hand) check to escape the Grapple.

Unlike it's smaller cousins, the Dire Jellyfish are an active predator that seeks out prey. Capable of slithering through narrow cracks, it's a horrifying beast to encounter lurking in the hold of a flooded or sunken ship.


Jellyfish, Box

Small Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 3 (2d6-4)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 5(-3) 2(-4) 1(-5) 1(-5) 1(-5)

  • Skills Stealth +3
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Slashing, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1 (200 XP)

Boneless. The Jellyfish can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Neurotoxin. The Jellyfish's Sting doesn't affect Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Stingers. Creatures which enter within a 10 ft. cone below the Jellyfish's body must attempt a DC 10 Dexterity Saving Throw. Affected Targets which fail the Save receive 2 (1d4) Poison damage, and 2 (1d4) Rounds after being stung become Stunned for 5 minutes. An affected Target which is Stunned can attempt a DC 20 Constitution Save at the end of every other Round, ending the effect on themselves on a success. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Unthinking. The Jellyfish receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Water Breathing. The Jellyfish can breathe only underwater.

The term Box Jellyfish refers to many related species of Jellyfish whose main body (the "bell") has a uniquely cube-like shape, and are some of the deadliest species of Jellyfish in the world.


Swarm of Box Jellyfish

Large Swarm of Small Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 37 (25d10-100)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 7(-2) 2(-4) 1(-5) 1(-5) 2(-4)

  • Skills Stealth +1
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 2 (450 XP)

Boneless. The Swarm can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Swarm does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter the Swarm's space must attempt a DC 18 Dexterity Saving Throw. Affected Targets which fail the Save receive 5 (2d4) Poison damage and become Stunned for 5 minutes. An affected Target which is Stunned can attempt a DC 23 Constitution Save at the end of every other Round, ending the effect on themselves on a success. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after an individual Jellyfish dies, this ability continues to function for it for the next 48 hours.

Unthinking. The Swarm receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Greater Jellyfish by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water breathing. The Swarm can only breath underwater.


Jellyfish, Death's Head

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 12(+1) 2(-4) 11(+0) 2(-4)

  • Skills Stealth +5
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Slashing, Piercing
  • Condition Immunities Blinded, Deafened, Frightened, Prone
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Boneless. The Jellyfish can Squeeze through any space 1 inch wide or larger.

Stingers. The Jellyfish can make a Tentacle attack against Creatures which enter the it's space or pass within a 10 ft. cone below the Jellyfish's body.

Water Breathing. The Jellyfish can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Bludgeoning + 5 (1d4+3) Poison damage, and the Target must attempt a DC 14 Constitution Saving Throw. An affected Target which fails the Save is Poisoned, Deafened, and it's facial muscles begin contracting into a severe grimace, rendering them unable to speak coherently. 1 (1d2) Rounds after being affected, their eyes are locked forward, reducing their Passive Perception to 3 & giving them Disadvantage on all Perception Checks, and their jaw tenses to the point of breaking 5 (2d4) teeth (from the back forwards). This condition can be cured with a Lesser or Greater Restoration Spell, or by any other route the DM deems fit, but is otherwise permanent.

Most common in warm or temperate waters, the Death’s Head Jellyfish is an aggressive predator. The creature derives its name from the pattern on its 4 ft. wide bell and from the poison it delivers with its tentacles. Those unfortunate enough to be subjected to this toxin develop rigor of the facial muscles that results in a wide eyed grimace if left untreated, dieing of thirst or hunger.


Jellyfish, Enormous

Gargantuan Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 26 (4d20-16)
  • Speed 0 ft., swim 5 ft.

STR DEX CON INT WIS CHA
1(-5) 5(-3) 2(-4) 1(-5) 1(-5) 1(-5)

  • Skills Stealth +3
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Slashing, Piercing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Boneless. The Jellyfish can Squeeze through any space 3 inches wide or larger.

Colossal. The Jellyfish measures 8 ft. in diameter with additional 200 ft. long trailing tendrils.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Stingers. The area below the Jellyfish's body within a 200 ft. cone is Difficult Terrain, and Creatures which enter the cone must succeed on a DC 15 Dexterity Saving Throw, or receive 1 (1d2) Acid damage. Targets with Heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Unthinking. The Jellyfish receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Water Breathing. The Jellyfish can breathe only underwater.


Jellyfish, Irukandji Box

Tiny Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1
  • Speed 0 ft., swim 1/2 ft.

STR DEX CON INT WIS CHA
1(-5) 2(-4) 1(-5) 1(-5) 1(-5) 1(-5)

  • Skills Stealth +6
  • Damage Vulnerabilities Acid, Bludgeoning, Cold, Fire, Lightning
  • Damage Resistances Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1 (200 XP)

Fragile. If, by a solid object, the Jellyfish receives Bludgeoning damage caused, or is Grappled or Restrained, it dies.

Mindless. The Jellyfish does not sleep, and cannot fall Unconscious.

Toxin. The Jellyfish's Sting has no known non-magical cure.

Stingers. Creatures which enter the Jellyfish's space must attempt a DC 10 Dexterity Saving Throw. Targets with heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Targets which fail the Save feel a small burning itch like a Mosquito bite, but begin showing serious symptoms 35 (10d6) minutes later. When the serious symptoms set in, an affected Target receives Poison damage equal to rolling two of their Hit Dice, and for the next 10 (4d4) days, the Target receives more Poison damage every 24 hours equal to rolling one of their Hit Dice. They also begin vomiting, sweating profusely, gain a headache, become agitated, and display a rapid heart rate with very high blood pressure.

Unthinking. The Jellyfish receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Water Breathing. The Jellyfish can breathe only underwater.

The Irukandji Jellyfish is one of the smallest species of Jellyfish, but is incredibly fragile, being a little less than a cubic inch in size. When stung by one, the danger is that you don't realize it, as it takes 20 to 40 minutes for the venom to take effect, usually killing you.


Swarm of Irukandji Box Jellyfish

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 25 (50d8-200)
  • Speed 0 ft., swim 1/2 ft.

STR DEX CON INT WIS CHA
1(-5) 7(-2) 2(-4) 1(-5) 1(-5) 2(-4)

  • Skills Stealth +1
  • Damage Vulnerabilities Acid, Cold, Fire, Lightning
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 3 (700 XP)

Boneless. The Swarm can Squeeze through any space 1/2 inch wide or larger.

Mindless. The Swarm does not sleep, and cannot fall Unconscious.

Stingers. Creatures which enter the Swarm's space must attempt a DC 18 Dexterity Saving Throw. Targets with heavy Armor or Natural Armor have Advantage on their Save. Even after the Jellyfish dies, this ability continues to function for the next 48 hours.

Targets which fail the Save feel many small burning itches like numerous Mosquito bite, but begin showing serious symptoms 7 (2d6) minutes later. When the serious symptoms set in, an affected Target receives 12 (5d4) Poison damage, and for the next 10 (4d4) days, the Target takes another 5 (2d4) Poison damage every 24 hours. They also begin vomiting, sweating profusely, gain a headache, become agitated, and display a rapid heart rate with very high blood pressure.

Unthinking. The Swarm receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Jellyfish by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water breathing. The Swarm can only breath underwater.


Jellyfish, Sapphire

Huge Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 51 (6d12+12)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 14(+2) 2(-4) 10(+0) 1(-5)

  • Skills Athletics +6, Perception +3, Stealth +3
  • Damage Resistances Bludgeoning, Slashing, Piercing
  • Damage Immunities Lightning
  • Condition Immunities Charmed, Deafened, Frightened, Prone
  • Senses Blindsight 120 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Boneless. The Jellyfish can Squeeze through any space 3 inches wide or larger.

Colossal. The Jellyfish measures 15 ft. in diameter with additional 20 ft. long grasping tendrils.

Luminous. The Jellyfish sheds blue Bright Light for 30 ft. and blue Dim Light for an additional 30 ft. The Jellyfish has Disadvantage on Stealth checks in Dim or Darker light.

Tendrils. The area below the Jellyfish's body within a 20 ft. Cone is Difficult Terrain, and the Jellyfish can make a Stingers attack as a Reaction against Creatures who are enter this area.

Water Breathing. The Jellyfish can breathe only underwater.

Actions

Multiattack. The Jellyfish can use it's Bonus Action to make a Tendrils attack against a Target it is already Grappling.

Tentacles. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 6 (1d6+3) Bludgeoning + 5 (2d4) Poison damage, and The Target is Grappled & Restrained. At the end of each turn, a Grappled Target can attempt either a DC 23 Strength (Athletics) or a DC 20 Dexterity (Sleight of Hand) check to escape the Grapple.

Electrical Salvo. (Recharge 6) The Jellyfish releases a searing blast of electricity, causing every Creature within 20 ft. of itself to attempt a DC 18 Constitution Saving Throw. This radius is shortened to 10 ft. if the Jellyfish's body isn't submerged in water. Targets which fail the save receive 26 (4d12) Lightning damage, or half as much on a success.

The Sapphire Jellyfish is a monolithically large predator of the open ocean, feasting on anything it can subdue. At night, all good captains know to steer away from strange blue lights on the sea.


Kaarl

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4(-3) 14(+2) 12(+1) 2(-4) 2(-4) 6(-2)

  • Saving Throws
  • Skills Acrobatics +6, Intimidation +6, Perception +0, Stealth +6
  • Condition Immunities Prone
  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Territorial, Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Ambusher. The Kaarl has Advantage on Attack Rolls against Surprised Targets.

Fearsome Maw. Creatures Surprised by the Kaarl must succeed on a DC 16 Charisma Saving Throw or be Stunned until the end of their next turn.

Standing Leap. The Kaarl's Long Jump is up to 10 ft., and it's High Jump is up to 10 ft., with or without a running start.

Actions

Multitask. The Kaarl uses it's Hunting Call and makes one Bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Hunting Call. The Kaarl snarls, almost like a diseased trumpeting Swan, summoning 2 (1d6-2) Kaarl as if from nowhere, previously hidden in the grasses & surroundings. When Kaarl called in this way attempt to use their Hunting Call, it fails.

Kaarl are small balls of fur the size of a softball, whose main body is actually a mouth. When it opens it's mouth to snarl, it reveals a vortex of teeth leading to a dark pit in the back of it's body. Kaarl rely on tearing off massive hunks of flesh, and swallowing it whole, leaving them as distended furry masses for the next week as their food digests. Kaarls can only consume up to 10 pounds of flesh at one time.


Kamadan

Large Monstrosity, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 67 (9d10+18)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16(+3) 16(+3) 14(+2) 3(-4) 14(+2) 11(+0)

  • Skills Perception +4, Stealth +7
  • Senses Passive Perception 14
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Charge. If the Kamadan moves at least 20 ft. straight toward a Target 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 Kamadan can make two attacks - one with it's Bite and one with it's Snakes - against it as a Bonus Action.

Jungle Survivor. The Kamadon does not need to eat every day, instead only requiring to have eaten at least a total of 40 lbs. of meat over the last 7 days. For every 5 lbs. under the 40 lb. minimum, the Kamadan gains 1 level of Exhaustion, and gains an equal amount each day thereafter.

Keen Smell. The Kamadan has Advantage on Perception Checks that rely on Smell.

Running Leap. With a 5 ft. running start, the Kamadan can Long Jump up to 20 ft.

Actions

Multiattack. The Kamadan makes two attacks: one with it's Bite or Claws and one with it's Snakes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage, and the Target must make a DC 12 Constitution Saving Throw, receiving 21 (6d6) Poison damage on a failed save, or half as much with a successful one.

Sleep Breath. (Recharges after a Long or Short Rest) The Kamadan exhales sleep gas in a 30 ft. Cone. Each Creature in that area must succeed on a DC 12 Constitution Saving Throw or fall Unconscious for 10 minutes. This effect ends for a Creature if it takes damage or someone uses an Action to wake it.

A Kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a Leopard with six Venomous Snakes sprouting from it's shoulders. Some sages claim the Kamadan is related to the Displacer Beast.

Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a Kamadan has both Conscious and Unconscious enemies within striking range, it tries to kill the Conscious enemies first before finishing off any sleeping foes.


Kangaroo

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 6 (1d8+2)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15(+2) 15(+2) 14(+2) 3(-4) 10(+0) 7(-2)

  • Skills Athletics +4, Acrobatics +4
  • Senses Passive Perception
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 1/4 (25 XP)

Enemy of Vehicles. The Kangaroo deals double damage to Vehicles and anything else a Humanoid is riding.

Forward Bound. The Kangaroo must succeed on a DC 15 Dexterity Check each time it wishes to move 5 ft. backwards, or waste it's movement.

Leap. The Kangaroo can High Jump up to 9 ft., and can Long Jump up to 25 ft.

Nearly Blind. The Kangaroo has Disadvantage on Perception checks relying on sight.

Actions

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d6-2) Bludgeoning + 0 (1d18-7) Slashing damage, and the Target must succeed on either a DC 14 Strength or Dexterity Saving Throw, or be knocked Prone.

Punch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Bludgeoning damage.

Oh Australia, land of horrifically deadly wildlife, a continent literally upside down. What could be more iconic to Australia than the Kangaroo, an animal whose biological strangeness is only topped by the Platypus. I personally sponser the conspiracy theory that the Easter Bunny is actually a Kangaroo with big teeth, because the whole laying eggs part wouldn't surprise me at this point.

Listed below are some of the stranger Kangaroo facts, because all of them would be a bit much.

  • Kangaroos hop because they can't move their legs independently
  • Like sexually challenged Humans, they flex their biceps to attract a mate
  • Male Kangaroos have a double pronged penis; Females have three vaginas
  • Kangaroos can unhinge their jaws like a Snake, and one ancient species had long fangs like tiny Saber-Tooth Tiger teeth
  • Kangaroos have a horrible time trying to move backwards
  • In Australia, more people are killed by Kangaroos than by Sharks each year
  • Kangaroos don't sweat, so they solved that problem by licking their paws and rubbing saliva across their chests
  • Kangaroos can pause their pregnancies like pausing a movie
  • Even though they regularly consume vegetation, kangaroos don't fart methane like most other animals, meaning they have a completely different gut flora.
  • Kangaroos are usually blind, and the rest would be considered legally blind by any sane person
  • Baby Kangaroos are the size of Lima Beans
  • Mother Kangaroos determine if they feel like giving birth to a male or female when impregnated
  • Kangaroos smell. Horribly. All the time.
  • Kangaroo teeth get worn down over time from how much grass they eat, so they're constantly growing new ones which push forward from the back of the mouth over time
  • Kangaroos regularly headlock and choke opponents
  • Kangaroos have a propensity for sucker punching anything they don't like

Krenshar

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 13 (2d8+4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 15(+2) 3(-4) 13(+1) 7(-2)

  • Skills Intimidation +4, Perception +4, Stealth +5
  • Senses Passive Perception 14
  • Time Active Day, Any time
  • Temperament Territorial, Impish
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the Krenshar moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same turn, that Target must succeed on a DC 10 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Krenshar can make one Bite attack against it as a Bonus Action.

Keen Smell. The Krenshar has Advantage on Perception Checks that rely on smell.

Nearly Deaf. The Krenshar cannot hear anything beyond 10 ft. of itself, and has Disadvantage on Checks & Saves using hearing.

Pounce. The Krenshar can make an Attack as part of a Jump, and can choose to add a +1 bonus to either it's Attack or Damage Roll before it makes the Attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Bonus Actions

Skullface. The Krenshar snarls as the skin of it's face twitches, then peels back to reveal the bone and flesh beneath & yowls fitfully, forcing every Creature which can see the Krenshar to attempt a DC 14 Charisma Saving Throw, becoming both Frightened on a failure. An affected Target can reattempt the Save at the end of each of it's Turns, ending the effect on themselves on a a success. An affected Target which does not known the Krenshar has the ability to do this, or has not properly identified the Krenshar, has Disadvantage on it's Saves.

The Krenshar is a strange creature that resembles a large but earless Big Cat, save that it occasionally snarls and then peels back to reveal the bone and flesh beneath. Combined with it's strange, keening wail, this horrifying display is enough to paralyze prey and send formidable opponents running. Your typical Krenshar averages 4 to 5 feet in length and weighs approximately 175 pounds.

Mostly, Krenshar’s retractable skin allows it to dine on carrion with a lower risk of picking up disease-ridden vermin, much like a Vulture’s bare head and neck. Then, when it finishes eating, restoring the facial skin to it's normal position scrapes off gore and clinging bugs. The ability to retract their skin is demonstrated in other contexts as well—male krenshars bare their skulls at rivals as a challenge over mates, females use this ability to ward off undesired suitors, and hunting adults use it to scare prey into ambushes.

Scholars have long debated the confusing nature of Krenshar intelligence. While clearly more intelligent than mere animals, the creatures seem to lack all but the most rudimentary language of snarls and yowls, and aside from the scare tactics that make them notorious, tend to behave much like mundane Cats or Wolves, even going so far as to occasionally be befriended by Rangers or Druids. Those who deny Krenshars’ intelligence, however, need only look into their strange violet eyes or observe the ease with which they manipulate and outmaneuver their prey to realize their folly — an error few make twice.


Leech

Tiny Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 4 (1d2+3)
  • Speed 0 ft., swim 10 ft.

STR DEX CON INT WIS CHA
1(-5) 12(+1) 17(+3) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics -3
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Deafened, Prone, Unconscious
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 0 (0 XP)

Amphibious. The Leech breathes air and water.

Damage Transfer. While attached to a Creature, the Leech takes only half the damage dealt to it (rounded down), and the Creature it is attached to takes the other half.

Fearless. The Leech has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Leech receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 1 Acid damage.

Infiltrator. The Leech can Squeeze through any space 1/16th of an inch wide or larger.

Mindless. The Leech does not sleep, and cannot fall Unconscious.

Odor Sleuth. The Leech's Blindsight relies on smell.

Painless Bite. Leech's attacks are painless, and Targets of the Leech's Attacks while unaware of it must attempt a DC 14 Wisdom (Perception) Saving Throw to detect the Attack. The Leech can also be detected once attached with a DC 14 Wisdom (Perception) check.

Resilient. If damage reduces the Leech to 0 hit points, the Leech attempts a Constitution Saving Throw with a DC of 5 + the damage taken, unless the Damage is Acid, Fire, or Necrotic damage. On a success, the Leech drops to 1 Hit Point instead. Once used in this way, this effect can't be used again until the Leech regains it's maximum Hit Points.

Slimy. The Leech has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Leech has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Survivor. The Leech does not need to eat every day, instead only requiring to have eaten at least 1 tablespoon of blood over the last year. While under the 1 tablespoon minimum, the Leech gains 1 level of Exhaustion each day.

Actions

Sucker. The Leech attaches itself to a Target, but can be removed with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check. Once attached, the Target has Disadvantage on Checks and Saves to remove the Leech.

Leech Blood. After the Leech has Grappled a Target for 5 minutes, the Leech begins draining 1/16th tablespoon of blood or ichor at the end of each turn from it over the next 10 (4d4) Rounds. It then detaches itself.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tiny target. Hit: If the Target is smaller than a 1/8th inch cube, the Leech swallows the Target whole, and the Target is Blinded, Grappled (escape DC 13), and Restrained. The Swallowed Target has Half-Cover against Attacks and other effects outside the Leech, and takes 1 Acid damage every hour. The Leech can only have five Targets Swallowed at a time.

Most species of Leech don't feed on blood, but are instead scavengers, or swallow very small prey whole, such as insect. Leeches only have very primitive eyes which only detect changes in light and movement. A Leech is about the size of a finger, and it's bite is painless because of an anesthetic present in it's saliva.

Leeches are incredibly tough creatures, able to survive in incredibly low-oxygen environments, having 90% of their body chopped off, or the harshest of chemicals. Near the only thing that seems to stop them is disassembling them at a molecular level. Some species of Leech live on land, provided the air is humid.


Swarm of Leeches

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 38 (5d8+15)
  • Speed 0 ft., swim 10 ft.

STR DEX CON INT WIS CHA
2(-4) 17(+1) 17(+3) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics -2
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The Swarm breathes air and water.

Damage Transfer. While attached to a Creature, the Swarm takes only half the damage dealt to it (rounded down), and the Creature they are attached to takes the other half.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Swarm receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 1 Acid damage.

Odor Sleuth. The Swarm's Blindsight relies on smell.

Resilient. If damage reduces the Swarm to 0 hit points, the Swarm attempts a Constitution Saving Throw with a DC of 5 + the damage taken, unless the Damage is Acid, Fire, or Necrotic damage. On a success, the Swarm drops to 1 Hit Point instead.

Slimy. The Swarm has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Swarm has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Survivor. The Swarm does not need to eat every day, instead only requiring to have eaten at least 10 gallons of blood over the last year. While under the 10 gallon minimum, the Swarm gains 1 level of Exhaustion each day.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Leech by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Suckers. Melee Weapon Attack: +0 to hit, reach 0 ft., one target in the Swarm's space. Hit: The Target is infested by 39 (3d12+21) Leeches. Each point of Acid or Fire damage to the Target kills a Leech. A single Leech can be detached by hand with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check.

Leech Blood. After the Swarm has Grappled a Target for 5 minutes, the Leeches begin draining blood or ichor from the Target over the next 10 (4d4) Rounds, detaching themselves afterward. Each turn the Target is Infested, it takes Necrotic damage equal to 1/10th the remaining number of Leeches.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., forty Tiny targets. Hit: If a Target is smaller than a 1/8th inch cube, an individual Leech swallows the Target whole, and the Target is Blinded, Grappled (escape DC 13), and Restrained. The Swallowed Target has Half-Cover against Attacks and other effects outside the Swarm, and takes 1 Acid damage every hour. The Swarm can only have up to two-hundred Targets Swallowed at a time.

In the night, a Swarm of Leeches seems to turn the water into black boiling oil.


Leech {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 17 (2d8+8)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
9(-1) 12(+1) 19(+4) 1(-5) 11(+0) 4(-3)

  • Saving Throws Dex +4, Con +7
  • Skills Athletics +2
  • Damage Vulnerabilities Acid
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Deafened, Prone, Unconscious
  • Senses Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 10
  • Time Active Night, Any time
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 1/4 (50 XP)

Amphibious. The Leech breathes air and water.

Fearless. The Leech has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Leech receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 3 (1d6) Acid damage.

Infiltrator. The Leech can Squeeze through any space 1 by 10 inches wide or larger.

Mindless. The Leech does not sleep, and cannot fall Unconscious.

Odor Sleuth. The Leech's Blindsight relies on smell.

Resilient. If damage reduces the Leech to 0 hit points, the Leech attempts a Constitution Saving Throw with a DC of 4 + the Damage taken, unless the Damage is Acid, Fire, or Necrotic damage. On a success, the Leech drops to 1 Hit Point instead. After being used twice in this way, this effect can't be used again until the Leech regains it's maximum Hit Points.

Slimy. The Leech has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Leech has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Piercing damage. The Leech can choose to Grapple (escape DC 15) the Target as part of the attack, and the Target has Disadvantage on Checks and Saves to escape the Grapple.

Leech Blood. If already Grappling a Target, the Leech deals 2 (1d4) Necrotic damage beginning to drain blood or ichor from it over the next 10 (4d4) Rounds. It then detaches itself.

Swallow. The Leech makes one Bite attack against one Small or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 15) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Three-Quarters Cover against Attacks and other effects outside the Leech. The Target receives 1 Acid damage at the start of each of the Leech's turns. The Leech can only have one Target Swallowed at a time.

Ballooned to monstrous proportions, the Dire Leech is roughly tubular and it's circular maw is filled with 3 rows of teeth.


Leechling {Dire}

Small Beast, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 17 (2d8+8)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
7(-2) 13(+1) 17(+3) 1(-5) 10(+0) 2(-4)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics +0
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Deafened, Prone, Unconscious
  • Senses Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 1/2 (100 XP)

Amphibious. The Leechling breathes air and water.

Fearless. The Leechling has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Leechling receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 3 (1d6) Acid damage.

Infiltrator. The Swarm can Squeeze through any space 1/2 by 5 inches wide or larger.

Mindless. The Leechling does not sleep, and cannot fall Unconscious.

Odor Sleuth. The Leechling's Blindsight relies on smell.

Painless Bite. Leechling's attacks are painless, and Targets of the Leech's Attacks while unaware of it must attempt a DC 14 Wisdom (Perception) Saving Throw to detect the Attack. The Leech can also be detected once attached with a DC 14 Wisdom (Perception) check.

Resilient. If damage reduces the Leech to 0 hit points, the Leech attempts a Constitution Saving Throw with a DC of 7 + the Damage taken, unless the Damage is Acid damage. On a success, the Leech drops to 1 Hit Point instead. Once used in this way, this effect can't be used again until the Leech regains it's maximum Hit Points.

Slimy. The Leechling has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Leechling has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Actions

Sucker. The Leech attaches itself to a Target, but can be removed with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check. Once attached, the Target has Disadvantage on Checks and Saves to detach the Leech.

Leech Blood. If already Grappling a Target, the Leechling deals 2 (1d4) Necrotic damage beginning to drain blood or ichor from it over the next 10 (4d4) Rounds. It then detaches itself.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: If the Target is Tiny or smaller, the Leechling swallows the Target whole. During this time, the Target is Blinded, Grappled (escape DC 10), Restrained, and has Half Cover against Attacks and other effects outside the Leechling. The Target receives 1 Acid damage at the start of each of the Leechling's turns. The Leechling can only have one Target Swallowed at a time.

Dire Leechlings are newborn Dire Leeches. Their Maw isn't fully developed, so they rely on stealth instead of brute force to subdue victims.


Swarm of Dire Leechlings

Huge Swarm of Small Beasts, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 95 (10d12+30)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10(+0) 13(+1) 17(+3) 1(-5) 10(+0) 4(-3)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics +2
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge

Amphibious. The Swarm breathes air and water.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Swarm receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 3 (1d6) Acid damage.

Odor Sleuth. The Swarm's Blindsight relies on smell.

Resilient. If damage reduces the Leech to 0 hit points, the Swarm attempts a Constitution Saving Throw with a DC of 7 + the Damage taken, unless the Damage is Acid damage. On a success, the Leech drops to 1 Hit Point instead. Once used in this way, this effect can't be used again until the Leech regains it's maximum Hit Points.

Slimy. The Leechling has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Swarm has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Dire Leechling by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Suckers. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: The Target is infested by 20 (2d12+7) Dire Leechlings. A single Leech can be detached by hand with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check.

Leech Blood. After the Swarm has Grappled a Target for 5 minutes, the Leeches begin draining blood or ichor from the Target over the next 10 (4d4) Rounds, detaching themselves afterward. Each turn the Target is Infested, it takes Necrotic damage equal to 1/2th the remaining number of Leeches.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., twenty Tiny targets. Hit: If the Target is Tiny or smaller, an individual Dire Leechling swallows the Target whole. During this time, the Target is Blinded, Restrained, and has Half Cover against Attacks and other effects outside the Swarm. The Target receives 1 Acid damage at the start of each of the Swarm's turns. The Swarm can only have up to twenty Targets Swallowed at a time.


Leech {Dread}

Huge Monstrosity, Unaligned


  • Armor Class 15 (thick hide)
  • Hit Points 94 (11d12+77)
  • Speed 35 ft., swim 50 ft.

STR DEX CON INT WIS CHA
19(+4) 14(+2) 25(+7) 1(-5) 13(+1) 8(-1)

  • Saving Throws Dex +6, Con +11
  • Skills Athletics +8
  • Damage Vulnerabilities Acid
  • Damage Resistances Bludgeoning, Piercing, Slashing, Necrotic
  • Condition Immunities Deafened, Prone, Unconscious
  • Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Amphibious. The Leech breathes air and water.

Fearless. The Leech has Advantage on Checks and Saves to resist being Frightened.

Infiltrator. The Leech can Squeeze through any space 1 by 18 inches wide or larger.

Keen Hearing and Smell. The Leech has Advantage on Perception Checks that rely on hearing and smell.

Mindless. The Leech does not sleep, and cannot fall Unconscious.

Odor Sleuth. The Leech's Blindsight relies on smell.

Poisonous. Creatures which touch, or begin their turn touching the Leech must attempt a DC 15 Constitution Saving Throw, becoming Poisoned on a failure. The Leech is immune to it's own and other Dread Leeches' poison.

Resilient. If damage reduces the Leech to 0 Hit Points, The Leech attempts a Constitution Saving Throw with a DC of 3 + the Damage taken, unless the Damage is Acid or Fire damage. On a success, the Leech drops to 1 Hit Point instead.

Slimy. The Leech has Advantage on Checks and Saves to resist being Grappled or Restrained.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) Piercing + 6 (1d12) Poison damage. The Leech can choose to Grapple (escape DC 18) the Target as part of the attack, and the Target has Disadvantage on Checks and Saves to escape the Grapple.

Leech Blood. If already Grappling a Target, the Leech deals 17 (2d12+4) Necrotic damage beginning to drain blood or ichor from it until it kills the Target. It then detaches itself.

Swallow. The Leech makes one Bite attack against one medium or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 18) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Total Cover against Attacks and other effects outside the Leech. The Target receives 6 (1d12) Acid damage at the start of each of the Leech's turns. The Leech can only have two Targets Swallowed at a time.

Bonus Actions

Constrict. If the Leech is already Grappling a Large or smaller Target, it begins crushing the Target with it's body. Until this Grapple ends, the Target receives 13 (2d12+4) Bludgeoning damage at the start of each of the Leech's turns and is Restrained. The Leech can Constrict only one Target at a time.

A Dread Leech is a horrific abomination, able to hear and smell the smallest disturbances. When it bites, the Leech wraps itself around the victim, crushing the air out of it while covering it with poisonous mucus.


Leech, Tropical

Tiny Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 6 (2d2+3)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
2(-4) 12(+1) 17(+3) 1(-5) 10(+0) 1(-5)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics -2
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Deafened, Prone, Unconscious
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 0 (0 XP)

Amphibious. The Leech breathes air and water.

Damage Transfer. While attached to a Creature, the Leech takes only half the damage dealt to it (rounded down), and the Creature it is attached to takes the other half.

Fearless. The Leech has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Leech receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 1 Acid damage.

Infiltrator. The Leech can Squeeze through any space 1/8th of an inch wide or larger.

Mindless. The Leech does not sleep, and cannot fall Unconscious.

Odor Sleuth. The Leech's Blindsight relies on smell.

Painless Bite. Leech's attacks are painless, and Targets of the Leech's Attacks while unaware of it must attempt a DC 14 Wisdom (Perception) Saving Throw to detect the Attack. The Leech can also be detected once attached with a DC 14 Wisdom (Perception) check.

Resilient. If damage reduces the Leech to 0 hit points, the Leech attempts a Constitution Saving Throw with a DC of 5 + the damage taken, unless the Damage is Acid, Fire, or Necrotic damage. On a success, the Leech drops to 1 Hit Point instead. Once used in this way, this effect can't be used again until the Leech regains it's maximum Hit Points.

Slimy. The Leech has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Leech has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Survivor. The Leech does not need to eat every day, instead only requiring to have eaten at least 3 tablespoons of blood over the last year. While under the 1 tablespoon minimum, the Leech gains 1 level of Exhaustion each week.

Actions

Sucker. The Leech attaches itself to a Target, but can be removed with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check. Once attached, the Target has Disadvantage on Checks and Saves to remove the Leech.

Leech Blood. After the Leech has Grappled a Target for 5 minutes, the Leech begins draining 1/16th tablespoon of blood or ichor at the end of each turn from it over the next 10 (4d4) Rounds. It then detaches itself.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., one Tiny target. Hit: If the Target is smaller than a 1/8th inch cube, the Leech swallows the Target whole, and the Target is Blinded, Grappled (escape DC 13), and Restrained. The Swallowed Target has Half-Cover against Attacks and other effects outside the Leech, and takes 1 Acid damage every hour. The Leech can only have five Targets Swallowed at a time.

Tropical Leeches reach up to 16 inches in length.


Swarm of Tropical Leeches

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 60 (8d8+24)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
4(-3) 17(+1) 17(+3) 1(-5) 10(+0) 2(-4)

  • Saving Throws Dex +3, Con +5
  • Skills Athletics -1
  • Damage Vulnerabilities Acid, Fire
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Deafened, Frightened, Paralyzed, Prone, Restrained, Stunned, Unconscious
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The Swarm breathes air and water.

Damage Transfer. While attached to a Creature, the Swarm takes only half the damage dealt to it (rounded down), and the Creature they are attached to takes the other half.

Fearless. The Swarm has Advantage on Checks and Saves to resist being Frightened.

Humidity Reliant. The Swarm receives 1 Acid damage every 15 minutes it goes without either humid air or water. Exposure to Salt deals 1 Acid damage.

Odor Sleuth. The Swarm's Blindsight relies on smell.

Resilient. If damage reduces the Swarm to 0 hit points, the Swarm attempts a Constitution Saving Throw with a DC of 5 + the damage taken, unless the Damage is Acid, Fire, or Necrotic damage. On a success, the Swarm drops to 1 Hit Point instead.

Slimy. The Swarm has Advantage on Checks and Saves to resist being Grappled.

Strange Sight. The Swarm has Disadvantage on Perception checks relying on sight, and cannot see objects, but rather motion or changes in light.

Survivor. The Swarm does not need to eat every day, instead only requiring to have eaten at least 10 gallons of blood over the last year. While under the 10 gallon minimum, the Swarm gains 1 level of Exhaustion each day.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Leech by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Suckers. Melee Weapon Attack: +0 to hit, reach 0 ft., one target in the Swarm's space. Hit: The Target is infested by 39 (3d12+21) Leeches. Each point of Acid or Fire damage to the Target kills a Leech. A single Leech can be detached by hand with a Strength (Athletics) check Contested by the Leech's Strength (Athletics) check.

Leech Blood. After the Swarm has Grappled a Target for 5 minutes, the Leeches begin draining blood or ichor from the Target over the next 10 (4d4) Rounds, detaching themselves afterward. Each turn the Target is Infested, it takes Necrotic damage equal to 1/10th the remaining number of Leeches.

Swallow. Melee Weapon Attack: +3 to hit, reach 5 ft., forty Tiny targets. Hit: If a Target is smaller than a 1/8th inch cube, an individual Leech swallows the Target whole, and the Target is Blinded, Grappled (escape DC 13), and Restrained. The Swallowed Target has Half-Cover against Attacks and other effects outside the Swarm, and takes 1 Acid damage every hour. The Swarm can only have up to two-hundred Targets Swallowed at a time.


Lion

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 30 (4d10+8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 14(+2) 3(-4) 12(+1) 9(-1)

  • Skills Perception +3, Stealth +6
  • Senses Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Belly Fat. The Lion takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Keen Hearing and Smell. The Lion has Advantage on Perception Checks that rely on hearing and 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 targeted Creature and the ally isn't Incapacitated.

Pounce. If the Lion moves at least 20 ft. straight toward a Target 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 ft. running start, the Lion can Long Jump up to 25 ft.

Saharan Survivor. The Lion does not need to eat every day, instead only requiring to have eaten at least a total of 25 lbs. of meat over the last 7 days. For every 4 lbs. under the 25 lb. minimum, the Lion gains 1 level of Exhaustion, and gains an equal amount each day thereafter. If it has eaten the minimum, the Lion only requires water once every 4 days before gaining a level of Exhaustion, and gains an equal amount each day thereafter. The Lion prefers to drink water normally, however.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Slashing damage.

Lick. Melee Weapon Attack: +4 to hit, reach 5 ft., on target. Hit: 0 (1d12-11) Slashing Damage.

The Lion is the second largest of all big cats after Tigers, and has the loudest roar of all the big cats, which can carry up to 5 miles. Lions have the most brutal and violent lifestyle of all big cats, females regularly taking horrific wounds in hunts and males guaranteed to die by the claws of another male, with rare exceptions only appearing in captivity. Even their tongue is dangerous, it's rough surface used to strip skin off a subdued meal.

Despite this, or maybe to compensate for it, Lions lord around, sleeping up to 20 hours a day in the shade. Lions favor going for the throat on running prey, then tearing out the guts once captured.


Lion {Dire}

Huge Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 76 (8d12+24)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
21(+5) 15(+2) 17(+3) 5(-3) 14(+2) 16(+3)

  • Skills Athletics +8, Perception +5, Stealth +5
  • Damage Resistances Non-magical Piercing and Slashing damage
  • Senses Passive Perception 15
  • Time Active Day, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Belly Fat. The Lion takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Keen Hearing, Sight and Smell. The Lion has Advantage on Perception Checks that rely on hearing, sight and smell.

Needling Hairs. A Creature which touches or begins it's turn touching the Dire Lion receives 1 (1d2) Piercing damage.

Pounce. If the Lion moves at least 20 ft. straight toward a Target and then hits it with a Claw 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 Lion can make one Bite attack against it as a Bonus Action.

Running Leap. With a 15 ft. running start, the Lion can Long Jump up to 35 ft.

Survivor. The Lion does not need to eat every day, instead only requiring to have eaten at least a total of 55 lbs. of meat over the last 7 days. For every 10 lbs. under the 55 lb. minimum, the Lion gains 1 level of Exhaustion, and gains an equal amount each day thereafter. If it has eaten the minimum, the Lion only requires water once every 4 days before gaining a Level of Exhaustion, and gains an equal amount each day thereafter. The Lion prefers to drink water normally, however.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12+5) Piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d12) Slashing + 11 (1d12+5) Bludgeoning damage.

Lick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Slashing Damage.

Dire Lions, known locally as Spotted Lions or Cave Lions, are immense solitary predators averaging 14 ft. in length, weighing in at around 3,500 pounds. The fur of a Dire Lion is tough and sharp, almost quill-like, being mainly used to ward off attacks.


Lion {Dread}

Huge Monstrosity, Chaotic Evil


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12+40)
  • Speed 65 ft.

STR DEX CON INT WIS CHA
24(+7) 16(+3) 19(+4) 9(-1) 14(+2) 21(+5)

  • Saving Throws Str +10, Con +7
  • Skills Athletics +10, Perception +8, Stealth +8
  • Damage Resistances Bludgeoning, Piercing, Slashing, Thunder
  • Damage Immunities Non-magical Piercing and Slashing damage
  • Senses Passive Perception 18
  • Time Active Twilight, Night
  • Temperament Aggressive
  • Languages Common and one other
  • Challenge 8 (3,900 XP)

Belly Fat. The Lion takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Keen Hearing, Sight and Smell. The Lion has Advantage on Perception Checks that rely on hearing, sight and smell.

Needling Hairs. A Creature which touches or begins it's turn touching the Dread Lion receives 1 (1d4-1) Piercing damage.

Pounce. If the Lion moves at least 10 ft. straight toward a Target and then hits it with a Claw 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 Lion can make one Bite attack against it as a Bonus Action.

Running Leap. With a 15 ft. running start, the Lion can Long Jump up to 35 ft.

Actions

Multiattack. The Lion makes two attacks with it's Claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d12+7) Magical Piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d12) Magical Slashing + 17 (1d12+7) Bludgeoning damage.

Lick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d2) Magical Slashing Damage.

Thunderous Roar. (Recharges after a Long or Short Rest) The Lion roars in a 60 ft. cone, shaking the very ground underfoot. Creatures affected by the Roar must attempt a DC 17 Constitution Saving Throw. Targets which fail the Save receive 19 (3d12) Thunder damage and are knocked Prone, or receive half as much damage and are not knocked Prone if they succeed.

A popular myth about a Dread Lion called the "Nemean Lion" (as it lived in the land of Nemea) involves a demi-god named Heracles, who strangles it to death with his bare hands. Since a Dread Lion's pelt cannot be punctured by non-magical weapons, it's a common practice to use a claw or tooth of the Lion to remove it's pelt, creating a powerful magical cloak from the remains.


Lizard

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA
2(-4) 11(+0) 9(-1) 1(-5) 8(-1) 3(-4)

  • Senses Darkvision 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.


Lizard {Dire}

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 19 (3d10+3)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 12(+1) 12(+1) 2(-4) 10(+0) 8(-1)

  • Saving Throws Dex +2
  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing damage.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Bludgeoning damage.

A Dire Lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean Dire Lizards are used as mounts and pack animals by Drow, Duergar, and other Underdark dwellers.


Lizard, Chameleon

Tiny Beast, Unaligned


  • Armor Class 8 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2(-4) 8(-1) 10(+0) 1(-5) 16(+3) 2(-4)

  • Senses Passive Perception 13
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Expert Marksman. The Chameleon's tongue is incredible agile and quick, giving it a +4 modifier on Attack Rolls made to catch things with it's tongue.

Actions

Tongue. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Bludgeoning damage, and the Target is Grappled (escape DC 10).

Bonus Actions

Color Change. The Chameleon changes the color of it's body to whatever it desires.

Chameleons are wonderfully strange animals, entirely scaley with darting eyes that move about independently of eachother. Proud owners will show off the strange, jerking back-and-forth gait of the little lizards, and play with the curled tail or grasping paws that will latch onto nearly anything they're given. The occasional finger is briefly tongued, which can disturb the unfamiliar with how sticky it is.

Contrary to popular belief, the Chameleon's ability to change color isn't so it can blend in with it's surrounding, but instead helps it regulate it's body temperature by reflecting or absorbing light, or to communicate with others of it's species. Like tiny lense filters, each cell is equipped with crystals that bend and diffract light to achieve the kaleidoscopic effect.


Lizard, Chameleon {Dire}

Large Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d10)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14(+2) 8(-1) 10(+0) 3(-4) 16(+3) 2(-4)

  • Skills Stealth +5
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Camouflage. While motionless, the Chameleon is indistinguishable from whatever material it's perched on.

Expert Marksman. The Chameleon's tongue is incredible agile and quick, giving it a +6 modifier on Attack Rolls made to catch things with it's tongue.

Sticky Spit. The Chameleon's incredibly tacky saliva allows it to grip things very firmly, bringing the escape DC from it's Tongue attacks to 16.

Actions

*Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Tongue. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 0 (1d4-3) Bludgeoning + 1 (1d2) Piercing damage, and the Target is Grappled (escape DC 16) and Restrained.

Bonus Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Grappled target. Hit: 4 (1d4+2) Bludgeoning damage.

Color Change. The Chameleon changes the color of it's body to whatever it desires.

Dire Chameleons are tropical predators which feast on anything they can fit in their mouth, and leverage their spiney hides for defense. Dire Chameleons are typically 11 ft. long and weigh around 160 pounds.


Lizard, Gecko

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2(-4) 11(+0) 10(+0) 2(-4) 10(+0) 2(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Camouflage. The Gecko has Advantage on Checks & Saves made to Hide in it's native environment.

Detach Tail. When attacked, the Gecko can sever it's tail from it's body as a Reaction. It then regrows over the course of 1 month, but substitutes cartilage where there was previously bone, and is generally shorter & fatter than the original.

Spider Climb. The Gecko can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Bludgeoning damage.

These lizards are mostly docile and shy away from attacking anything even close to their size. Despite their shyness, Geckos are ultimately curious creatures, and often approach bigger creatures simply to investigate. Should worse come to worse, they simply detach their tails and run, hoping for the aggressor to be appeased with the tasty tidbit. Later, they come back to where they lost the tail to eat it if they can find it, since it's used to squirrel away fat for times of famine.


Lizard, Gecko {Dire}

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
7(-2) 11(+0) 12(+1) 2(-4) 10(+0) 2(-4)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/4 (25 XP)

Camouflage. The Gecko has Advantage on Checks & Saves made to Hide in it's native environment.

Detach Tail. When attacked, the Gecko can sever it's tail from it's body as a Reaction. It then regrows over the course of 1 month.

Spider Climb. The Gecko can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d2) Bludgeoning damage.

Some Humanoids train Dire Geckos as bestial guardians. Smaller Humanoids (in particular, Goblins) can even use the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible positions and angles. A Dire Gecko measures 8 ft. from nose to tail and weighs 120 pounds. Coloration among Dire Geckos can vary wildly, though most are some shade of green.


Lizard, Komodo Dragon

Medium Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
13(+1) 10(+0) 13(+1) 6(-2) 6(-2) 3(-4)

  • Senses Passive Perception 8
  • Time Active Day
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The Komodo Dragon has Advantage on Perception Checks that rely on smell.

Nearly Deaf and Blind. The Komodo Dragon has Disadvantage on Perception checks relying on hearing and sight.

Scent Taster. The Komodo Dragon's sense of smell relies on it's tongue, which it flicks in and out of it's mouth.

Sceptic Bite. The Komodo Dragon's mouth is filled with deadly bacteria. As a result, the Komodo Dragon is immune to diseases it or another Komodo Dragon breeds, and has Advantage on Checks & Saves to resist becoming infected with disease.

Venom. The Komodo Dragon's bite carries a venom which acts as an anti-coagulant, causing it to deal an extra point of Necrotic damage (already factored in). The Komodo Dragon is immune to it's own or other Komodo Dragon's venom.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing + 1 Necrotic damage, and the Target must attempt a DC 15 Constitution Saving Throw, becoming infected with disease(s) on a failure. The DM may select a disease(s) the Creature receives, or use the one noted below.

The next time a Creature which was bitten by the Komodo Dragon would recover Hit Points by natural means or from medicine, the Creature must attempt a DC 10 Constitution Saving Throw. A Creature which fails the Save receives 2 (1d4) Necrotic damage.

Komodo Dragons are a species of Monitor Lizard, a species well known for being highly intelligent. For example, some monitor lizards can count up to 6.

Komodo Dragons are notorious, because they are not only the largest species of lizard in the world, but their bites are horrifically deadly; Their bites pack a double punch of both being venomous and packing deadly bacteria for breeding nasty infections. Aside from this, a Komodo Dragon can eat up to 80% of it's total bodyweight in 20 minutes, so since they average 8 ft. in length and weigh around 200 pounds, one can kill a 160 pound or heavier man and literally strip everything from the bones.

Because of their deadly bite, a Komodo Dragon will often stalk prey it has bitten until it feeds on something else, or the prey drops dead from blood loss or disease.

Note: A Komodo's Bite

There's some pretty harsh debate among scientists about why the Komodo's bite is so deadly. There's even some theories that their bites don't rely on causing infections at all, more relying on simple shock and blood loss. It's on wikipedia too, as of Sept 27th, 2019. For now, it's safe to assume there's venom in their bite, as stated on the stat block, which may or may not accompany infections.

Komodo Wasting Disease

An infected Creature has trouble recovering Hit Points naturally, only recovering half the normal amount when it would do so. Additionally, the infected Creature can only remove a level of Exhaustion not caused by the Disease by completing a Long Rest followed by a completed Short Rest immediately after. Every 12 hours after becoming infected, the Creature must attempt a DC 15 Constitution Saving Throw, gaining one level of Exhaustion on a failure, or losing one level of Exhaustion gained from the disease on a Success.


Lizard, Komodo Dragon {Dire}

Huge Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 47 (5d12+15)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20(+5) 10(+0) 17(+3) 6(-2) 8(-1) 5(-3)

  • Senses Passive Perception 9
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Keen Smell. The Komodo Dragon has Advantage on Perception Checks that rely on smell.

Nearly Deaf and Blind. The Komodo Dragon has Disadvantage on Perception checks relying on hearing and sight.

Scent Taster. The Komodo Dragon's sense of smell relies on it's tongue, which it flicks in and out of it's mouth.

Sceptic Bite. The Komodo Dragon's mouth is filled with deadly bacteria. As a result, the Komodo Dragon is immune to diseases it or another Komodo Dragon breeds, and has Advantage on Checks & Saves to resist becoming infected with disease.

Venom. The Komodo Dragon's bite carries a venom which acts as an anti-coagulant, causing it to deal an extra point of Necrotic damage (already factored in). The Komodo Dragon is immune to it's own or other Komodo Dragon's venom.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Piercing + 1 (1d2) Necrotic damage, and the Target must attempt a DC 17 Constitution Saving Throw, becoming infected with disease(s) on a failure. The DM may select a disease(s) the Creature receives, or use the one noted below.

The next time a Creature which was bitten by the Komodo Dragon would recover Hit Points by natural means or from medicine, the Creature must attempt a DC 12 Constitution Saving Throw. A Creature which fails the Save receives 3 (1d6) Necrotic damage.


Lizard, Schnapp

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2(-4) 11(+0) 9(-1) 1(-5) 8(-1) 3(-4)

  • Senses Passive Perception 9
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Consume Leather. The Schnapp can eat up to 1 pound of leather goods at a time, which it does over the course of 1 hour.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.

Schnapps are pests which plague cities. It's not uncommon to wake and find your shoes torn to shreds, eaten by the tiny brown lizards which love leather goods.


Lizard, Shocker

Tiny Monstrosity, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
7(-2) 16(+3) 12(+1) 2(-5) 8(-1) 3(-4)

  • Skills Insight -3, Stealth +5
  • Damage Immunities Lightning
  • Senses Darkvision 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Skittish, Territorial
  • Languages
  • Challenge 0 (10 XP)

Electrically Receptive. The Lizard knows the general direction and intensity of any electrical discharge within 100 ft. if it.

Nimble Escape. The Lizard can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Zap. The Lizard attempts to Zap a Target within 10 ft. of it. The Target must attempt a DC 11 Dexterity Saving throw, receiving 2 (1d4) Lightning damage & is stunned until the end of the Lizard's next turn on a failure, or or receives half as much damage on a success and is not Stunned. A Target reduced to 0 Hit Points by this attack is Stable but Unconscious for 3d10 minutes, becoming Stunned instead for the remaining time if woken.

Shock. The Lizard targets another Shocker Lizard, and Zaps it, forming a crackling blue electrical connection between the two. Both Lizards are Stunned during this time. During that Lizard's next turn, it can choose to either Zap another Shocker Lizard, or release the built up energy in a burst of lightning.

Releasing the energy causes every Creature within range to attempt a Constitution Saving Throw. The range is equal to half the total participating Lizards, as is the DC, but with a minimum DC of 11 and a maximum DC of 26. An affected Target is knocked Unconscious, and either receives 2 (1d4) Lightning damage per participating Lizard on a failure, or half as much damage on a success, but no more than 75 Lightning damage.

Shocker Lizards have a pale yellow underside, with bright green scales covering the rest of it's near foot-long body. Shocker Lizards also have a tiny, solitary, extremely fragile horn on their nose with two similar, longer horns sprouting off the back of their heads like a dragon, electricity arcing between them at random. Shocker Lizards tend toward communal living, since their electrical abilities grow stronger in numbers. The Lizards only seem to bite only after shocks have rendered an opponent unconscious, or when the electricity has no apparent effect.

People have attempted to tame Shocker Lizards more times than there are Shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, the Lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with them. Kept in pairs or larger numbers, the Lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren’t properly protected from electricity.


Lobster

Small Beast, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
4(-3) 15(+2) 2(-4) 1(-5) 9(-1) 1(-5)

  • Saving Throws Str +1, Dex +4
  • Skills Stealth +3
  • Senses Blindsight 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (0 XP)

*Escape Artist. The Lobster can Swim facing backwards without impairing it's movement.

Noseblind. The Lobster has no sense of smell, only taste, which functions like a sense of smell while underwater.

Odor Sleuth. The Lobster's Blindsight relies on taste, "smelling" the water around it.

Poor Sight. The Lobster cannot see farther than 300 ft. away, and cannot see objects, but rather motion or changes in light.

Actions

Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Bludgeoning damage. The Lobster can choose to hang onto a Target as part of the attack, and can only be pried off against it's will with a DC 11 Strength check.

Until now, throughout history the Lobster has been incredibly common, so plentiful that after storms they would wash ashore in deep piles. Because of this, they were gathered by hand along the shore, mostly from tidal pools when a live one was required.

Cooking a Lobster yields strange results, causing their blood, which is clear, no red like most animals, to roast into a white-ish gel. The younger, more thinly shelled a Lobster is, the better it tastes.

Lobsters are usually black or blue-black, but do come in a broad variety of colors, from pink to bright blue, or yellow or black, only turning to the signature red once cooked. Despite their appearance, their claws are poor cutting instruments, meant for crushing rather than cleaving, usually only able to break a finger at the most.


Lobster {Dire}

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 21 (6d8-6)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15(+2) 14(+2) 8(-1) 1(-5) 9(-1) 2(-4)

  • Saving Throws Str +4, Dex +4
  • Skills Stealth +3
  • Senses Blindsight 30 ft., Passive Perception 9
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The Lobster can breathe air and water.

*Escape Artist. The Lobster can Swim facing backwards without impairing it's movement.

Actions

Multiattack. The Lobster makes two Pincer attacks.

Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Bludgeoning damage. The Lobster can choose to Grapple a Target (escape DC 14) as part of the attack. The Crayfish has two pincers, each of which can Grapple only one target.

Far more aggressive than a Dire Crawfish or it's smaller kin, a Dire Lobster is an active carnivore, not just a scavanger. Large, well armored, able to breathe air, and angry, a Dire Lobster is a hellish opponent.


Lukwata

Huge Monstrosity, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 69 (6d12+30)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23(+6) 15(+2) 20(+5) 2(-4) 14(+2) 11(+0)

  • Saving Throws Dex +5, Cha +3
  • Skills Stealth +5
  • Damage Immunities Magical damage
  • Senses Darkvision 30 ft., Passive Perception 12
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 7 (2,900 XP)

Digest Magic. Magic Items swallowed by the Lukwata have a chance of becoming permanently nonmagical by the time they leave it's digestive tract. Common Magic Items, for instance, have a 100% chance of becoming Mundane. That chance is reduced by 15% for each level of Rarity beyond Common; For instance, a Legendary object only has a 40% chance of becoming Mundane, while Rare objects have a 70% chance. Artifacts are immune to this effect.

Dispelling Bite. When the Lukwata successfully lands a Critical Hit with it's Bite, the Target is affected as if by a the Spell Dispell Magic cast at 7th level with a DC of 20.

Eldritch Encrustation. Crystalline growths inside the Lukwata's guts absorb magic, rendering it immune to direct magical attacks & effects.

Vulnerable. Casting Dispel Magic on the Lukwata negates it's Digest magic, Dispelling Bite & Eldritch Encrustation features for 1 minute (10 rounds).

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d12) Piercing + 17 (2d10+6) Piercing damage.

Lukwatas slip through dark tropical waters, preying upon all who dare enter their deep jungle rivers and pools, including beasts typically considered apex predators. While scholars say the beasts favor the dark, light doesn’t deter them in their relentless pursuit of prey. Their long, flat bodies are reminiscent of those of Dolphins or large fish, but Lukwatas’ heads are distinctively Eel-like. A Lukwata’s unusual ability to disrupt magical effects rises from the strange crystalline growths that line its throat and stomach—crystals that allow the Lukwata to gain nutrients from magical items as efficiently as from flesh and blood. These same growths give the Lukwata an unusually strong resistance to all manner of magic attacks.

Lukwatas hate Crocodiles, their chief predatory rivals, and attack them on sight, even if the Lukwata has recently fed. Most Crocs aren't large enough to pose a significant threat; However, some accounts exist of Lukwatas and Dire Crocodiles crossing paths. These fights are renowned for inflicting great destruction, with the embattled creatures smashing piers, flotillas, and even dams to bits in their fury.

A Lukwata measures around 20 ft. long and weighs somewhere around 4,000 pounds.


Lynel

Large Monstrosity, Chaotic Neutral


  • Armor Class 17 (armor)
  • Hit Points 168 (16d10+80)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
24(+7) 16(+3) 20(+5) 10(+0) 14(+2) 19(+4)

  • Saving Throws Str +10, Wis +5
  • Skills Athletics +10, Intimidation +7, Perception +5, Survival +5
  • Damage Resistances Cold, Fire, Lightning, Poison
  • Damage Immunities Necrotic, Radiant
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 ft., Passive Perception 15
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Languages Any one
  • Challenge 16 (15,000 XP)

Charge. If the Lynel moves at least 15 ft. straight toward a Target and then hits it with a Melee Weapon Attack on the same turn, that Target takes an extra 7 (3d4) damage of the same type as the Weapon, and must succeed on a DC 17 Strength Saving Throw or be knocked Prone.

Duelist's Prowess. The Lynel has Advantage on Melee Attack Rolls against any Target which does not have one or more of its allies within 120 ft. of it.

Lynel Resilience. The Lynel has Advantage on Saving Throws and Checks made to resist the effects of Poison, and has Resistance against Cold, Fire, Lightning & Poison damage. Additionally, the Lynel is immune to Necrotic and Radiant damage.

Magic Resistance. The Lynel has Advantage on Checks & Saves to resist Spells and other Magical effects.

Mobile. The Lynel doesn't provoke Opportunity Attacks when it Jumps out of an enemy's reach.

Standing Leap. The Lynel's Long Jump is up to 40 ft., and it's High Jump is up to 20 ft., with or without a running start.

Tireless. If the Lynel would gain a level of Exhaustion, it can attempt a DC 12 Constitution Saving Throw, and does not gain the level of Exhaustion on a success.

Actions

Multiattack. The Lynel makes three Great Bow attacks.

Great Bow. Ranged Weapon Attack: +10 to hit, range 600/600 ft., one target. Hit: 8 (1d10+3) Piercing damage.

Lynel Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (2d12+7) Slashing damage.

Lynel Crusher. The Lynel attacks everything within 10 ft. in front and to the side of it. Creatures Targeted by this attack must succeed on a DC 15 Dexterity Saving throw, or receive 28 (2d20+7) Bludgeoning damage.

Roar. The Lynel roars, causing all Creatures which can hear it to attempt a DC 14 Charisma Saving Throw, becoming Frightened of the Lynel for the next minute if they fail. Affected Targets can reattempt the Save at the beginning of each of their following turns, ending the effect on themselves on a success. Creatures which succeed on the Save are immune to this effect for the next 24 hours.

Fire Breath. (Recharge 5-6) The Lynel breathes three great fireballs in succession, causing all Creatures in a 30 ft. cone to attempt a DC 18 Dexterity saving throw. Targets which fail the Save roll 1d4, and take a number of d20s of Fire damage equal to the number shown on the die.

Bonus Actions

Disengage. The Lynel takes the Disengage Action as a Bonus Action.

Jump. (Recharge 6) The Lynel takes the Jump Action as a Bonus Action.

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 12 (2d6+5) Bludgeoning damage. The Lynel cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Reactions

Parry. The Lynel adds 3 to its AC against one Melee Attack that would hit it. If the Lynel successfully Parrys a Melee attack, the attacker receives 3 (1d6) Slashing damage. To do so, the Lynel must see the attacker and be wielding either a Melee Weapon or a Shield.


Mandragora

Tiny Plant, Chaotic Evil


  • Armor Class 13 (dexterous)
  • Hit Points 5 (2d4)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11(+0) 12(+1) 11(+0) 3(-4) 13(+1) 4(-3)

  • Skills Intimidation +3, Nature -1
  • Damage Resistances Acid, Bludgeoning, Cold, Piercing
  • Damage Immunities Lightning, Radiant
  • Senses Blindsight 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 1/4 (50 XP)

Death Throes. When the Mandragora dies, it explodes into a burst of Mandrake Roots, each of which instantly take root in whatever material they they touch, excepting flesh, metal, plastic or similarly highly unnatural or living materials.

Eyeless. Despite having eye-like features, the Mandragora is completely Blind, excepting it's strange, extra-sensory perceptions.

False Appearance. When the Mandragora crouches and remains motionless, it is indistinguishable from a normal Plant.

Root Burrow. The Mandragora has a Burrow Speed of 10 ft. through loose earth or stone.

Vulnerable. While inside Magical Darkness, such as that created with the spell Darkness, the Mandragora's speed is halved, and takes a −2 penalty to AC and Dexterity Saving Throws. Additionally during this time, it cannot use Reactions, and it can use it's turn to either only use an Action or a Bonus Action, not both.

After 3 continuous turns of being submerged in Magical Darkness, the Mandragora is Charmed, and compulsively begins to burrow into the ground, burying it's body. If the Mandragora cannot burrow into the ground where it is, it continuous to try, fruitlessly.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning + 1 (1d2) Poison damage, and the Target must attempt a DC 12 Constitution Saving Throw or gain one level of Exhaustion.

Shriek. The Mandragora screeches, causing every Creature within a 30 ft. radius which can hear it to attempt a DC 15 Constitution Saving Throw each time they attempt to take an Action, Bonus Action or Reaction. On a failure, they waste their respective Action, Bonus Action or Reaction, Stunned by the painful sound.

A Mandragora resembles a small, dirty, wide-mouthed fat child made from tree bark, roots and pallid tubers. They rise spontaneously from a Mandrake Root that has drawn nutrition from a corpse or the ichor of a demon.

A typical Mandragora stands at just under 1 ft. tall, to up to 3 ft. in extreme cases. However, its size hides the Creature’s fantastic strength and brutality. When a Mandragora attacks, its fingers grow into whipping, thorny vines nearly 5 ft. long, with which it makes its Slam attacks.

Mandragora rarely stray far from their native tangle of roots or vines, but when it encounters any other Creature, it attacks regardless of the odds. However, a Mandragora can usually recognize Druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a Druid’s allies.

A Mandrake Root that is growing on or near either a Humanoid corpse, or ichor shed by a Demon, has a 2% chance of awakening as a Mandragora within a day of first absorbing the tainted material. A Creature that wants to create a Mandragora can do so with alchemy; the process requires a day of work, a Mandrake Root, several pints of demonic ichor, and a successful DC 21 Intelligence (Arcana) check. The newly created Mandragora is hostile, even to its creator.

Note: Mandragora Extract

When Mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 GP worth of alchemical reagents, the resulting fluid can be used as a focus for the spell Scrying. The fluid only lasts for the duration of the spell’s casting time and resulting effects but the subject of the spell takes a –4 penalty on the Save to resist it.


Manta Ray

Huge Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 10 (1d12+4)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18(+4) 13(+1) 18(+4) 4(-3) 7(-2) 4(-3)

  • Condition Immunities Unconscious
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Electroreception. The Manta Ray's Blindsight can sense the direction of electrical fields located up to 10 ft. away, especially those created by living things. The Manta Ray always knows it's geographical location to the nearest mile.

Ocean Camouflage. The Manta Ray has Advantage on Checks to Hide while underwater.

Roaming Watering Breathing. The Manta Ray can only breathe underwater, and begins to Suffocate if it does not use it's entire Swim Speed during it's turn, ending the effect on itself when it moves it's full Swim Speed. As such, the Manta Ray does not sleep.

Superior Healing. The Manta Ray has Advantage when rolling to determine how much HP it recovers. When the Manta Ray recovers from physical harm, the new tissue is just as good as the old, usually even without scars.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Bludgeoning damage.

Manta Rays are some of the most beautiful, graceful animals on the planet being harmless, gentle giants. A Ray will only ever "attack" in self defense, and only to escape danger, and has no real means of defense besides trying to push predators away or to intimidate them with their tails. Manta Rays are filter feeders, eating zooplankton and other microscopic organisms, an adult typically measuring 14 ft. across.


Manta Ray, Reef

Large Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 8 (1d10+3)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16(+3) 13(+1) 17(+3) 4(-3) 7(-2) 4(-3)

  • Condition Immunities Unconscious
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Electroreception. The Manta Ray's Blindsight can sense the direction of electrical fields located up to 10 ft. away, especially those created by living things. The Manta Ray always knows it's geographical location to the nearest 5 mile increment.

Ocean Camouflage. The Manta Ray has Advantage on Checks to Hide while underwater.

Roaming Watering Breathing. The Manta Ray can only breathe underwater, and begins to Suffocate if it does not use it's entire Swim Speed during it's turn, ending the effect on itself when it moves it's full Swim Speed. As such, the Manta Ray does not sleep.

Superior Healing. The Manta Ray has Advantage when rolling to determine how much HP it recovers. When the Manta Ray recovers from physical harm, the new tissue is just as good as the old, usually even without scars.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Bludgeoning damage.

Smaller than their cousins, Reef Manta Rays stay in shallower waters, generally hugging the coastline. As such, they are more often encountered.

Sea Pancakes

A Sea Pancake is a Curse bestowed upon Rays of all kinds, including Manta Rays and Stingrays, like Lycanthropy or Vampirism is for Humanoids, but is instead transferred through mating.

Transformation. A Ray affected by Sea Pancakeism are transformed into a living Construct of perfectly cooked pancake batter, it developing two large pats of ever-melting butter along side a delectably drizzled layer of fine syrup over it's exterior. Such syrup may be maple, strawberry, blueberry or any other flavor available to the imagination, and is seemingly determined at random.

Sea Pancake Template

The Ray's gains a number of features or changes as listed here:

Alignment. The Sea Pancake's Alignment is now Chaotic Good.

Abilities. The Ray's Strength Score is lowered by 6, it's Constitution Score becomes 23, it's Intelligence Score becomes 2, and it's Charisma Score becomes 1.

Armor Class. The Ray's AC is replaced with an AC of 10.

Proficiencies. The Ray's Proficiency Modifier becomes +5, and it is now Proficient in Acrobatics and Sleight of Hand. The Ray also adds double it's Proficiency Modifier to Charisma (Insight, Performance, Persuasion) Checks, as well as Charisma Saving Throws.

Damage Vulnerability. The Ray is Vulnerable to both Piercing and Slashing damage.

Damage Resistances. The Ray is Resistant to Bludgeoning and Radiant damage.

Damage Immunities. The Ray is immune to Necrotic Damage.

Condition Immunities. The Ray can no longer be Exhausted, Petrified or Poisoned. Maybe so it's always ready to eat?

Temperament. The Ray's Temperament changes to Friendly.

New Ability: Charming. Creatures which see the Sea Pancake must attempt a Wisdom Saving Throw contested by the Sea Pancake's Charisma (Persuasion) Check, or be charmed by it's cuteness. Such Targets that fail the Save love, respect & adore all these beautiful Creatures, becoming Friendly towards them for the rest of their lives. Similarly, Creatures which Succeed on the Save are immune to this effect for the rest of their lives.

New Ability: Delicious. Creatures Immune to the Sea Pancake's Charm must attempt a DC 15 Constitution Save the first time they see it, becoming hungry and desirous of tasting the Sea Pancake's fluffy flesh.

New Ability: Duality. The Sea Pancake is simultaneously both a Beast and a Construct.

New Ability: Waterborn. The Sea Pancake is entirely waterproof, perfectly preserving it's tastiness.

Actions. Any previously listed Actions the Sea Pancake could previously make are replaced with a Slam Action that deals 0 (1d100-99) Bludgeoning damage. If the Sea Pancake had an attack which dealt Poison Damage, it now instead causes the Target to regain that many Hit Points, and can only be used once after each Long Rest.


Manta Ray {Sea Pancake}

Huge Beast/Construct, Chaotic Good


  • Armor Class 10 (dexterous)
  • Hit Points 10 (1d12+6)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
6(-2) 12(+1) 23(+6) 2(-4) 7(-2) 1(-5)

  • Saving Throws Cha +5
  • Damage Vulnerabilities Piercing, Slashing
  • Damage Resistances Bludgeoning, Radiant
  • Damage Immunities Necrotic
  • Condition Immunities Exhausted, Petrified, Poisoned
  • Skills Acrobatics +6, Insight +6, Performance +5, Persuasion +5, Sleight of Hand +6
  • Senses Passive Perception 8
  • Time Active Any time
  • Temperament Friendly
  • Languages
  • Challenge 0 (0 XP)

Charming. Creatures which see the Sea Pancake must attempt a Wisdom Saving Throw contested by the Sea Pancake's Charisma (Persuasion) Check, or be charmed by it's cuteness. Such Targets that fail the Save love, respect & adore all these beautiful Creatures, becoming Friendly towards them for the rest of their lives. Similarly, Creatures which Succeed on the Save are immune to this effect for the rest of their lives.

Delicious. Creatures Immune to the Sea Pancake's Charm must attempt a DC 15 Constitution Save the first time they see it, becoming hungry and desirous of tasting the Sea Pancake's fluffy flesh.

Duality. The Sea Pancake is simultaneously both a Beast and a Construct.

Waterborn. The Sea Pancake is entirely waterproof, perfectly preserving it's tastiness.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Bludgeoning damage.


Manticore

Large Monstrosity, Neutral Evil


  • Armor Class 14 (thick hide)
  • Hit Points 60 (8d10+16)
  • Speed 30 ft., Fly 50 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 15(+2) 7(-2) 14(+2) 11(+0)

  • Saving Throws Con +5, Wis +5
  • Skills Acrobatics +5, Intimidation +3, Perception +5, Stealth +5
  • Senses Lowlight Vision, Passive Perception 15
  • Time Active Day
  • Temperament
  • Languages Any one Language
  • Challenge 3 (700 XP)

Belly Fat. The Manticore takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Needling Mane. A Creature which touches or makes a Melee Attack against the Manticore while within 5 ft. of it must succeed on a DC 15 Dexterity (Sleight of Hand) Check to avoid it's poisonous spikes, receiving 2 (1d4) Piercing + 5 (1d10) Poison damage if it fails. Creatures Grappling or which are Grappled by it automatically fail their Check.

Pounce. If the Manticore moves at least 20 ft. straight toward a Target and then hits it with a Claws attack on the same Turn, that Target must succeed on a DC 15 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Manticore can make two Bite Attacks against it as a Bonus Action.

Tail Spikes Regrowth. The Manticore has 24 tail spikes used to fuel it's Tail Spike Attacks, which regrow when it finishes a Long Rest.

Actions

Multiattack. The Manticore makes either three Tail Spike Attacks, or one Bite & two Claws Attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) Piercing + 3 (1d6) Poison damage and the Manticore can attempt to Grapple (escape DC 13) the Target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Slashing damage.

Tail Spikes. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 2 (1d4) Piercing + 5 (1d10) Poison damage.

Bonus Actions

Wings. The Manticore attempts to Shove or Grapple (escape DC 13) up to two Targets within 10 ft. of it.


Millipede, Tropical

Small Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 9 (2d8)
  • Speed 10 ft., burrow 5 ft., climb 10 ft.

STR DEX CON INT WIS CHA
7(-2) 14(+2) 10(+0) 1(-5) 2(-4) 2(-4)

  • Skills Stealth +3
  • Senses Tremorsense 15 ft., Passive Perception 6
  • Time Active Night
  • Temperament Reclusive
  • Languages
  • Challenge 1/8 (25 XP)

Almost Blind. The Millipede can only distinguish black and white and cannot see shapes. Additionally, the Millipede's antennae can only sense a material directly under it, such as decaying plant matter.

Smokebomb. The Millipede can choose use it's Acrid Smoke as part of it's Roll Reaction.

Reactions

Acrid Stench. (Once per Long or Short Rest) The Millipede can use it's Reaction spray a noxious gas in a 15 ft. sphere centered on itself which lasts for 1d4 Rounds. A Target that enters the sphere, is present within the sphere during it's creation, or begins it's turn inside the sphere receives 0 (1d2-1) Acid damage and must attempt a DC 10 Constitution Saving Throw, becoming Poisoned for 5 Rounds if they fail. A Target can reattempt the Saving Throw at the beginning of each of their turns, ending it's Poisoning on a success.

Roll. The Millipede rolls into a tight spiral and becomes Resistant to Bludgeoning and Piercing damage.

Tropical Millipedes have little ability to defend themselves, being unable to bite or sting. For a strong stomach, they make an excellent source of protein.


Millipede {Dire}

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10+4)
  • Speed 10 ft., burrow 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
10(+0) 14(+2) 13(+1) 1(-5) 6(-2) 5(-2)

  • Damage Resistances Piercing
  • Senses Tremorsense 45 ft., Passive Perception 8
  • Time Active Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1/2 (100 XP)

Almost Blind. The Millipede can only distinguish black and white and cannot see shapes. Additionally, the Millipede's antennae can only sense a material directly under it, such as decaying plant matter.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 2 (1d4) Piercing damage.

Roll. The Millipede rolls into a tight spiral and becomes Resistant to Bludgeoning, Piercing and Slashing damage. As part of the Action, he Millipede can choose use it's antennae to roll forward up to 20 ft. While Rolling, the Millipede does not provoke Opportunity Attacks when it leaves an Creature's reach. Creatures in the Millipede's path when it Rolls must attempt a DC 12 Dexterity Saving Throw, receiving 7 (2d4+2) Bludgeoning damage and are knocked Prone if they fail or half as much damage if the succeed.

Reactions

Acrid Stench. (Recharge 1) The Millipede can use it's Reaction spray a noxious gas in a 20 ft. sphere centered on itself which lasts for 1d4 Rounds. A Target that enters the sphere, is present within the sphere during it's creation, or begins it's turn inside the sphere receives 1 (1d2) Acid damage and must attempt a DC 13 Constitution Saving Throw, becoming Poisoned for 5 Rounds if they fail. A Target can reattempt the Saving Throw at the beginning of each of their turns, ending it's Poisoning on a success.


Monkey

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
7(-2) 14(+2) 10(+0) 5(-3) 12(+1) 4(-3)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Intimidation -1
  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Passive, Impish
  • Languages
  • Challenge 0 (10 XP)

Pack Tactics. The Monkey has Advantage on an Attack Roll against a Creature if at least 1 of the Monkey's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Prehensile Tail. The Monkey can use it's Tail as a Bonus Action like a third hand, to Grapple or move an object weighing up to a number of pounds equal to three times it's Strength Score, including itself.

Actions

Multiattack. The Monkey makes one Bite and one Rake attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Slashing damage.

Bonus Action

Grappling Tail. The Monkey uses it's tail to attempt to Grapple a Tiny object.


Swarm of Monkeys

Large Swarm of Small Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 44 (8d10)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 10(+0) 5(-3) 12(+1) 12(+1)

  • Saving Throws Dex +4, Cha +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Acrobatics +4, Intimidation +3
  • Senses Passive Perception 11
  • Time Active Day, Any time
  • Temperament Territorial, Impish
  • Languages
  • Challenge 2 (450 XP)

Pack Tactics. The Swarm has Advantage on an Attack Roll against a Creature if at least 1 of the Swarm's allies or another Swarm is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Monkey by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Raking Paws attack.

Bites. Melee Weapon Attack: +4 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 it's total Hit Points or fewer remaining.

Raking Paws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 2 (1d4) Slashing damage, or 1 (1d2) Slashing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Monkey, Baboon

Small Fiend, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9(-1) 14(+2) 11(+0) 4(-3) 12(+1) 6(-2)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Aggressive, Impish
  • Languages
  • Challenge 0 (10 XP)

Pack Tactics. The Baboon has Advantage on an Attack Roll against a Creature if at least 1 of the Baboon's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Slashing damage.

Bonus Actions

Grapple. The Baboon attempts to Grapple (escape DC 12) a Target.

Baboons are known for their aggressive nature and distinctive build, being a hairy, stout animal with opposable thumbs, an exceedingly strong canine-like maw filled with sharp teeth, short tail and prominent bright red buttocks. Though primarily vegetarians, Baboons are fiercely territorial and are known to eat Fish, Insects, shellfish, & other small Creatures. A typical Baboon is 3 ft. tall and weighs 70 pounds.


Swarm of Baboons

Huge Swarm of Small Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 52 (8d12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 14(+2) 10(+0) 5(-3) 12(+1) 18(+4)

  • Saving Throws Dex +4, Cha +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Athletics +5, Intimidation +6
  • Senses Passive Perception 11
  • Time Active Day, Any time
  • Temperament Territorial, Aggressive
  • Languages
  • Challenge 3 (700 XP)

Pack Tactics. The Swarm has Advantage on an Attack Roll against a Creature if at least 1 of the Swarm's allies or another Swarm is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Baboon by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Raking Paws attack.

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 14 (4d6) Piercing damage, or 7 (2d6) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.

Raking Paws. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 2 (1d4) Slashing damage, or 1 (1d4-1) Slashing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Monkey, Flying

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8(-1) 14(+2) 11(+0) 5(-3) 12(+1) 6(-2)

  • Skills Acrobatics +4
  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive, Impish
  • Languages
  • Challenge 0 (10 XP)

Pack Tactics. The Monkey has Advantage on an Attack Roll against a Creature if at least 1 of the Monkey's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Prehensile Tail. The Monkey can use it's Tail as a Bonus Action like a third hand, to Grapple or move an object weighing up to a number of pounds equal to three times it's Strength Score, including itself.

Actions

Multiattack. The Monkey makes one Bite and one Rake attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Slashing damage.


Swarm of Flying Monkeys

Large Swarm of Small Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 44 (8d10)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 11(+0) 5(-3) 12(+1) 18(+4)

  • Saving Throws Dex +4, Cha +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Acrobatics +4
  • Senses Passive Perception 11
  • Time Active Day, Any time
  • Temperament Aggressive, Territorial, Impish
  • Languages
  • Challenge 3 (700 XP)

Pack Tactics. The Swarm has Advantage on an Attack Roll against a Creature if at least 1 of the Swarm's allies or another Swarm is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Monkey by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Multiattack. The Swarm makes one Bites and one Raking Paws attack.

Bites. Melee Weapon Attack: +4 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 it's total Hit Points or fewer remaining.

Raking Paws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 2 (1d4) Slashing damage, or 1 (1d2) Slashing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Mon Morr

Tiny Monstrosity, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 2 (1d4)
  • Speed 1 ft., climb 1 ft.

STR DEX CON INT WIS CHA
6(-2) 2(-4) 10(+0) 2(-4) 4(-3) 1(-5)

  • Senses Passive Perception 7
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 ft.)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one target. Hit: 0 (1d8-7) Piercing damage.


Moonflower

Huge Plant, Unaligned


  • Armor Class 13 (tough fibers)
  • Hit Points 73 (7d12+28)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
21(+5) 10(+0) 18(+4) 3(-4) 12(+1) 3(-4)

  • Saving Throws Dex +2, Con +6
  • Damage Vulnerabilities Fire, Necrotic
  • Damage Resistances Bludgeoning, Cold, Piercing, Radiant
  • Damage Immunities Force, Lightning
  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Skills Athletics +7, Deception -2, Intimidation +0, Stealth +2, Survival -2
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages Moonflower
  • Challenge 7 (2,900 XP)

False Appearance. When the Flower remains motionless, it is indistinguishable from a normal flowering Plant.

Telepathy. The Flower can communicate with any other Moonflowers within 1 mile of itself as a Bonus Action.

Actions

Multiattack. The Flower makes one Bite and two Slam attacks.

Bite. (Recharge 1-4) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Piercing damage, and the Target is Grappled (escape DC 23). Grappled Creatures have Half Cover against attacks & effects outside the Flower's maw.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) Bludgeoning damage, or the Flower can Grapple the Target. Grappled Creatures have Half Cover against attacks & effects outside the Flower's root.

Light Pulse. The Flower releases a pulse of light, illuminating a semi-Circle of area in 10 ft. of Bright Light and an additional 10 ft. of Dim Light beyond that. All Creatures which can see the Flower must succeed on a DC 15 Constitution Saving Throw or be Blinded for 4 Rounds. Affected Targets can repeat the Save at the end of each Round, ending the effect on themselves on a a success. Targets which succeed on the Save have Advantage on it in the future.

Swallow. (Recharge 5-6) Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or Smaller Grappled target. Hit: The if Flower is already Grappling a Large or Smaller Target, the Flower Swallows the Target whole, and the Target is then Blinded, Grappled (escape DC 25), and Restrained. The Swallowed Target has Full Cover against Attacks and other effects outside the Flower.

Legendary Actions

The Flower can take any number of Legendary Actions between any two of it's turns, choosing from the options below, but only at the end of another Creature’s turn.

Pod Spawn. The Flower creates a Moonflower Cocoon containing a Target that was Swallowed at the base of it's trunk.

A fully grown Moonflower easily stands 20 ft. tall, it's massive trunk frequently 4 ft. or more in diameter. The roots extend away from the base and into the soil, making the Plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the Moonflower to uproot itself and move with surprising speed. The tendrils of the Plant are independently prehensile and writhe around the large Flytrap-like “head” that crowns the stem.

Moonflowers have never been known to communicate with other creatures, even with Druids and others who regularly converse with plants. The plants do possess some manner of strange telepathy, though, and are in constant communication with their nearby brethren. Those who manage to intrude upon the creatures’ alien thoughts face an assault of horrible visions of terrifying jungles filled with ancient, sentient, and malign plants.


Moonflower Cocoon

[Creature's Size] Plant, Unaligned


  • Armor Class 16 (tough fibers)
  • Hit Points 52 (5d10+25)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
20(+5) 1(-5)

  • Saving Throws Con +7, Cha -3
  • Damage Resistances Nonmagical Bludgeoning, Piercing, Slashing
  • Damage Immunities Necrotic, Poison, Psychic
  • Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 11 (7,200 XP)

Contain. Targets trapped inside the Cocoon are Blinded, Deafened, Incapacitated & Restrained.

Electrical Invigoration. The Cocoon can take the Transform Action as a Free Action each time it receives Lightning damage.

Shelter. Everything inside the Cocoon has Three-Quarters Cover against attacks & effects outside the Cocoon.

Actions

Transform. The Cocoon deals 3 (1d6) Acid + 7 (2d6) Bludgeoning + 3 (1d6) Poison damage to anything trapped inside it. If a Sentient Creature dies from this damage, it becomes an adult Moonflower 1d4 hours after it dies, crawling away to find it's own hunting grounds.

A Moonflower Cocoon appears as a dimly red-glowing pustual, or nut-like boil as it matures. It is the same Size as the affected Target. If destroyed, it rapidly deflates and decays.


Moose

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 55 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17(+3) 10(+0) 14(+2) 2(-4) 11(+0) 8(-1)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +5, Intimidation +3, Stealth +2
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1 (200 XP)

Blindspot. The Moose has trouble seeing things directly infront of itself, and must turn it's head to see.

Charge. If the Moose moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 7 (3d4) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone & flung 5 ft. away.

Keen Smell. The Moose has Advantage on Perception Checks that rely on smell.

Meager Sprinter. The Moose cannot take the Dash Action for more than 1 minute (10 rounds) total. After a Short or Long Rest, the Moose regains the ability to Dash.

Relentless. (1/Day) If the Moose would take 15 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Rugged. The Moose is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone target. Hit: 8 (2d4+3) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 9 (2d6+2) Bludgeoning damage. The Moose cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.

Moose average 1,000 pounds, are about 10 ft. long, and measure about 7 ft. tall at the shoulders, or 9 to 10 ft. including antlers & head. For some perspective, the average moose, standing fully erect, weighs as much as a Polar Bear and would be both twice as tall & long as your refrigerator. Also, the antlers on a Moose average 6 ft. wide, making them the same width as the average human is tall.

In spring, when males lose their antlers, they grow back at a prodigious rate, each knob of antler growing as much as 3 inches each week. By early fall the velvet coating their antlers shed off in bloody strips, and Moose begin rubbing their antlers on trees & boulders to reveal the fresh, pointed bone beneath.

Most interesting, people have found young calves tame readily and emerge as surprisingly intelligent, mischievous, but utterly loyal creatures. As mounts and beasts of burden, Moose are superior to Horses in muskeg and taiga.


Moose, War

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 20 (3d10+4)
  • Speed 55 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17(+3) 11(+0) 14(+2) 2(-4) 12(+1) 9(-1)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +6, Intimidation +5, Stealth +3
  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Friendly, Territorial
  • Languages
  • Challenge 2 (450 XP)

Beast of Burden. The Moose is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Blindspot. The Moose has trouble seeing things directly infront of itself, and must turn it's head to see.

Charge. If the Moose moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 9 (2d8) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone & flung 5 ft. away.

Fearless. The Moose has Advantage on Checks & Saves to resist being Frightened.

Keen Smell. The Moose has Advantage on Perception Checks that rely on smell.

Meager Sprinter. The Moose cannot take the Dash Action for more than 1 minute (10 rounds) total. After a Short or Long Rest, the Moose regains the ability to Dash.

Relentless. (1/Day) If the Moose would take 15 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) Bludgeoning damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one Prone target. Hit: 8 (2d4+3) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 9 (3d4+2) Bludgeoning damage. The Moose cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Because of how wonderfully tamable Moose have been found to be, many Humanoids will raise a Moose from birth, or keep a specific breeding stock for the purpose, like the Elves, training it to be a mount in times of war. War Moose are a little tougher and more able to keep their heads than War Horses, and are far superior combat mounts when they can be afforded.

Variant: War Moose Armor

An armored War Moose has an AC based on the type of Barding worn (PHB Pg. 155). The Moose's AC includes it's Dexterity Modifier, where applicable. Barding doesn't alter the Moose's Challenge Rating.

AC Barding
11 Leather
12 Studded Leather
14 Ring Mail
14 Scale Mail
AC Barding
16 Chain Mail
17 Splint
18 Plate

Moose {Dire}

Huge Monstrosity, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 85 (9d12+27)
  • Speed 80 ft., swim 50 ft.

STR DEX CON INT WIS CHA
22(+6) 10(+0) 16(+3) 2(-4) 12(+1) 12(+1)

  • Saving Throws Str +5, Con +4
  • Damage Resistances Cold, Force
  • Skills Athletics +9, Intimidation +4, Stealth +3
  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 6 (2,300 XP)

Artic Beast. The Moose is unimpeded by Difficult Terrain caused by snow or ice.

Charge. If the Moose moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 7 (3d4) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone & flung 5 ft. away.

Frigid Footfall. Any freshwater underneath the Moose freezes solid, and can support the Moose's weight. The ice stretches out from where the Moose's hooves make contact with it.

Keen Hearing and Smell. The Moose has Advantage on Perception Checks that rely on hearing and smell.

Meager Sprinter. If the Moose takes the Dash Action continuously for more than 1 minute (10 rounds), the Moose cannot take the Dash Action again until another minute has passed.

Relentless. (1/Day) If the Moose would take 60 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Snowy Coat. The Moose has Advantage on Stealth Checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) Magical Bludgeoning + 5 (1d4+3) Cold damage.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4+6) Magical Bludgeoning + 5 (1d4+3) Cold damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Magical Bludgeoning + 5 (1d4+3) Cold damage.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 16 (3d8+3) Bludgeoning damage. The Moose cannot Trample a Target without a 15 ft. running start and moving 15 ft. past the Target's space.

The Dire Moose is a revered harbinger of winter. It is said that the frozen climes of the north stay so cold because Dire Moose tred over all the liquid water in the ground, causing any water which would form the clouds to freeze solid and come down as snow. Because of this, and it's size, it's known as the "Northern" or "Polar Behemoth".

When a Dire Moose's hooves make contact with water, it freezes solid, allowing them to tred over near any terrain in early spring when winter snow pack turns much of the ground to soup. For this, and simple lack of lake vegetation much of the year, the Winter Moose subsists on bark & rotten plant material year-round, unlike it's cousins.


Moose {Dread}

Large Beast, Unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 92 (8d10+48)
  • Speed 40 ft., swim 0 ft.

STR DEX CON INT WIS CHA
26(+8) 11(+0) 22(+6) 2(-4) 12(+1) 17(+3)

  • Saving Throws Str +5, Con +4
  • Damage Vulnerabilities Magical Bludgeoning & Thunder damage
  • Damage Resistances Nonmagical Bludgeoning, Piercing, Slashing, & Thunder damage; Cold, Fire, Lightning, Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhausted, Frightened, Petrified
  • Skills Athletics +10, Intimidation +7, Stealth +2
  • Senses Darkvision 30 ft., Tremorsense 30 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive, Territorial
  • Languages
  • Challenge 10 (5,900 XP)

Atrocious Sprinter. The Moose cannot take the Dash Action more than once after each Long Rest.

Blindspot. The Moose has trouble seeing things directly infront of itself, and must turn it's head to see them.

Petrified Camouflage. While perfectly still, the Moose has Advantage on Checks & Saves to hide in rocky terrain or while inside thick undergrowth.

Charge. If the Moose moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 9 (2d8) Bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone & flung 5 ft. away.

Fully Fearless. The Moose cannot be Frightened.

Keen Smell. The Moose has Advantage on Perception Checks that rely on smell.

Mountainous. The Moose has advantage on Checks & Saves to resist being knocked Prone, and is considered to be a Gargantuan animal for the purpose of determining it's Carrying Capacity. The Moose's hide is made of titanium-laced stone, giving it an AC of 21 (already factored in). When the Moose moves, it has Disadvantage on Stealth checks.

Nearly Deaf. The Moose cannot hear anything beyond 10 ft. of itself, and has Disadvantage on Checks & Saves using hearing.

Tremorsense. The Moose's Tremorsense only functions when it remains perfectly still.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 10 (1d4+8) Bludgeoning damage.

Ram. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) Bludgeoning damage.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one Prone target. Hit: 18 (1d20+8) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 38 (5d12+6) Bludgeoning damage. The Moose cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Dread Moose are horrifying, territorial beasts of the northern wood which seem to be made of stone, being as strong as mountains. The rack on a Dread Moose extends 5 ft. to either side of it's body, and it uses it to push down trees in it's way. Don't pick a fight with one. Don't look at one. Just run.


Mosquito

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 3 inches, fly 15 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 8(-1) 1(-5) 7(-2) 1(-5)

  • Damage Vulnerabilities Cold, Fire
  • Skills Insight +1, Nature +1, Stealth +4, Survival +1
  • Senses Tremorsense 5 ft., Passive Perception 8
  • Time Active Twilight, Day
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

CO2 Detection. The Mosquito can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 75 ft. away.

Disease. The Mosquito may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Mosquito Bites.

Hibernator. While in temperatures less than 50°F, the Mosquito is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Mosquito generally begins looking for a safe place to hibernate. The Mosquito dies when exposed to temperatures of 20°F or less for a full minute.

Nearly Blind. The Mosquito has Disadvantage on Perception checks relying on sight.

Painless Bite. The Target of the Mosquito's Bite must have a Passive Perception of 15 or higher to notice it's being bit.

Spider Climb. The Mosquito can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Vulnerable. The Mosquito cannot Fly after being doused in water. 5 minutes after the Mosquito is no longer exposed to water, it can Fly.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d100-99) Piercing damage and the Mosquito is Incapacitated for the next 4 (3d2) Rounds.

Mosquitos are world-renown pests, and are considered the deadliest animal in the world due to the horrific diseases they can carry, their impossibly fast maturation rate & their ability to survive in nearly any condition so long as there's water. What's worse, nearly all Mosquito Diseases can't be fought because they're viral infections and are unaffected by antibacterials.

Mosquito Eggs are typically laid in "rafts", bound together in group floating above the surface of stagnant water in groups of 99 (22d8), and only require less than a cubic 1/2 inch of water to hatch successfully. A typical egg hatches 48 hours after being laid and matures into an adult by the end of 2 weeks.


Swarm of Mosquitos

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 17 (5d8-5)
  • Speed 3 inches, fly 15 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 8(-1) 1(-5) 7(-2) 1(-5)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Vulnerabilities Cold, Fire
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Insight +1, Nature +1, Stealth +4, Survival +1
  • Senses Tremorsense 5 ft., Passive Perception 8
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

CO2 Detection. The Swarm can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 75 ft. away.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm Bites.

Hibernators. While in temperatures less than 50°F, the Swarm is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Swarm generally begins looking for a safe place to hibernate. The Swarm dies when exposed to temperatures of 20°F or less for a full minute.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Mosquito by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Vulnerable. The Swarm cannot Fly after being doused in water. 5 minutes after the Swarm is no longer exposed to water, it can Fly.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 0 (1d6-5) Piercing + 1 (1d2-1) Necrotic damage, or 0 (1d10-9) Piercing + 0 (1d4-3) Necrotic damage if the Swarm has half it's total Hit Points or fewer remaining.


Mosquito, Elephant

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 10(+0) 1(-5) 10(+0) 2(-4)

  • Saving Throws Dex +5, Wis +3
  • Damage Vulnerabilities Cold, Fire
  • Damage Resistances Necrotic
  • Skills Insight +1, Nature +1, Survival +1
  • Senses Tremorsense 10 ft., Passive Perception 10
  • Time Active Twilight, Day
  • Temperament Aggressive
  • Languages
  • Challenge 0 (10 XP)

CO2 Detection. The Mosquito can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 75 ft. away.

Disease. The Mosquito may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Mosquito Bites.

Hibernator. While in temperatures less than 50°F, the Mosquito is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Mosquito generally begins looking for a safe place to hibernate. The Mosquito dies when exposed to below freezing temperatures for a full minute.

Nearly Blind. The Mosquito has Disadvantage on Perception checks relying on sight.

Painless Bite. The Target of the Mosquito's Bite must have a Passive Perception of 15 or higher to notice it's being bit.

Spider Climb. The Mosquito can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Vulnerable. The Mosquito cannot Fly after being doused in water. 2 minutes after the Mosquito is no longer exposed to water, it can Fly.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Piercing + 0 (1d12-11) Necrotic damage and the Mosquito is Incapacitated for the next 4 (3d2) Rounds.

A Elephant Mosquito are is size of your palm, and just as voraciously hungry. Unfortunately, where's there's one, there's a hundred ready to suck you dry.

Due to their bigger size, the eggs they lay can survive even running water, and in tropical climates it's common to see rafts of eggs the size of a man's foot riding past on the currents of a river. Elephant Mosquito Eggs require a 50 cubic ft. water habitat to hatch & develop correctly.


Swarm of Elephant Mosquitos

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 17 (5d8)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3(-4) 14(+2) 10(+0) 1(-5) 7(-2) 3(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Vulnerabilities Cold, Fire
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Insight +1, Nature +1, Survival +1
  • Senses Tremorsense 10 ft., Passive Perception 8
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

CO2 Detection. The Swarm can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 75 ft. away.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm Bites.

Hibernators. While in temperatures less than 50°F, the Swarm is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Swarm generally begins looking for a safe place to hibernate. The Swarm dies when exposed to temperatures of 20°F or less for a full minute.

Nearly Blind. The Swarm has Disadvantage on Perception checks relying on sight.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Mosquito by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Vulnerable. The Swarm cannot Fly after being doused in water. 2 minutes after the Swarm is no longer exposed to water, it can Fly.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 10 (4d4) Piercing + 7 (2d6) Necrotic damage, or 5 (2d4) Piercing + 3 (1d6) Necrotic damage if the Swarm has half it's total Hit Points or fewer remaining.


Mosquito {Dire}

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 5 (1d6+2)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 14(+2) 2(-4) 11(+0) 3(-4)

  • Saving Throws Dex +5, Con +5, Wis +3
  • Damage Vulnerabilities Cold, Fire
  • Damage Resistances Necrotic
  • Skills Insight +2, Nature +2, Survival +2
  • Senses Tremorsense 15 ft., Passive Perception 10
  • Time Active Twilight, Day
  • Temperament Aggressive
  • Languages
  • Challenge 1/8 (25 XP)

CO2 Detection. The Mosquito can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 300 ft. away.

Disease. The Mosquito may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Mosquito Bites.

Hibernator. While in temperatures less than 50°F, the Mosquito is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Mosquito generally begins looking for a safe place to hibernate. The Mosquito dies when exposed to below freezing temperatures for a full minute.

Painless Bite. The Target of the Mosquito's Bite must have a Passive Perception of 10 or higher to notice it's being bit.

Spider Climb. The Mosquito can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Vulnerable. The Mosquito cannot Fly after being doused in water. 1 minute after the Mosquito is no longer exposed to water, it can Fly.

Wingspan. When in flight, the Mosquito is considered Medium except for determining Carrying Capacity.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage and the Mosquito is Incapacitated for the next 4 (3d2) Rounds. Each round the Mosquito is allowed to draw blood for while Incapacitated, the Target receives 0 (1d20-19) Necrotic damage.

Bonus Actions

Grapple. The Mosquito attempts to Grapple (escape DC 12) a Target.

Like Elephant Mosquitos, Dire Mosquitos eggs can survive even the rough treatment of running water. They require a 500 cubic ft. water habitat to hatch & develop correctly.


Swarm of Dire Mosquitos

Huge Swarm of Small Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 17 (6d12+12)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8(-1) 14(+2) 14(+2) 1(-5) 11(+0) 5(-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Vulnerabilities Cold, Fire
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Skills Insight +2, Nature +2, Survival +2
  • Senses Tremorsense 15 ft., Passive Perception 10
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

CO2 Detection. The Swarm can detect the general direction of a breath Creature has exhaled within the last minute, and can sense it up to 300 ft. away.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm Bites.

Hibernators. While in temperatures less than 50°F, the Swarm is knocked Unconscious & awakens again when temperatures climb above 50°F. Below 60°F, the Swarm generally begins looking for a safe place to hibernate. The Swarm dies when exposed to temperatures of 20°F or less for a full minute.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Mosquito by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Vulnerable. The Swarm cannot Fly after being doused in water. 1 minutes after the Swarm is no longer exposed to water, it can Fly.

Actions

Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the Swarm's space. Hit: 22 (4d10) Piercing + 13 (2d12) Necrotic damage, or 11 (2d10) Piercing + 6 (1d12) Necrotic damage if the Swarm has half it's total Hit Points or fewer remaining.

Bonus Actions

Grapple. The Swarm attempts to Grapple (escape DC 15) a Target.


Mosquito {Dread}

Gargantuan Monstrosity, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 82 (5d20+30)
  • Speed 50 ft., fly 240 ft.

STR DEX CON INT WIS CHA
21(+5) 14(+2) 22(+6) 3(-4) 15(+2) 18(+4)

  • Saving Throws Dex +5, Con +9, Wis +5
  • Damage Resistances Force, Necrotic
  • Damage Immunities Fire
  • Skills Insight +2, Intimidation +7, Nature +2, Perception +5, Survival +2
  • Senses Tremorsense 100 ft., Passive Perception 15
  • Time Active Twilight, Day
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 8 (3,900 XP)

CO2 Detection. The Mosquito can detect the general direction of a breath a Huge or Larger Creature has exhaled within the last minute, and can sense it up to 5 miles away.

Disease. The Mosquito may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Mosquito Bites.

Cold-Blooded. After 24 hours of exposure to temperatures of less than 50°F, the Mosquito gains a level of Exhaustion. Levels of Exhaustion gained in this way cannot be removed until it rests in an area at least 60°F or hotter.

Painless Bite. The Target of the Mosquito's Bite must have a Passive Perception of 10 or higher to notice it's being bit.

Spider Climb. The Mosquito can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Mosquito makes one either Eyes Lasers & one Tail Laser attack, or one Bite & one Tail Laser attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) Piercing + 2 (1d4) Poison damage and the Mosquito is Incapacitated for the next 4 (3d2) Rounds. Each round the Mosquito is allowed to draw blood for while Incapacitated, the Target receives 12 (1d12+6) Necrotic damage.

Eye Lasers. (Recharge 1-4) The Mosquito shoots two flaming Lines of brilliance from it's eyes at a Target it can see. The Target attempt a DC 18 Dexterity Saving Throw, receiving 45 (10d8) Fire damage on a failure or half as much on a success. Simultaneously, Creatures within a 5 ft. space occupied by one of the Lasers must also attempt the Save, receiving 22 (5d8) Fire damage on a failure or none on a success. Flammable objects, such as clothe, wood or vegetation catch fire when touched by a Laser, and objects which can melt at temperatures lower than 1,500°F, such as Steel or most other metals, melt.

Tail Laser. (Recharge 1-3) The Mosquito shoots a flaming Line of brilliance from it's tail at a Target it can see. The Target attempt a DC 18 Dexterity Saving Throw, receiving 22 (5d8) Fire damage on a failure. Simultaneously, any Creatures within a 5 ft. space occupied by the Laser must also attempt the Save. If the Mosquito has fed on blood within the past 24 hours, an affected Target has Advantage on the Save. Flammable objects, such as clothe, wood or vegetation catch fire when touched by a Laser, and objects which can melt at temperatures lower than 1,500°F, such as Steel or most other metals, melt.

Bonus Actions

Grapple. The Mosquito attempts to Grapple (escape DC 17) a Target.

Truly a horrific monstrosity, the Dread Mosquito, more commonly named Mosco or El Mosco is where it's smaller cousin, the Mosquito, gets it's name, the "-ito" suffix referring to a diminutive or smaller & cuter creature in the language it's name stems from. When faced with live & dangerous prey, los Moscos (the plural of "the Mosco") tend to subdue them with their magnificent beams of fire they shoot from their eyes, and then feast upon the carcass, laying their eggs inside once finished, typically 2 (1d4) days later. The eggs los Moscos produce are each as big as a man's head, and hatch to devour the carcass days later.

Los Moscos are creatures which feed upon the gargantuan varieties of Dire or Dread beasts present in the Tropics and other forgotten realms of the world, which in turn are fed upon by smaller parasites, like Dire Fleas.

On rare occasion, one of los Moscos may travel north into a territory it's unsuited to survive in. Such times are fraught with terror, especially during winter, because as a cold-blooded creature the Mosco's first instinct is to raise the it's environment's temperature, which it does by blasting it's surroundings with laserbeams. It usually also beings fluttering it's wings as hard as it can to generate heat. Eventually, the great beast needs to rest at some point, and tends to die of Exhaustion within a week. Thankfully, these instances are rare, usually only caused by the Mosco being caught up in an unlikely jetstream that brings it north.


Mule

Medium Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14(+2) 10(+0) 13(+1) 2(-4) 10(+0) 5(-3)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Beast of Burden. The Mule is considered to be a Large animal for the purpose of determining it's Carrying Capacity.

*Milk. After giving birth, the Mule produces 2 gallons of milk each day for 4 months.

Sure-Footed. The Mule has Advantage on Checks & Saves related to moving over land, Climbing, or to resist being knocked Prone.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Bludgeoning damage.

The Mule is a hybrid of a Horse and a Donkey, capturing the hardy build, patience, and relative intelligence of Donkeys along with a the raw brawn of a Horse.

A major factor in determining the physical capabilities of a Mule relies on if the Horse is the mother or father. Mules fathered by a Horse tend to be slower, but able to eat a wider variety of foods while being more agile & sure-footed, and are sometimes called a "hinnie". Mules born from a mother Horse are stronger, slightly faster, and are able to carry more weight.


Nesting Spider

Tiny Beast, Unaligned


  • Armor Class 2 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12(+1) 4(-3) 2(-4) 2(-4) 6(-2) 1(-5)

  • Skills Perception +0
  • Damage Vulnerabilities Bludgeoning, Poison
  • Condition Immunities Blinded, Frightened
  • Senses Tremorsense 120 ft., Passive Perception 10
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 1/2 (100 XP)

Blind. The Nesting Spider is Blind.

Immobile. The Nesting Spider automatically fails Dexterity Saving Throws.

Nested. Until the Nesting Spider has been hit, the Nesting Spider's AC is 17.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing + 2 (1d4) Acid damage.

Web. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: The Target is Grappled & Restrained. While the Target is Grappled in this way, the Nesting Spider can pull the Target 5 ft. towards itself as a Bonus Action.

The webs are flammable and a 5 ft. Cube burns away in a single Round. If a Creature Restrained within them is caught in the fire, it takes 2 (1d4) Fire damage.

Nesting Spiders aren't actually spiders, but sludge-y, pseudo-solid insect which entirely incase themselves in silk to survive. They build elaborate cocoons, suspending themselves above the ground. When it senses something approaching, it shoots a sticky string of web and catches it, drags it back below itself, and slowly builds a silk cocoon around it's prey, then bites, kills, and dissolves it. After the days or weeks this process takes, it climbs back to it's original position, and resumes it's watch for prey.


Octopus

Small Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 10 (3d6)
  • Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
5(-3) 15(+2) 11(+0) 6(-2) 10(+0) 6(-2)

  • Skills Perception +2, Stealth +4
  • Damage Resistances Bludgeoning
  • Senses Darkvision 30 ft., Passive Perception 12
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Boneless. The Octopus can Squeeze through any space 1 inch wide or larger, and suffers no penalties from moving through another Creature's space.

Deaf. The Octopus has no sense of hearing, and is always considered Deafened.

Hold Breath. While out of water, the Octopus can hold it's breath for up to 1 hour.

Underwater Camouflage. The Octopus has Advantage on Stealth checks made while underwater.

Water Breathing. The Octopus can breathe only underwater.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage. During the attack, the Octopus can choose to Grapple (escape DC 16) a Target. Until this Grapple ends, the Octopus can't take any Action except to make a Tentacle or Beak attack against the Grappled Target.

Ink Cloud. (Recharges of a Long or Short Rest) The Octopus issues forth a 5 ft. sphere of ink centered on itself. The area is heavily obscured for 1 minute, although significant current can disperse the ink. After releasing the ink, the Octopus can use the Dash Action as a Bonus Action.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 0 (1d2-1) Piercing damage.


Octopus {Dire}

Large Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 52 (8d10+8)
  • Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA
17(+3) 13(+1) 13(+1) 6(-2) 10(+0) 6(-2)

  • Skills Perception +4, Stealth +5
  • Senses Darkvision 60 ft., Passive Perception 14
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Boneless. The Octopus can Squeeze through any space 3 inches wide or larger, and suffers no penalties from moving through a Size Medium Creature's space.

Deaf. The Octopus has no sense of hearing, and is always considered Deafened.

Hold Breath. While out of water, the Octopus can hold it's breath for up to 1 hour.

Underwater Camouflage. The Octopus has Advantage on Stealth checks made while underwater.

Water Breathing. The Octopus can breathe only underwater.

Actions

Multiattack. The Octopus makes two Tentacle attacks either against one or two different targets.

Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) Bludgeoning damage. During the attack, the Octopus can choose to Grapple (escape DC 16) a target. Until this Grapple ends, the Target is Restrained, and the Octopus can't use the tentacle for anything except a Tentacle attack against the Grappled target.

Ink Cloud. (Recharges of a Long or Short Rest) The Octopus issues forth a 20 ft. sphere of ink centered on itself. The area is heavily obscured for 1 minute, although significant current can disperse the ink. After releasing the ink, the Octopus can use the Dash Action as a Bonus Action.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 1 (1d2) Piercing damage.


Orca

Huge Beast, Neutral


  • Armor Class 12 (thick hide)
  • Hit Points 90 (12d12+12)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19(+4) 10(+0) 13(+1) 6(-2) 12(+1) 9(-1)

  • Saving Throws Dex +2, Cha +2
  • Skills Insight +0, Perception +3, Survival +3
  • Senses Blindsight 300 ft., Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages can understand Aquan but cannot speak it
  • Challenge 2 (450 XP)

Advanced Pack Tactics. The Orca has Advantage on an Attack Roll against a Creature if at least one of the Orca's allies is within 10 ft. of the targeted Creature and the ally isn't Incapacitated.

Echolocation. The Orca's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Hold Breath. The Orca can hold it's breath up to 20 minutes.

Keen Hearing. The Orca has Advantage on Perception checks that rely on hearing.

Leap. If the Orca moves at least 40 ft. straight toward the surface of the water, the Orca can High Jump up to 15 ft. into the air.

Roaming Slumber. While Unconscious due to sleep, the Orca retains a maximum Swim Speed of 30 ft. and can remove the condition at any time. The Orca has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) Piercing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) Bludgeoning damage and the Target must succeed on a DC 5 Constitution Saving Throw or be Stunned until the beginning of the Orca's next turn.

The Orca, otherwise known as the Killer Whale or Blackfish, is a supreme predator in the oceans, measuring an impressive 25 ft. long, all while sporting a 6 ft. dorsal fin. They live, hunt, and breed within packs numbering from 6 to 40 individuals.

The largest of the Dolphins, Orcas are painfully close to Human levels intelligence, a fact which they exploit to routinely outsmart everything around them. This also has made them the most common, widest spread species of sea-dwelling apex hunter in the world. Orcas display many of the qualities of Sentient creatures.

Orcas are acutely aware of what they hunt, using purposeful tactics suited to their prey, even leaping from the water to ambush a meal on dry land, or creating waves to wash prey off a shore-side perch.


Orca {Dread}

Huge Fiend, Chaotic Evil


  • Armor Class 15 (thick hide)
  • Hit Points 161 (14d12+70)
  • Speed 10 ft., swim 100 ft.

STR DEX CON INT WIS CHA
24(+7) 13(+1) 20(+5) 11(+0) 13(+1) 28(+9)

  • Saving Throws Dex +4, Cha +12
  • Skills Athletics +10, Insight +3, Intimidation +12, Perception +7, Survival +6
  • Damage Resistances Nonmagical Piercing, Slashing; Necrotic
  • Damage Immunities Bludgeoning, Cold, Lightning
  • Condition Immunities Unconscious
  • Senses Blindsight 300 ft., Passive Perception 17
  • Time Active Any time
  • Temperament
  • Languages Abyssal, Aquan, Common
  • Challenge 15 (13,000 XP)

Ambusher. The Orca has Advantage on Attack Rolls against Surprised Targets.

Blood Frenzy. The Orca has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Echolocation. The Orca's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

False Appearance. The Orca appears to be a normal Orca until it attacks, causing it's eyes to glow red until it successfully kills something.

Leap. If the Orca moves at least 40 ft. straight toward the surface of the water, the Orca can High Jump up to 50 ft. into the air.

Legendary Resistance. (1/Day) If the Orca fails a Saving Throw, it can choose to succeed instead.

Shadow Stealth. While in Dim Light or Darkness, the Orca can Hide as a Bonus Action.

Sleepless. The Orca does not sleep, and cannot fall Unconscious.

Superior Hearing. The Orca receives a +2 Bonus on Perception checks that rely on hearing, as well as has Advantage on Perception checks that rely on hearing.

Water Breathing. The Orca can breath both air and water.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 39 (5d12+7) Piercing damage and the Orca can Grapple the Target as part of the attack.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 39 (5d12+7) Bludgeoning damage and the Target must succeed on a DC 20 Constitution Saving Throw or be Stunned until the beginning of the Orca's next turn.

Mist. (2/Day) The Orca creates a 300 ft. diameter sphere of impenetrable mist which Lightly Obscures everything inside of it.

Necrotic Breath. (Recharge 6) The Orca exhales a 30 ft. Cone of noxious black breath, forcing every Creature within to attempt a DC 19 Constitution Saving Throw. Affected Targets receive 33 (2d12+20) Necrotic damage on a failure, or half as much on a success.

The Killerest Whale, a.k.a., the Dread Orca, is a horrible monstrosity undoubtedly created by the DM's sheer malice. The DM may argue this is the Player's fault for building a Sorcerer based entirely on making bad puns, Cedrick.


Otter

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4(-3) 14(+2) 9(-1) 4(-3) 11(+0) 3(-4)

  • Skills Performance -2, Sleight of Hand +4, Stealth +4
  • Condition Immunities Prone
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Skittish, Friendly
  • Languages
  • Challenge 1/8 (25 XP)

Hold Breath. The Otter can hold it's breath underwater for up to 3 minutes.

Nimble Escape. The Otter can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Otter must eat at least 3 pounds of meat each day. Each time the Otter would gain a level of Exhaustion from lack of food or water, the Otter gains an additional level of Exhaustion.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Otters are beloved critters which love to play and eat Clams, using rocks and other tools to do so. Living life nearly entirely in water, they've evolved the thickest fur of all mammals, with up to 1 million hairs on each square inch of their pelt. As relatives of Weasels, Otters need to eat ~30% of their body weight in meat each day to survive.


Otter, Greater

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
7(-2) 14(+2) 12(+1) 4(-3) 11(+0) 4(-3)

  • Skills Performance -1, Sleight of Hand +4, Stealth +4
  • Condition Immunities Prone
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, Friendly
  • Languages
  • Challenge 1/4 (50 XP)

Hold Breath. The Otter can hold it's breath underwater for up to 4 minutes.

Nimble Escape. The Otter can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Otter must eat at least 3 pounds of meat each day. Each time the Otter would gain a level of Exhaustion from lack of food or water, the Otter gains an additional level of Exhaustion.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Greater Otters are composed of two species of Otter, the Sea Otter & Giant Otter. Sea Otters nearly only accidentally touch land, sleeping, breeding & eating out in the shallows. Giant Otters are an equitorial species, about the size of a short Human which feast on Piranhas & other fish, or occasionally more fierce predators, such as Crocodiles and Anacondas.


Owl

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., flight 50 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 8(-1) 2(-4) 12(+1) 6(-2)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 13
  • Time Active Night
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 0 (10 XP)

Bird Lungs. The Owl is acclimated to high altitude, including elevations above 20,000 ft.

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 Perception checks that rely on hearing or sight.

Wingspan. When in flight, the Owl is considered Small except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 0 (1d2-1) Slashing damage.


Owl {Dire}

Large Beast, Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 19 (3d10+3)
  • Speed 5 ft., flight 55 ft.

STR DEX CON INT WIS CHA
13(+1) 14(+2) 12(+1) 8(-1) 13(+1) 10(+0)

  • Skills Perception +5, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 15
  • Time Active Night
  • Temperament Passive
  • Languages Great Avian, understands Common, Elvish, and Sylvan but can't speak them
  • Challenge 1/4 (50 XP)

Bird Lungs. The Owl is acclimated to high altitude, including elevations above 20,000 ft.

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 Perception checks that rely on hearing or sight.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 8 (2d6+1) Slashing damage.

Dire Owl

Dire owls are nocturnal

birds of prey, feared for thier

ability to hunt and attack in

near silence. They are intelligent,

naturally suspicious, and incredibly

hostile.

Fear of the Wood. A typically documented giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles it's smaller cousins in nearly every way except size... and horrifying, dull, cloud-bound mirror-of-hellfire saucer eyes.

While not necessarily vicious natured, the trait is more common than not, lending these intellegent beasts animalistic qualities. If they weren't so prone to turn a man's flesh to gizzard pellet, the great owls and Orcs could find acceptably kindred spirits in one another.

O Ye Poor Sot. In their fruitless lusts, the wild magic of these beasts still calls to men - those of the type that would keep a pet lion in the house have paid and lost much; To stray buyers, eggs are worth near 2,500 gp - chicks double so. A trainer himself could charge 2,000 gp to rear and "train" an owl, but such things are rare. And near pointless.


Owl {Dread}

Large Monstrosity, Neutral Evil


  • Armor Class 15 (dexterous)
  • Hit Points 45 (6d10+12)
  • Speed 5 ft., flight 55 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 14(+2) 12(+1) 16(+3) 14(+2)

  • Skills Intimidation +5, Perception +5, Stealth +5
  • Condition Immunities Sleep
  • Damage Resistances Cold, Force, Radiant
  • Senses Darkvision 120 ft., Passive Perception 16
  • Time Active Night
  • Temperament Aggressive
  • Languages Auran, Druidic, Great Avian
  • Challenge 6 (2,300 XP)

Afoul of the Foul Fowl. The Owl imposes Disadvantage on Animal Handling and Persuasion checks made against it.

Avoidance. If the Owl is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save, and only half damage if it fails.

Bird Lungs. The Owl is acclimated to high altitude, including elevations above 20,000 ft.

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

Fly by Night. The Owl can take the Dash and Hide Action as a single Action. When it does so, the Owl's Flyby ability ceases to function until it stops moving.

Ghost of the Wood. When a Creature sees the Owl, it rolls 1d4. The Creature subtracts the result of the roll from it's Passive Perception and any Perception Check it makes to perceive the Owl again until the Owl attacks it.

Keen Hearing and Sight. The Owl has Advantage on Perception checks that rely on hearing or sight.

Supernatural Quintessence. The Owl can see the Etheral Plane and any Invisible objects for 25 ft. The Owl's Talon attacks are magical.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Piercing damage.

Talons. Magical Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6+3) Magical Slashing damage.

Hideous Gaze. The Owl forces any Creature of that can see the Owl's eyes to make a DC 15 Charisma Saving Throw, becoming Frightened of the Owl if it fails. An affected Target can reattempt the Save at the end of each of it's turns, ending the effect on itself with a success, and becoming immune to the Owl's Hideous Gaze for 1 hour.

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Owlbear

Large Monstrosity, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 85
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20(+5) 12(+1) 17(+3) 3(-4) 12(+1) 17(+3)

  • Saving Throws Str +8, Con +6, Wis +4, Cha +6
  • Skills Athletics +8, Intimidation +6, Perception +7, Survival +4
  • Condition Immunities Frightened, Stunned
  • Senses Darkvision 120/120 ft., Lowlight Vision, Passive Perception 17
  • Languages
  • Challenge 3 (700 XP)

Hibernator. The Owlbear sleeps most of winter, emerging seldom if ever during winter. Mid-winter female Brown Owlbears give birth to cubs, who feed on milk until spring.

Merciless. The Owlbear can make a Bite attack as a Bonus Action against Prone Targets.

Relentless. If the Owlbear would take 15 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Stocky. The Owlbear is considered to be Huge for determining it's Carrying Capacity.

Superior Sight and Smell. The Owlbear receives an additional +3 bonus on Perception Checks which use it's sense of sight and/or smell (already factored in), as well as has Advantage on Perception Checks which rely on sight and smell.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing + 6 (1d6+3) Bludgeoning damage and the Target succeed on either a DC 16 Strength or Dexterity Saving Throw, or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one Prone target. Hit: 7 (2d4+2) Bludgeoning damage. The Owlbear cannot Trample a Target without a 10 ft. running start and moving 10 ft. past the Target's space.


Owl, Moonbeam

Tiny Monstrosity, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., flight 50 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 11(+0) 6(-2) 14(+2) 17(+3)

  • Skills Nature +0
  • Condition Immunities Blinded, Charmed, Deafened
  • Senses See Strange Senses feature
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Bird Lungs. The Owl is acclimated to high altitude, including elevations above 20,000 ft.

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

Perfect Memory. The Owl cannot forget anything it experiences except by magical means.

Silvery Feathers. The Owl is extremely easy to spot. Except in wintry or similarly white conditions, Creatures attempting to detect the Owl with their sense of sight have Advantage.

Strange Senses. While awake, the Owl is intimately aware of everything within a 120 ft. radius, able to perfectly sense and identify everything within that area down to a literal microscopic level, just shy of knowing the exact molecular make up of an object. For example, the Owl knows the exact curvature of the land, how many blades of grass or Beetles are present, how many individual facets a rock posses, etc.

Wingspan. When in flight, the Owl is considered Medium except for determining Carrying Capacity.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 1 (1d2) Slashing damage.

Flash. The Owl creates a blinding flash of white light with it's feathers. Every Creature within 120 ft. of the Owl which can see it must succeed on a DC 20 Constitution Saving Throw, or become Blinded for the next 10 Rounds/1 minute. Once used in the way, the Owl cannot use it again until 10 Rounds (1 minute) has passed.

Moonbeam Owls are widely sought for their silvery plumage and strange abilities, or sought as extraordinary familiars for those who study magic. The bird itself it luminously white, with brilliantly sharp, ivory feathers. It's head features two ear-like tufts of feather and quicksilver-like pools set as eyes, while it's tail is equipped with a long, whip-like length of feather almost like a tail which trails behind it.


Panther

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14(+2) 15(+2) 10(+0) 3(-4) 14(+2) 8(-1)

  • Skills Perception +4, Stealth +6
  • Senses Passive Perception 14
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the Panther moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same turn, that Target must succeed on a DC 12 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Panther can make one Bite attack against it as a Bonus Action.

Jungle Survivor. The Panther does not need to eat every day, instead only requiring to have eaten at least a total of 25 lbs. of meat over the last 7 days. For every 4 lbs. under the 25 lb. minimum, the Panther gains 1 level of Exhaustion, and gains an equal amount each day thereafter.

Keen Hearing and Sight. The Panther has Advantage on Perception Checks that rely on hearing and sight.

Pounce. The Panther can make an Attack as part of a Jump, and can choose to add a +1 bonus to either it's Attack or Damage Roll before it makes the Attack.

Running Leap. With a 5 ft. running start, the Panther can Long Jump up to 20 ft.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Otherwise known as the Jaguar or Leopard, the Panther is the true "King of the Jungle", unlike Lions, which live in flatlands, like prairies. They are lithe, intelligent, and stealthy. Like Cougars, they attack the neck of an animal first and drag their prey up a tree after to feed safely. It should be noted some subspecies do prefer savannah or low wetlands, and are therefor excellent swimmers.

You can also use these stats to represent a Cougar, otherwise known as Pumas or Mountain Lions. Generally, Leopards are superior cats physically, though not as successful at living in areas heavily populated by man.


Peacock

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d6-1)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4(-3) 12(+1) 8(-1) 4(-3) 12(+1) 4(-3)

  • Skills Performance +1
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Skittish, Friendly
  • Languages
  • Challenge 0 (0 XP)

Poor Flier. The Peacock cannot fly upwards at greater than a 15° angle and cannot hover. Before the Peacock can begin to fly, it must successfully complete a Long Jump, and only then can the Peacock leap up to 10 ft. in the air and begin to glide away. At most, the Peacock can glide up to 150 ft., but gliding doesn't cause it to lose altitude unless it wishes to.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Technically, a Peacock isn't a peacock, it's male peafowl, "peacock" specifically referring to the males. Similarly, "peahen" refers to females. Still, male peafowl are fabulously colored birds, their tails causing them to reach up to 7 ft. in length. In fact, the "eyes" of their tails are composed of a myriad of tiny crystals that create color. Still, with their limited flight capabilities, they're built more for show than any real work - but weak as it is, their flight still qualifies them as the world's largest flying bird (in terms of space occupied, not weight).

Peafowl are omnivores, eating small snakes, fruits, nuts, & insects, as they are native to forests and rainforests. In the wild, they live up to 20 years, but in captivity, up to 50. In fact, they're remarkably friendly & well-behaved when domesticated, and love to play. Still, they are horrifically noisy, especially during mating season.


Peacock {Dire}

Large Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 11 (2d10)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
11(+0) 15(+2) 10(+0) 4(-3) 12(+1) 18(+4)

  • Saving Throws Dex +4
  • Skills Performance +8, Sleight of Hand +4
  • Senses Passive Perception 11
  • Time Active Day
  • Temperament All Bluster, Skittish, Friendly
  • Languages
  • Challenge 1 (200 XP)

Eye-Catching. The Peacock's bright plumage gives it Disadvantage on Stealth Checks.

Flashy. While in Bright Light, all Creatures within 60 ft. of the Peacock which can see it must attempt a DC 15 Wisdom Saving Throw. Creatures which fail the Save receive 2 (1d4) Psychic damage and have Disadvantage on sight-based rolls for 1 minute, but can attempt a DC 15 Constitution Saving Throw at the end of each of their Turns, ending the effect early on a success. Creatures which succeed on their Wisdom Saving Throw are immune to this effect until they complete a Short or Long Rest.

Looking Sharp. Creatures which touch the Peacock, or make a successful Melee Attack against it while within 5 ft. of it receive 2 (1d4) Slashing + 2 (1d4) Psychic damage.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Captivate. (Recharge 4-6) The Peacock forces a Creature which can see it to attempt a DC 15 Wisdom Saving Throw, or become Charmed by it for 1 minute. The Target automatically succeeds if it is immune to the Charmed Condition, or if the Peacock is not in Bright Light. If the Target receives Damage, or if another Creature uses it's Action to distract the Target from the Peacock, it can reattempt the Save, ending the effect on a success.

Reactions

Flourish. When the Peacock enters or leaves within 5 ft. of a Creature, or conversely, a Creature enters or leaves within 5 ft. of the Peacock, the Peacock flourishes it's razor-sharp tail, forcing that Creature and everything within 5 ft. of it to attempt a DC 12 Dexterity Saving Throw, receiving 2 (1d4) Slashing + 2 (1d4) Psychic damage on a failure.


Phantom Fungus

Medium Plant, Unaligned


  • Armor Class 15 (tough fibers)
  • Hit Points 30 (4d8+12)
  • Speed 20 ft., climb 15 ft.

STR DEX CON INT WIS CHA
15(+2) 10(+0) 16(+3) 2(-4) 11(+0) 3(-4)

  • Saving Throws Con +5
  • Skills Athletics +4
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Frightened, Unconscious
  • Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Blind. The Phantom Fungus has no sense of sight, and is Blind.

Echoless. The any noise the Phantom Fungus creates does not echo.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4+2) Piercing damage.

Phantasmic Invisibility. The Fungus turns Invisible, or becomes visible again. If the Fungus makes an attack during this time, it briefly becomes translucent, allowing any viewer within line of sight to see it's location, as well as what it roughly looks like. If killed while invisible, it slowly fades into visibility over the next 14 (4d6) minutes.

A Phantom Fungus is a tripedal carnivorous plant that roams the vast and deep underground caverns of the world. It wanders in search of food, using its rootlike feet to detect movement along the cavern floors and the sensitive tendrils surrounding its mouth to pinpoint prey.

A Phantom Fungus’s primary advantage as a predator is its ability to vanish from sight. Stealthily patrolling the perimeters of caverns, a Phantom Fungus remains Invisible until it is behind its prey, at which point it snaps at its victim with its vicious maw. A Phantom Fungus prefers to ambush lone creatures. When it encounters a larger group, a Phantom Fungus often stalks prey for hours, waiting for the targets to spread out or make camp so that it may attack a single foe at its leisure. A Phantom Fungus always prefers noisier foes, such as armor-clad knights or bombastic wizards over quieter creatures. Though Phantom Fungi are not normally pack hunters, there are reports of groves working together to bring down larger foes.

The maw with which a Phantom Fungus attacks prey is lined with row upon row of sharp, jagged "teeth" more akin to pointed rocks rather than actual fangs. This “mouth” is not used to feed, however, and does not attach to a digestive tract — it is nothing more than a gaping natural weapon. When a Phantom Fungus feeds, it does so by squatting down on its prey and infesting the corpse with thousands of feeding filaments that burrow through dead flesh to siphon away nutrients.

A typical Phantom Fungus is 6 ft. tall and weighs 200 pounds. Although they prefer dwelling underground, they have been encountered above ground as well in poorly lit conditions.


Phantom Fungus, Elder

Huge Plant, Unaligned


  • Armor Class 15 (tough fibers)
  • Hit Points 115 (10d12+50)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21(+5) 10(+0) 20(+5) 2(-4) 11(+0) 3(-4)

  • Saving Throws Con +7
  • Skills Athletics +7
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Frightened, Unconscious
  • Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 8 (3,900 XP)

Blind. The Phantom Fungus has no sense of sight, and is Blind.

Echoless. The any noise the Phantom Fungus creates does not echo.

Massive Maw. The Fungus's maw is filled with teeth, and deals triple the damage dice during a Critical hit instead of the usual double.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (6d6+5) Piercing damage.

Phantasmic Invisibility. The Fungus turns Invisible, or becomes visible again. If the Fungus makes an attack during this time, it briefly becomes translucent, allowing any viewer within line of sight to see it's location, as well as what it roughly looks like. If killed while invisible, it slowly fades into visibility over the next 14 (4d6) minutes.


Pig

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13(+1) 11(+0) 12(+1) 6(-3) 9(-1) 6(-2)

  • Senses Passive Perception 9
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Keen Smell. The Pig has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.


Pine Tear

Huge Plant, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (2d12+3)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16(+3) 9(-1) 12(+1) 1(-5) 1(-5) 1(-5)

  • Skills Deception +1, Stealth +2
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning Piercing, Slashing
  • Condition Immunities Blinded, Deafened, Frightened, Unconscious
  • Senses Passive Perception 5
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 1 (200 XP)

False Appearance. While motionless, the Pine Tear is indistinguishable from decaying vegetation.

Reactions

Engulf. The Pine Tear snaps closed it's leaves, forcing every Creature inside the Pine Tear's area to attempt a DC 13 Dexterity Saving Throw. Targets which fail the Save receive 2 (1d4) Bludgeoning damage and are trapped within the Pine Tear, the shape of which is an inverted 15 ft. cone. Affected Targets which are Huge are Grappled & Restrained inside the Pine Tear, and may be unable to breathe. The interior of the Pine Tear is Heavily Obscured in Darkness, and contains enough air for 1 Medium Creature to survive 3 days.

Pine Tears are massive, flower-like plants which hide in old growth forests, typically under shed pine needles or mats of shed leaves. When they sense an unlucky animal treading on them, they snap closed, forming a bud-like like structure covered in bark. The Pine Tear then simply waits for the trapped animal to die, and absorbs the remains. The Pine Tear then typically flowers, creating many draping lengths of fruit, which animals eat and thereby spread it's seeds.


Platypus

Tiny Aberration, Unaligned


  • Armor Class 9 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 10 ft., burrow 2 inches, swim 30 ft.

STR DEX CON INT WIS CHA
4(-3) 10(+0) 12(+1) 3(-4) 10(+0) 3(-4)

  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive, Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Diving Reflex. The Playtpus is Blinded, Deafened, and cannot smell anything while it's head is underwater. It can still use it's electroreception (Blindsight), however.

Electroreception. The Platypus' Blindsense only works while underwater or when in contact with something it can sense using it's Blindsight. It's Blindsight senses electrical disturbances up to 30 ft. away, especially those created by living things.

Hold Breath. The Platypus can hold it's breath underwater for up to 2 minutes.

Toxin. The pain created by the Platypus' sting is so strange & intense, only a double dose of a local anesthetic can stop the pain.

Actions

Multiattack. The Playtupus makes one Claws attack and one Tail attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Bludgeoning damage.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Piercing + 0 (1d8-7) Poison damage, and the Target must succeed on both a DC 18 Constitution Saving Throw & a DC 23 Charisma Saving Throw. An affected Target which fails the Constitution Saving throw is Stunned, and one that fails the Charisma Save is Poisoned for 24 hours. An affected Target can reattempt the Constitution Save at the end of each turn, and is no longer Stunned on a success.

In addition, affected Targets are still considered Poisoned when using an area affected by the Claw attack for the next 3d6 days. Also, it has Disadvantage on Strength Checks & Saves, & any Saving Throws to resist the effects of poison, venom, or other types of pain on, in or while using any location stung by the Platypus for a number of months equal to 1d4 minus their Constitution Modifier.

Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Bludgeoning damage.

It's easily possible to run out of adjetives to desribe Platypuses (which is the correct plural form, not "platypi") since they have a paddle-shaped tail like a Beaver, but instead of being bare-skinned, the tail is covered in fur. In addition, they have a sleek, furry body like an Otter, and a Duck's bill & webbed feet. In fact, this has led people to speculate that they are in fact somehow related to similarly mixed species, such as Chimeras, Hippogriffs or Dragonborn. A typical Platypus measures just over 1 ft. in length and weighs about 3 pounds.

For many of these and many of the reasons I'm about to state, the first time a Platypus was brought from Australia to Britain, scientists couldn't believe that it was a real animal, instead claiming someone had simply sewn random parts together for na interesting hoax. To prevent horribly long paragraphs, I've instead chosen to bullet point out the other odd traits of the Platypus:

  • They use Electroreception like a Shark, and swim completely blind having closed their eyes, ears, and mouth, using only thee receptors on their bills to navigate.
  • The bill of a Platypus is flexible and leathery.
  • Instead of using their Beaver-like tail for swimming, they instead use them to store 50% of all their body fats, and only lightly use them for steering underwater.
  • They are one of the few venomous mammals. Males have a spur on the back of their hind feet that is connected to a venom-secreting gland. More venom is secreted during mating season, leading researchers to think that the spurs and venom help males compete for mates. Don't worry - the venom is not life threatening to humans, but it can cause severe swelling and "excruciating pain."
  • They don't have a stomach, instead using a gizzard filled with gravel that transfers directly to their intestines.
  • The Platypus is the only mammal to have extra bones in the shoulder girdle, including an interclavicle
  • Platypuses must consume at least one quarter of it's body weight each day. This is why each spends around 12 hours every day looking for food.
  • Instead of nipples, their milk oozes out of ducts of their mammary glands onto specialized patches of skin.
  • They're also the only mammal which lays eggs.
  • When laying eggs, they've been known to burrow up to 60 ft. deep into the earth.
  • A female Playtpus' left ovary is completely non-functional, leaving only the right to produce eggs.
  • Baby Platypuses are born with teeth, but lose them by adulthood.
  • Baby Platypuses are called "puggles".
  • Despite being laid in eggs, they seem to begrudge them, babies hatching after only 10 days, entirely ignoring the point of being laid inside eggs.
  • Baby Platypuses are the size of a lima bean.

Platypus {Dire}

Medium Beast, Unaligned


  • Armor Class 9 (dexterous)
  • Hit Points 10 (2d8+1)
  • Speed 10 ft., burrow 3 inches, swim 35 ft.

STR DEX CON INT WIS CHA
9(-1) 10(+0) 13(+1) 3(-4) 10(+0) 5(-3)

  • Senses Blindsight 50 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive, Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Diving Reflex. The Playtpus is Blinded, Deafened, and cannot smell anything while it's head is underwater. It can still use it's electroreception (Blindsight), however.

Electroreception. The Platypus' Blindsense senses electrical disturbances up to 50 ft. away, especially those created by living things.

Hold Breath. The Platypus can hold it's breath underwater for up to 4 minutes.

Toxin. The pain created by the Platypus' sting is so strange & intense, only a triple dose of a local anesthetic can stop the pain.

Actions

Multiattack. The Playtupus makes one Claws attack and one Tail attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Bludgeoning damage.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing + 0 (1d6-5) Poison damage, and the Target must succeed on both a DC 20 Constitution Saving Throw & a DC 24 Charisma Saving Throw. An affected Target which fails the Constitution Saving throw is Stunned, and one that fails the Charisma Save is Poisoned for 24 hours. An affected Target can reattempt the Constitution Save at the end of each turn, and is no longer Stunned on a success.

In addition, affected Targets are still considered Poisoned when using an area affected by the Claw attack for the next 3d6 days. Also, it has Disadvantage on Strength Checks & Saves, & any Saving Throws to resist the effects of poison, venom, or other types of pain on, in or while using any location stung by the Platypus for a number of months equal to 1d4 minus their Constitution Modifier.

Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Bludgeoning damage.

Dire Platypuses are actually an ancient species of Platypus which measured almost 3.5 ft. in length and weighed around 16 pounds.


Plesiosaur {Dire}

Gargantuan Beast, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 130 (9d20+36)
  • Speed 10 ft., swim 120 ft.

STR DEX CON INT WIS CHA
25(+7) 16(+3) 19(+4) 4(-3) 16(+3) 15(+2)

  • Skills Insight +5, Perception +7, Sleight of Hand +8, Stealth +11, Survival +1
  • Damage Resistances Bludgeoning, Slashing
  • Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 17
  • Time Active Twilight, Any time
  • Temperament Skittish
  • Languages
  • Challenge 10 (5,900 XP)

Colossal. The Plesiosaur is occupies a 30 ft. Cube.

Legendary Elusiveness. (3/Day) If the Plesiosaur would be noticed by another Creature's Perception check, it can force that Creature to have Disadvantage.

Magic Resistance. The Plesiosaur has Advantage on Saving Throws made against Spells and other magical effects.

Relentless. (1/Day) If the Plesiosaur would be reduced to 0 Hit Points, it can attempt a Constitution Saving Throw of a DC equal to half the damage dealt to it. If the Plesiosaur succeeds, it is instead reduced to 1 Hit Point.

Water Breathing. The Plesiosaur can breathe air and water.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (1d20+3) Piercing damage, and the Plesiosaur can Grapple (escape DC 21) the Target as part of the attack.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d12+3) Bludgeoning damage.

Aquan Teleport. (1/Day) The Plesiosaur appears in another unobstructed location inside the body of water it's currently inside.

Elusive Travel. (Recharges after a Long Rest) The Plesiosaur dissolves into the water, appearing only as a dark, sepentine stretch of water similar to the passage of a school of fish when viewed from above the water. While in this form, the Plesiosaur has a Swim Speed of 600 ft. (60 mph), cannot score any lower on a Stealth check than a 16, and cannot pass into or through salt water. The Plesisaur can rematerialize as an Action.

Facing all the strange predators of the ancient world, the Plesiosaur did what any reasonable creature would do and hid. Now, in the current day, Dire Plesiosaurs cause folks on the shores of lakes to whisper of strange, secretive monsters lurking in the depths like nattering old seadogs. But just like other sea serpents, proof of their existence is just as elusive as the creatures themselves.

Known as "Water Orms", they're sometimes refered too by a pet name or the name of the lake they reside in, such as the interdimensionally famous Loch Ness Monster. Dire Plesiosaurs are crafty, and extremely long lived, generally being gentle giants, but don't hesitate to defend themselves or their lake. Most are 40 to 45 ft. in length, and weigh 2,000 to 3,000 pounds.


Porcupine

Small Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 3 (1d6)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
5(-3) 4(-3) 8(-1) 2(-4) 8(-1) 2(-4)

  • Skills Intimidation -2
  • Senses Passive Perception 9
  • Time Active Night, Any time
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 0 (10 XP)

Almost Blind. The Porcupine has Disadvantage on Perception checks which rely on sight.

Quills. Creatures which touch the Porcupine receive 0 (1d4-3) Piercing damage.

Actions

Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Porcupines can be found all across the world, with those living in the Americas favoring living in trees. As such, American Porcupines have long tails used for grasping tree limbs. All Porcupines love bark, fruit, nuts and nearly any other digestible plant matter. Though there's a common myth that Porcupines can throw their quills, they do have numerous other strange qualities.

Due to the odd regularity of them accidentally sticking themselves with their quills, they've developed a penicillin-like grease coating on their quills, to prevent infection at injury sites. When dealing with 12 inch long spikes, maybe we shouldn't be so surprised. Usually, the only deaths that occur from the quills is the resulting starvation from an unlucky predator attempting to chomp a Porcupine quills first, or from blinding themselves by puncturing an eye or two. This is because the spikes are rather hard to remove, being barbed like an arrowhead, lending themselves to slowly burrowing into flesh over time rather than being removed.


Porcupine {Dire}

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 13 (2d10+2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14(+2) 5(-3) 13(+1) 2(-4) 8(-1) 10(+0)

  • Skills Athletics +4, Intimidation +2
  • Senses Passive Perception 9
  • Time Active Night, Any time
  • Temperament Territorial
  • Languages
  • Challenge 1/4 (25 XP)

Almost Blind. The Porcupine has Disadvantage on Perception checks which rely on sight.

Charge. If the Porcupine moves at least 20 ft. straight toward a Target and then hits it with either a Bite or Claw attack on the same turn, that Target receives an extra 2 (1d4) Piercing damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Pungent. The Porcupine can be smelled downwind up to 1 mile away, or within 300 ft. on a mild day.

Quills. Creatures which enter or begin their turn within 5 ft. of the Porcupine's space receives 2 (1d4) Piercing damage.

Actions

Multiattack. The Porcupine makes one Bite & one Claw attack.

Bite. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 3 (1d2+2) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Slashing damage.

Fling Quills. The Porcupine makes a swipe with it's tail, spraying quills in a 15 ft. Cone, forcing every Creature within that Cone to attempt a DC 12 Dexterity Saving Throw. Affected Targets receive 2 (1d4) Piercing damage on a failure, or half as much on a success.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 1 (1d2) Bludgeoning damage. The Porcupine cannot Trample a Target without moving 10 ft. past the Target's space.

More so than its smaller kin, the Human-sized Dire Porcupine is a smelly, foul-tempered creature that is just as content walking over corpses as they are turf. Dire Porcupines are notorious for their almost foolhardy bravery, and have been known to attack Creatures much larger than their own size. This unexpected aggression, when combined with their tangle of spear-like quills, makes the Dire Porcupine a dangerous foe.


Praying Mantis

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., fly 5 ft.

STR DEX CON INT WIS CHA
1(-5) 15(+2) 10(+0) 1(-5) 11(+0) 1(-5)

  • Senses Passive Perception 10
  • Time Active Day; Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Camouflage. The Mantis has Advantage on Stealth Checks in it's native environment.

Owlish Head. The Mantis' head can rotate up to 180°.

Standing Leap. The Mantis's Long Jump is up to 1 ft., and it's High Jump is up to 1 ft., with or without a running start.

Strange Hearing. The Mantis has Disadvantage on Perception checks to using hearing, and cannot pinpoint a sound's location; The Mantis only has one "ear", located on the abdomen. The exception to the Mantis's hearing is that it has Advantage on Perception checks to hear sounds higher pitched than Human hearing.

Strange Sight. The Mantis can only see movement, and has Advantage on Perception checks based on sight used to detect movement. However, the Mantis has Disadvantage on Perception checks to see things more than 1 inch away.

Actions

Multiattack. The Mantis makes two attacks: One with it's Snatch, and one with it's Bite, in that order.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Snatch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage, and Targets smaller than the Mantis are Grappled & Restrained as part of the attack.

Praying Mantises measure from 1 to 6 inches, and are master ambush predators. Mantises are one of the the most versitilely camouflaged insects on the planet, able to look like anything from drab sticks & leaves to delicately beautiful flowers. While young, most Mantises can fly, losing the ability as they get older, gaining weight. As a result, most female & older adult mantises cannot fly.

The most important aspects about Mantises, however, is that their inability to detect anything but movement. This manifests in a number of ways - for instance, they will only eat live, wriggling prey, and will always attack anything that moves. They're disinsterested in, or more likely, unable to grasp the idea of, anything that doesn't move.


Praying Mantis {Dire}

Large Beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15(+2) 18(+4) 11(+0) 1(-5) 11(+0) 1(-5)

  • Senses Passive Perception 10
  • Time Active Day; Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Camouflage. The Mantis has Advantage on Stealth Checks in it's native environment.

Owlish Head. The Mantis' head can rotate up to 180°.

Standing Leap. The Mantis's Long Jump is up to 30 ft., and it's High Jump is up to 30 ft., with or without a running start.

Strange Sight. The Mantis can only see movement, and has Advantage on Perception checks based on sight used to detect movement. However, the Mantis has Disadvantage on Perception checks to see things more than 1 inch away.

Actions

Multiattack. The Mantis makes two attacks: One with it's Snatch, and one with it's Bite, in that order.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Snatch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) Piercing damage. Medium or smaller Targets are Grappled as part of the attack, and must attempt a DC 14 Strength Dexterity Saving Throw, becoming Restrained on a failure. Each turn a Target is Grappled in this way, it takes 2 (1d4) Slashing damage. The Mantis can only Snatch up to one Medium Target or two Small or Smaller Targets at a time.

Though it's appearance is intimidating and fast as lightning, a Dire Praying Mantis is stupid & frail, as these things go. They are easily tricked by simply stopping moving, dropping whatever prey they are eating when it dies or stops moving, and have particularly weak joints & thin carapace. Usually, just knowing what you're fighting is enough to ensure your ultimate safety. It does have better hearing than a Praying Mantis though.


Praying Mantis {Dread}

Medium Monstrosity, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 16 (3d8+3)
  • Speed 35 ft., fly 35 ft.

STR DEX CON INT WIS CHA
15(+2) 20(+5) 12(+1) 3(-4) 11(+0) 5(-3)

  • Skills Insight +1, Intimidation +3, Stealth +8
  • Damage Resistances Bludgeoning, Force
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Entrancing Camouflage. The Mantis has Advantage on Stealth Checks, and Creatures which see the Praying Mantis must succeed on a DC 14 Wisdom Saving Throw or become Stunned until the end of their next turn. Creatures which succeed on the save are immune to this effect for the next 24 hours.

Owlish Head. The Mantis' head can rotate up to 180°.

Standing Leap. The Mantis's Long Jump is up to 30 ft., and it's High Jump is up to 30 ft., with or without a running start.

*Magic Resistance. The Mantis has Advantage on Checks & Saves to resist Spells and other Magical effects.

Nimble Escape. The Mantis can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Pack Tactics. The Mantis has Advantage on an Attack Roll against a Creature if at least 1 of the Mantis' allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Actions

Multiattack. The Mantis makes two attacks: One with it's Snatch, and one with it's Bite, in that order.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Snatch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d6+2) Piercing damage. Medium or smaller Targets are Grappled & Restrained as part of the attack. Each turn a Target is Grappled in this way, it takes 3 (1d6) Slashing damage. The Mantis can only Snatch up to one Target at a time.

Combined with that fact that they travel in packs all the while being smarter, faster, and smaller than a Dire Praying Mantis (while still just as strong and well armored as one), Dread Praying Mantises are horrific ambush predators. Even if you spot the Mantis, you risk being entranced by it's beauty.


Pseudodragon

Small Monstrosity, Lawful Good


  • Armor Class 13 (dextrous)
  • Hit Points 11 (2d6+4)
  • Speed 20 ft., Fly 35 ft.

STR DEX CON INT WIS CHA
7(-2) 14(+2) 14(+2) 10(+0) 13(+1) 12(+1)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Insight +5, Perception +3, Performance +3, Stealth +4
  • Condition Immunities Prone
  • Senses Lowlight Vision, Darkvision 60/60 ft., Blindsight 10 ft., Passive Perception 13
  • Time Active Day
  • Temperament Skittish, Friendly
  • Languages
  • Challenge 2 (450 XP)

Innate Spellcasting. The Pseudodragon can cast the Spells Distort Value and Sanctuary each once per day. Constitution is it's Spellcasting Ability, giving it a DC 12 Spellcasting Saving Throw DC.

Keen Hearing, Sight, and Smell. The Pseudodragon has Advantage on Perception Checks that rely on hearing, sight, or smell.

Limited Telepathy. The Pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any Creature within 100 ft. which is can see or is well acquainted with if that Creature can understand a language.

Additionally, when the Pseudodragon makes a successful Insight Check against a Creature, it learns it's Alignment.

Magic Resistance. The Pseudodragon has Advantage on Saving Throws made to resist Spells and other Magical effects.

Actions

Multiattack. The Pseudodragon makes on Bite and one Stinger Attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage and the Pseudodragon can choose to Grapple (escape DC 8) the Target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing + 3 (1d6) Poison damage and the Target must succeed on a DC 11 Constitution Saving Throw or become Poisoned for 1 hour. If the Target fails the Save by 5 or more, it also falls Unconscious during this time. Creatures knocked Unconscious in this way can reattempt the Save if another Creature uses an Action to try to wake them, or automatically awaken if they receive damage.

Bonus Actions

Nimble Escape. The Pseudodragon takes the Disengage or Hide Action.

Pseudodragons are tiny cousins of true dragons, and are playful but shy, regularly hiding whenever another intelligent creature is too close. They often only vocalize in chirps, hisses, growls, and purrs, but can communicate telepathically with any intelligent creature. As smart as a typical humanoid, they do not enjoy being treated as pets and prefer being treated as friends.

Pseudodragons are carnivores, devouring insects, rodents, small birds, and snakes, though they sometimes eat eggs, and most also enjoy butter, cheese, and fish. Occasionally, they may enjoy dried fruit or green grass, to aid digestion.


Purple Wormling

Large Monstrosity, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 42 (5d10+15)
  • Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
16(+3) 7(-2) 16(+3) 1(-5) 6(-2) 2(-4)

  • Senses Blindsight 30 ft., Tremorsense 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Burrowing. The Wormling cannot burrow through stone, only soft loam, sand, gravel, or other materials.

Actions

Multiattack. The Wormling makes two attacks: One with it's Bite and one with it's Stinger.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage, and if the Target is Small or smaller, the Wormling can force it to attempt a DC 13 Dexterity Saving Throw or be Swallowed. A Swallowed Target is Blinded and Restrained, has Total Cover against Attacks and other Effects outside the Wormling, and takes 3 (1d6) Acid damage at the start of each of the Wormling's turns.

If the Wormling takes 10 or more damage on a single turn from a Swallowed Target, the Wormling must succeed on a DC 21 Constitution Saving Throw at the end of that Target's turn or regurgitate all Swallowed Targets, which fall Prone in a space within 10 ft. of the Wormling. If the Wormling dies, a Swallowed Creature is no longer Restrained by it and can escape from the corpse by using 5 ft. of movement, exiting prone.

Tail Stinger. Melee Weapon Attack.** +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage, and the Target must make a DC 13 Constitution Saving Throw, taking 10 (3d6) Poison damage on a failure, or half as much on a success.

A Purple Wormling is a baby Purple Worm no more than six weeks old. It's rubbery body is 9 ft. long and weighs 1,500 pounds. it's mouth and musculature aren't yet strong enough to allow the Wormling to burrow through rock. The poison in it's tail stinger and the acid in it's gullet are still relatively weak as well. Nevertheless, the Wormling is a voracious feeder and attacks just about anything it can wrap it's mouth around. A Wormling's gullet can hold up to four Small captives.


Quickwood

Huge Plant, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 92 (8d12+40)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
19(+4) 6(-2) 21(+5) 8(-1) 10(+0) 7(-2)

  • Damage Resistances Bludgeoning, Cold, Necrotic, Piercing
  • Damage Immunities Fire
  • Skills Arcana +1, Deception +1, Sleight of Hand +1, Stealth +1
  • Senses Darkvision 120 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages Sylvan, Any single other
  • Challenge 8 (3,900 XP)

False Appearance. When the Quickwood remains motionless, it is indistinguishable from a normal Oak Tree.

Oaksight. In addition to it's own senses, the Quickwood can see - but not hear - from the trunks of every living Oak Tree within 300 ft. of itself as if it were each of those Trees simultaneously.

Pseudowood. The Quickwood's thick, plaster-like pseudowood is Immune to Fire damage, and Resistant to Bludgeoning, Cold, Necrotic, & Piercing damage.

Spell Absorption. Any time the Quickwood is Targeted by a Magical effect, roll a d6. On results 1 through 3, the Quickwood is affected normally. However, on results 4 through 6, the Quickwood is unaffected and it absorbs that magical energy, storing it in it's body. The Quickwood can use this energy to create a Fear Aura as a Bonus Action.

Trunk. The terrain around the Quickwood's trunk littered with roots, and is Difficult Terrain. The trunk of the Quickwood itself is located at the center of it's space, and is 5 ft. in diameter.

Actions

Multiattack. The Quickwood makes one Bite attack, plus a Roots attack against up to 6 individual Targets.

Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 10 (1d12+4) Slashing damage and is Grappled (escape DC 15).

Roots. Melee Weapon Attack: +1 to hit, reach 45 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage and the Target is pulled 10 ft. towards the Quickwood's trunk, or the Target is Grappled (escape DC 15).

Bonus Actions

Fear Aura. If the Quickwood has stored Magical energy using it's Spell Absorption ability, it can release it as a wave of fear. If the absorbed effect was a Spell or Spell-like ability, the Aura has a radius in feet equal to the expended Spell Slot's number multiplied by 10. If the absorbed Magic was some other Magical effect, the DM determines the radius of the Aura.

Creatures inside the Aura must attempt a DC 20 Charisma Saving Throw, becoming Stunned and Frightened of the Quickwood until either the Quickwood moves or 24 hours have passed on a failure. Creatures normally immune to magical effects or to being Charmed, such as Elves or Fey, are still affected as if they were not.

These carnivorous plants prize Human and Elvish flesh, but eat anything they manage to catch. It's theorised they hail originally from the Feywilde, as they have a strange affect one magic, as well as bypass many of the natural defenses Fey creatures have. The strangest evidence to support this, however, is the strange, plaster-like, porous material Quickwoods are made of, which is too pliable & flame-retardant for actual wood - but creaks, looks and even smells like wood when cut.

When coming into a new area, Quickwoods typically explore an area, taking note of any Oak Trees, and then root themselves and wait for prey to wander by. They use their Oaksight ability to maintain constant surveillance of their hunting grounds and send their roots out to drag likely prey back to them.


Quipper

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 1 (1d2)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2(-4) 16(+3) 9(-1) 1(-5) 7(-2) 2(-4)

  • Condition Immunities Unconscious
  • Senses Darkvision 60 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (10 XP)

Blood Frenzy. The Quipper has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Water breathing. The Quipper can only breath underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

A Quipper is a carnivorous fish with sharp teeth, like Piranhas but far more aggressive and are nearly as hardy as Carp, being able to adapt to any aquatic environment, including cold subterranean lakes. Quippers normally congregate in swarms of 4d12 fish.

You can also use these stats to represent a Piranha.


Swarm of Quippers

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 28 (8d8-8)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13(+1) 16(+2) 9(-1) 1(-5) 7(-2) 6(-2)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 60 ft., Passive Perception 8
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 1 (200 XP)

Blood Frenzy. The Swarm has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Quipper by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Water breathing. The Swarm can only breath underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 14 (4d6) Piercing damage, or 7 (2d6) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Rabbit

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 2 (1d6-2)
  • Speed 40 ft., burrow 1 inch

STR DEX CON INT WIS CHA
2(-4) 15(+2) 7(-2) 2(-4) 14(+2) 4(-3)

  • Condition Immunities Prone
  • Damage Vulnerabilities Magical Damage
  • Senses Darkvision 10 ft., Passive Perception 14
  • Time Active Night, Any Time
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Keen Hearing and Smell. The Rabbit has Advantage on Perception checks that rely on hearing or smell.

Standing Leap. The Rabbit's Long Jump is up to 10 ft., and it's High Jump is up to 5 ft., with or without a running start.

Trance. While Restrained and laid on it's back, stroking the Rabbit's back legs causes it to become Paralyzed.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Rabbits, sometimes called bunnies and some species known as Hares, while fast, agile, and Skittish, are fragile creatures. For example, under prolonged or with incredibly high immediate amounts of stress, rabbits will keel over and die on the spot. Like a lot of other herbivores, they cannot vomit and have a blind spit directly in front of their nose. Wild Rabbits give birth to a litter of 6 (1d6+2) young every 50 days.


Rabbit, Jackalope

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 40 ft., burrow 1 ft.

STR DEX CON INT WIS CHA
2(-4) 17(+3) 10(+0) 2(-4) 14(+2) 8(-1)

  • Skills Perception +4, Stealth +5
  • Senses Darkvision 30 ft., Passive Perception 14
  • Time Active Twilight, Day
  • Temperament Passive, Aggressive
  • Languages Can understand Sylvan, but cannot speak it
  • Challenge 1/4 (50 XP)

Keen Hearing, Sight, and Smell. The Jackalope has Advantage on Perception checks that rely on hearing, sight, or smell.

Standing Leap. The Jackelope's Long Jump is up to 10 ft., and it's High Jump is up to 5 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

The Jackalope is a large Hare equipped with the antlers of a Deer or Antelope.


Rabbit, Almiraj

Small Monstrosity, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 7 (2d6)
  • Speed 40 ft., burrow 1 ft.

STR DEX CON INT WIS CHA
2(-4) 17(+3) 10(+0) 2(-4) 14(+2) 8(-1)

  • Skills Perception +4, Stealth +5
  • Senses Darkvision 30 ft., Passive Perception 14
  • Time Active Twilight, Day
  • Temperament Passive, Aggressive
  • Languages Can understand Sylvan, but cannot speak it
  • Challenge 1/2 (100 XP)

Keen Hearing, Sight, and Smell. The Almiraj has Advantage on Perception checks that rely on hearing, sight, or smell.

Magical Horn. In addition to it's Unicorn-like appearance, the Almiraj's horn deals magical damage and Attack rolls made with it receive a +1 bonus (already factored in).

Magical Vulnerability. The Almiraj receives a -2 penalty to resist or evade magical effects. Beneficial magical effects with a duration longer than 1 Round affecting the Almiraj last for 50% longer.

Standing Leap. The Almiraj's Long Jump is up to 10 ft., and it's High Jump is up to 10 ft., with or without a running start.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Magical Piercing damage. After their death, Targets killed directly by or as a result of this attack become Petrified.

Almirajes are brutal, vicious killing machines that gorge themselves on their prey before they turn to stone. Almirajes’ strong affinity with witches, magical horn, and susceptibility to magic suggest they have arcane origins, perhaps the result of experiments by witches seeking to deliberately create a new kind of familiar.

When a creature killed by an Almiraj's horn dies, it turns to stone, forcing the Almiraj to consume it's prey while it still lives, before it turns to stone. When hunting, the Almiraj takes every effort to maim or disable. Unlike it's kin, the Almiraj is solitary, and is asexual, and will only reproduce once, laying 3 (1d6) eggs which hatch in 3 days.

Note: Almiraj Horn Weaponsmithing A severed Almiraj horn retains a wisp of it's former magic, and weapons created using the horn receive a +1 bonus to Attack & Damage Rolls if used to deal Piercing damage. Depending on the smith, the weapon may use the horn as a handle, as the "blade" of a dirk, or refined into another substance such as a quenching oil or powder coating used during the weapon's creation.


Raccoon

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 4 (1d6+1)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
7(-2) 11(+0) 13(+1) 5(-3) 10(+0) 3(-4)

  • Saving Throws Con +3, Wis +2
  • Skills Investigation -1, Sleight of Hand +2, Stealth +2
  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 0 (0 XP)

Disease. The Raccoon may carry a Disease(s), determined at the DM's discretion. Such diseases are usually spread to whatever the Raccoon attacks.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Raccoons can and will eat anything, and often display uncannily human mannerisms, such as washing their food or opening containers with ease. Paired with their bandit-like masks, their inexplicably human hands, propensity for raiding gardens and stealthy mannerisms, Raccoons are often called Rubbish Rats or Trash Hobbits.


Raccoon {Dire}

Large Beast, Chaotic Neutral


  • Armor Class 13 (tough hide)
  • Hit Points 19 (2d10+8)
  • Speed 35 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14(+2) 11(+0) 18(+4) 12(+1) 13(+1) 10(+0)

  • Saving Throws Con +7, Wis +4
  • Skills Deception +3, Insight +4, Investigation +7, Nature +4, Perception +4, Performance +3, Sleight of Hand +6, Stealth +3, Survival +4
  • Damage Resistances Poison
  • Senses Darkvision 60 ft., Passive Perception 14
  • Time Active Night
  • Temperament Friendly, All Bluster
  • Languages
  • Challenge 1/2 (100 XP)

Infiltrator. The Raccoon suffers no penalties from Squeezing.

Keen Hearing and Smell. The Raccoon has Advantage on Perception Checks which rely on hearing or smell.

Strange Claws. The Raccoon's tiny claws function as Thieve's Tools, with which it is Proficient.

Actions

Multiattack. The Raccoon makes one Bite and two paws attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Paws. The Raccoon attempts to Grapple (escape DC 12) a Target within 5 ft. of itself, forcing it to attempt a DC 12 Athletics or Acrobatics Check.

Dire Raccoons are the size of bears, but with opposable thumbs and sheer, unrelenting intelligence. These beasts have an incongruously high IQ compared to their meager sentience, easily able to tear apart or reconstruct the most complex traps & mechanical devices in a few minutes.


Rat

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 30 ft., burrow 1 in.

STR DEX CON INT WIS CHA
2(-4) 12(+1) 9(-1) 3(-4) 10(+0) 2(-4)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Twilight, Night
  • Temperament Skittish, Impish
  • Languages
  • Challenge 0 (10 XP)

Almost Blind. The Rat has Disadvantage on Perception checks which rely on sight.

Aquatic Plague. The Rat can Swim for up to 3 consecutive days without an Ability Check and can hold it's breath for up to 3 minutes.

Infiltrator. The Rat can Squeeze through any space 1 inch wide or larger.

Keen Smell. The Rat has Advantage on Perception Checks that rely on smell.

Nibbler. The Rat can burrow through soft metals (such as aluminum or lead), soft rock (such as concrete), soft crystal (such as glass) and wood.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d4-3) Piercing damage.

Rats are known to be disease carriers, but are actually less likely to carry parasites and diseases than cats or dogs. They can swim for an absurd lengths of time, but Rats are colorblind, and must eat & drink every day or die.


Swarm of Rats

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 24 (7d8-7)
  • Speed 30 ft., 1 ft.

STR DEX CON INT WIS CHA
9(-1) 12(+1) 9(-1) 3(-4) 10(+0) 4(-3)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Night
  • Temperament Skittish, Impish
  • Languages
  • Challenge 1/4 (50 XP)

Almost Blind. The Swarm has Disadvantage on Perception checks which rely on sight.

Aquatic Plague. The Swarm can Swim for up to 3 consecutive days without an Ability Check and can hold it's breath for up to 3 minutes.

Infiltrator. The Swarm can Squeeze through any space 1 inch wide or larger.

Keen Smell. The Swarm has Advantage on Perception Checks that rely on smell.

Nibbler. The Swarm can burrow through soft metals (such as aluminum or lead), soft rock (such as concrete), soft crystal (such as glass) and wood.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Rat by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Rat {Dire}

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 7 (2d6)
  • Speed 35 ft., burrow 1 ft.

STR DEX CON INT WIS CHA
7(-2) 15(+2) 11(+0) 3(-3) 11(+0) 4(-3)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Twilight, Night
  • Temperament Skittish, All Bluster, Impish
  • Languages
  • Challenge 1/8 (25 XP)

Almost Blind. The Rat has Disadvantage on Perception checks which rely on sight.

Aquatic Plague. The Rat can tread water for up to 1 week and can hold it's breath for up to 10 minutes.

Infiltrator. The Rat can Squeeze through any space 5 inches wide or larger.

Keen Smell. The Rat has Advantage on Perception Checks that rely on smell.

Nibbler. The Rat can burrow through soft metals (such as aluminum or lead), soft rock (such as concrete) or soft crystal (such as glass).

Pack Tactics. The Rat has Advantage on an Attack Roll against a Creature if at least 1 of the Rat's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.


Raven

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 8(-1) 5(-3) 12(+1) 7(-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Day
  • Temperament Passive, All Bluster, Impish
  • Languages
  • Challenge 0 (10 XP)

Bird Lungs. The Raven is acclimated to high altitude, including elevations above 20,000 feet.

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 sound can tell they are imitations with a successful DC 10 Wisdom (Insight) check or if it has a Passive Perception of 15 or higher.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Swarm of Ravens

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 24 (7d8-7)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6(-2) 14(+2) 8(-1) 3(-4) 12(+1) 9(-1)

  • Skills Perception +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 30 ft., Passive Perception 15
  • Time Active Day
  • Temperament Passive, All Bluster, Impish
  • Languages
  • Challenge 1/4 (50 XP)

High Fliers. The Swarm is acclimated to high altitude, including elevations above 20,000 feet.

Mimicry. The Swarm can mimic simple sounds it has heard, such as a crowd whispering, babies crying, or the rumbling of horses. A Creature that hears the sound can tell they are imitations with a successful DC 10 Intelligence (Investigation) check or if it has a Passive Perception of 17 or higher.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Rat by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing Damage if the Swarm has half it's total Hit Points or fewer remaining.


Rhinoceros

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21(+5) 8(-1) 15(+2) 2(-4) 12(+1) 6(-2)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Almost Blind. The Rhino has Disadvantage on Perception checks which rely on sight.

Charge. If the Rhino moves at least 20 ft. straight toward a Target and then hits it with a Gore attack on the same turn, that Target receives an extra 9 (2d8) Piercing damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Actions

Multitask. The Rhino takes both the Dash Action and makes a Ram attack.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8) Piercing + 9 (1d8+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 11 (2d8+2) Bludgeoning damage. The Rhino cannot Trample a Target without a 10 ft. running start and moving 15 ft. past the Target's space.

The Rhinoceros is a stout, muscular, and ill-tempered beast which is 6 ft. in height and 10 ft. in length, weighing around 6,000 lbs. It uses the 3 ft. horn on it's head to charge anything it takes a dislike to, sometimes impaling whatever it is. Despite it's weight and some species almost armor-like appearance, the Rhino loves to swim. They sunburn easily, however, so a Rhino frequently rolls mud to cover their skin. They may occasionally travel in packs of 1d4+2 individuals.


Rhinoceros {Dire}

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21(+5) 8(-1) 16(+3) 2(-4) 12(+1) 6(-2)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Almost Blind. The Rhino has Disadvantage on Perception checks which rely on sight.

Blindspot. The Rhino has trouble seeing things directly infront of itself, and must turn it's head to see.

Charge. If the Rhino moves at least 20 ft. straight toward a Target and then hits it with a Gore attack on the same turn, that Target receives an extra 9 (2d8) Piercing damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Actions

Multitask. The Rhino takes both the Dash Action and makes a Ram attack.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (3d4) Piercing + 9 (1d8+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 12 (2d8+3) Bludgeoning damage. The Rhino cannot Trample a Target without a 10 ft. running start and moving 15 ft. past the Target's space.

Dire Rhinos are not actually Rhinos at all, but an ancient species distantly related to Elephants called Arsinoitherium, much like Mastodons compared to Woolly Mammoths. Instead of one horn, they were equipped with two, jutting out in a v-shape almost directly forwards, with two smaller sharp nubs just above the eyes, and were more obviously differentiated by the body which look like an Elephant's, squished down to meet the needs of the "Rhino". Instead of Savannahs, they more closely behaved like Hippos, and similarly walked along the bottom of riverbanks while looking for food, then bedding on land overnight.


Rhinoceros, Sumatran

Medium Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 25 (4d8+8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16(+3) 8(-1) 15(+2) 2(-4) 12(+1) 5(-3)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Almost Blind. The Rhino has Disadvantage on Perception checks which rely on sight.

Charge. If the Rhino moves at least 20 ft. straight toward a Target and then hits it with a Gore attack on the same turn, that Target receives an extra 1 (1d2) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Actions

Multitask. The Rhino takes both the Dash Action and make a Ram attack.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 7 (1d10+2) Bludgeoning damage. The Rhino cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Sumatran Rhinos are the smallest species of Rhino, and live on temperate mountain sides. They're covered in sparse, bristly hair which keeps mud on their skin as they move through brush. Sumatran Rhinos live alone and have 10 inch horns.


Rhinoceros, Woolly

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21(+5) 8(-1) 17(+3) 2(-4) 12(+1) 10(+0)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Territorial, Aggressive
  • Languages
  • Challenge 3 (700 XP)

Almost Blind. The Rhino has Disadvantage on Perception checks which rely on sight.

Charge. If the Rhino moves at least 20 ft. straight toward a Target and then hits it with a Gore attack on the same turn, that Target receives an extra 9 (2d8) Piercing damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

Actions

Multitask. The Rhino takes both the Dash Action and make a Ram attack.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8) Piercing + 9 (1d8+5) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 11 (2d8+2) Bludgeoning damage. The Rhino cannot Trample a Target without a 10 ft. running start and moving 15 ft. past the Target's space.

Unlike regular Rhinos, Woolly Rhinoceroses live in cold, usually elevated, tundra, scavenging not for simple grasses & plants, but berries, roots, and other more substantial food. Like their cousins, however, they rarely moved in groups, most living on their own.


Rocktopus

Small Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 13 (3d6+3)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5(-3) 15(+2) 13(+1) 6(-2) 10(+0) 6(-2)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 60 ft., Passive Perception 12
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Boneless. The Rocktopus can Squeeze through any space 1 inch wide or larger, and suffers no penalties from moving through another Creature's space.

Camouflage. The Rocktopus has Advantage on Stealth checks made in rocky or forest environments.

Actions

Rock Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Bludgeoning damage.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage. During the attack, the Rocktopus can choose to Grapple (escape DC 16) a Target. Until this Grapple ends, the Rocktopus can't take any Action except to make a Rock Bash, Tentacle or Beak attack against the Grappled Target.

Rock. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 0 (1d2-1) Piercing damage.

The Rocktopus is a clever, land-dwelling relative of the Octopus that uses tools (specifically rocks) to hunt, with 7 tentacles instead of 8. They favor trees or rocky terrain to hide in and fling rocks from. The Pacific Northwest Tree Octopus is one of the few species not extinct, and is native to North America.


Roper, Piercer

Medium Monstrosity, Unaligned


  • Armor Class 15 (tough hide)
  • Hit Points 22 (3d8+9)
  • Speed 5 ft., Climb 5 ft.

STR DEX CON INT WIS CHA
10(+0) 13(+1) 16(+3) 1(-5) 7(-2) 2(-4)

  • Skills Stealth +3
  • Senses Lowlight Vision, Darkvision 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

False Appearance. WHile immobile, the Piercer is indistinguishable from a normal stalactite or stalagmite.

Spider Climb. The Piercer can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Drop. Melee Weapon Attack: +3 to hit, one Creature directly underneath the Piercer. Hit: 3 (1d6) Piercing damage plus an additional 4 (1d8) Piercing damage for every 10 ft. fallen.

Alternatively, if the Attack is unsuccessful, the Piercer receives normal Falling Damage, pending it's Roll Ability.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Reactions

Roll. When the Piercer would receive Falling Damage, it can use this Reaction halve any damage it would receive.


Rot Grub

Tiny Beast, Unaligned


  • Armor Class 7 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
1(-5) 6(-2) 10(+0) 1(-5) 2(-4) 2(-4)

  • Condition Immunities Frightened, Restrained
  • Senses Blindsight 10 ft., Passive Perception 6
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Infiltrator. The Grub can Squeeze through any space 1/8th inch wide or larger.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: The Rot Grub begins to burrow into the Target's flesh, dealing 3 (1d6) Piercing damage. At the start of each of the Target's following turns, the Target takes an additional 3 (1d6) Piercing damage. Dealing Fire damage to the bite wound before the end of the Target's next turn kills the rot grubs. After this time, the Rot Grub is too far under the skin to be burned.

If a Target infested by the Rot Grub ends it's turn with 0 hit points, it must succeed on a DC 15 Consitution Saving throw, or die as the Rot Grub burrows into it's heart and kills it. If it succeeds on the save, it dies at the end of it's next turn. Any effect that cures Disease kills the Rot Grub infesting a Target.

Rot Grubs are finger-sized maggots that eat flesh, living or dead, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a Rot Grub instinctively chews it's way toward the heart in order to kill it's host. Fire is a Rot Grub's worst enemy, and is the only effect method of kill them before they can escape. Burning a body kills any Rot Grubs infesting it.

You can also use these stats to represent a Spider Eater Larva, but since the Larva hatches so far inside the victim's body, any Fire damage dealt to the stinging site has no effect on the Larva.


Swarm of Rot Grubs

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 8 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
2(-4) 17(+1) 10(+0) 1(-5) 2(-4) 1(-5)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Frightened, Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 6
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Rot Grub by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one target in the Swarm's space. Hit: The Target is infested by 1d4 Rot Grubs. At the start of each of the Target's turns, the Target takes 3 (1d6) Piercing damage per Rot Grub infesting it. Dealing Fire damage to the Bite wound before the end of the Target's next turn kills the rot grubs. After this time, the Rot grubs are too far under the skin to be burned.

If a Target infested by Rot Grubs ends it's turn with 0 hit points, it dies as the Rot Grubs burrow into it's heart and kill it. Any effect that cures Disease kills all Rot Grubs infesting the target.


Rothé

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19(+4) 10(+0) 15(+2) 2(-4) 10(+0) 2(-4)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Day, Any time
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Beast of Burden. The Rothé is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Charge. If the Rothé moves at least 20 ft. straight toward a Target and then successfully hits it with a Ram attack on the same turn, the Target takes an extra 7 (2d6) Bludgeoning damage and must succeed on a DC 16 Strength Saving Throw or be knocked Prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) Bludgeoning damage.

Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 9 (2d6+2) Bludgeoning damage. The Rothé cannot Trample a Target without a 5 ft. running start and moving 15 ft. past the Target's space.

Rothé are herd animals originally found in northern climates, favored by Humans, but have since been stolen & bred in captivity in the Upper Underdark. They resemble Musk Oxen, but taller, with a thick knot of muscle and fat between their shoulderblades with stocky legs trailing behind. Rothé travel in herds of 2d6+8.


Rothé, Deep

Medium Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 11(+0) 13(+1) 2(-4) 11(+0) 3(-4)

  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 1 (200 XP)

Beast of Burden. The Rothé is considered to be a Large animal for the purpose of determining it's Carrying Capacity.

Charge. If the Rothé moves at least 20 ft. straight toward a Target and then successfully hits it with a Ram attack on the same turn, the Target takes an extra 3 (1d6) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Innate Spellcasting. The Rothé's spellcasting ability is Charisma. It can innately cast the Cantrip Dancing Lights at will, requiring no components.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) Bludgeoning damage.

Hoof. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +3 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Rothé cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.

Since the many generations ago when the Rothé were stolen from the surface, the confines of Underdark tunnels have quashed them and the Drow's magical tarnish has seeped into them, increasing their Darkvision, stooping their shoulders, and allowing them to use small flashes of light to communicate their presence.



Rust Monster

Medium Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8+8)
  • Speed 40 ft., Burrow 1 ft.

STR DEX CON INT WIS CHA
13(+1) 10(+0) 15(+2) 2(-4) 13(+1) 6(-2)

  • Saving Throws Dex +2
  • Skills Survival +3
  • Damage Resistances Damage from metallic Objects
  • Senses Lowlight Vision, Blindsight 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Electroreception. The Rust Monster's Blindsight senses disturbances in natural electrical fields, especially those created by ferrous metals. It can only sense the general direction of any metal within 60 ft. of it, but can pinpoint it's exact location if within 30 ft. of it.

If the Rust Monster receives Lightning damage, it must succeed on a Constitution Saving Throw of a DC equal to 10 or half the damage taken, whichever is higher, or it's Blindsight ceases to function. It can then repeat the Save at the end of each of it's Turns, ending the effect on a success.

Rust Metal. Mundane metallic Objects which would touch or deal damage to the Rust Monster, such as a successful Weapon Attack, are automatically affected by the Rust Monster's Antennae Ability after they successfully deal damage or touch the Rust Monster.

Standing Leap. The Rust Monster's Long Jump is up to 30 ft., and it's High Jump is up to 20 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Piercing damage, and the Rust Monster can attempt to Grappled (escape DC 11) the Target.

Antennae. The Rust Monster attempts to touch a Mundane metal Object it is aware of and can reach within 5 ft. with it's magical antennae. If the Object is being worn or carried by a Creature, it can attempt a DC 11 Dexterity Saving Throw to evade the Rust Monster's touch.

If the Rust Monster touches a worn or carried Object, it receives a permanent and cumulative -1 penalty. Objects which grant a bonus to AC have that bonus penalized, whereas if the Object is a Weapon, it's Damage Rolls are penalized. If the penalty reduces it's AC bonus or Damage Rolls to 0, or if it accrues a -5 penalty total, it is destroyed.

If the Object isn't being worn or carried, the Rust Monster destroys a 1 ft. Cube of it, reducing it to powderized oxidization.

Toxic Soot. (1/Day) The Rust Monster slaps it's tail against the ground, releasing a 30 ft. diameter Sphere of choking smog centered on a point of the Rust Monster's choice within 5 ft. of it's current location.

Breathing Creatures within the Sphere, as well as any which enter or begin their Turn inside the Sphere, must attempt a DC 14 Constitution Saving Throw. Creatures which fail are Blinded and Poisoned for 1 minute, while Creatures which succeed only have Disadvantage on sight-based rolls. Affected Targets which exit the Sphere can reattempt the Save at the end of each of their Turns, ending the effect(s) on a success.

The Sphere dissipates after 1 minute, but can be prematurely dispersed by a Strong (10 mph) or stronger wind.


Saber-Tooth Tiger

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 52 (7d10+14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17(+3) 14(+2) 15(+2) 3(-4) 12(+1) 9(-1)

  • Skills Perception +3, Stealth +6
  • Senses Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The Saber-Tooth has Advantage on Perception Checks that rely on smell.

Pack Tactics. The Saber-Tooth has Advantage on an Attack Roll against a Creature if at least one of the Saber-Tooth's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Pounce. If the Saber-Tooth moves at least 20 ft. straight toward a Target 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 Saber-Tooth can make one more Claw attack against it as a Bonus Action.

Running Leap. With a 10 ft. running start, the Saber-Tooth can Long Jump up to 25 ft.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) Piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) Slashing damage.

Otherwise known as the Smilodon, compared to a modern Tiger, Saber-Tooth Tigers are squater and far heavier, with a Bear-like stubby tail, bound in muscle and are generally around 7 ft. in length. Saber-Tooths are not directly related to Tigers, despite the name, and have stripeless beige coats.

While hunting, Saber-Tooths wait in ambush from short cliffs or hidden in vegetation, and pounce. They then favor using their canine teeth to slice through the throat, bursting the jugular and windpipe, all the while leveraging their incredibly brawny front legs to immobilize prey, preventing it from fighting back and potentially breaking it's brittle, irreplaceable canine teeth. A Saber-Tooth can open it's mouth up to 120 degrees to accommodate taking down large prey like mammoths, and of course, their massive 10 inch incisors.


Saguaro Sentinel

Huge Plant, Neutral


  • Armor Class 17 (tough fibers)
  • Hit Points 150 (12d12+72)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
23(+6) 10(+0) 22(+6) 9(-1) 16(+3) 12(+1)

  • Saving Throws Dex +3, Cha +4
  • Skills Nature +2, Survival +6
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Exhaustion
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament
  • Languages Common, Druidic, Sylvan
  • Challenge 11 (7,200 XP)

Assault Monster. The Saguaro Sentinels deals double damage to Creatures without artificial Armor.

False Appearance. While the Saguaro Sentinel remains motionless, it is indistinguishable from a normal Saguaro Cactus.

Thorns. When a Creature touches the Saguaro Sentinel, it receives 2 (1d4) Piercing damage (already factored into attacks).

Tough Flesh. The flesh of a Saguaro Sentinel is tough and retains water in the harshest of conditions, and only takes half damage from dehydration Spells (such as Abi-Dalzim’s Horrid Wilting) & effects.

Actions

Multiattack. The Saguaro Sentinel makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) Bludgeoning + 2 (1d4) Piercing damage, and the Target & any Creature within 5 ft. of the Target must attempt a DC 13 Dexterity Saving Throw, or receive an extra 5 (1d10) Piercing damage from loose, raining thorns.

Sling Spikes. Ranged Weapon Attack: +3 to hit, range 15/60 ft., one target. Hit: 19 (2d12+6) Piercing damage. Creatures wearing Heavy Armor take half damage.

Thorn Storm. (Recharge 6) The Saguaro Sentinel ejects every thorn on it's body, forcing every Creature within 60 ft. of it to attempt a DC 16 Dexterity Saving Throw to avoid the eruption of spikes. On a failure, an affected Target receives 24 (4d8+6) Piercing damage, or half as much on a success. Creatures wearing Heavy Armor reduce any damage they would take by half, even if the damage had already been reduced.

After using this attack, the Saguaro Sentinel's Thorns ability and Sling Spikes attack cease to function until this attack recharges.

Animate Cactus. (1/Day) The Saguaro Sentinel magically animates up to two Cacti it can see within 60 ft. of itself. These Cacti are Friendly towards the Saguaro Sentinel, and have the same stats as they previously had, excepting their Intelligence and Charisma Scores each become 1. The Cacti remain animated until either 24 hours have passed, they die, the Saguaro Sentinel dismisses them, or they are no longer within 120 ft. of the Saguaro Sentinel.

Saguaro Sentinels are large, sentient Cacti which inhabit the desert. Much like Treants, they have a fierce devotion for protecting their lands, but otherwise generally stay away from the affairs of man.


Sail Weasel

Small Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 3 (1d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9(-1) 8(-1) 12(+1) 3(-4) 13(+1) 4(-3)

  • Senses Passive Perception 11
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Heatvision. The Sail Weasel can see in the infrared spectrum, allow it to see heat, especially that created by warmblooded Creatures.

Keen Smell. The Sail Weasel has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Like a Capybara with a great fan of translucent skin, much like a bats wing, Sail Weasels are some of the stranger, but relatively harmless wildlife. The oversized rodents make excellent meat, and are easy to hunt, spending most of their day munching on grass and sunning themselves on rocks. Often they travel in pairs.


Sandling Horror

Huge Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 51 (6d12+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18(+4) 17(+3) 14(+2) 3(-4) 12(+1) 6(-2)

  • Skills Athletics +7, Deception +1, Intimidation +4, Sleight of Hand +6, Stealth +6, Survival +0
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Ambusher. The Sandling has Advantage on Attack Rolls against Surprised Targets.

Earthbound. The Sandling cannot Jump more than 5 ft. in any direction.

Hold Breath. The Sandling can hold it's breathe underwater for up to 24 hours.

Gorging. The Sandling can eat up 150 pounds of meat. When it eats more than 100 pounds, it's movement speed is halved.

Sand Camouflage. The Sandling has Advantage on Checks & Saves to Hide in Desert environments.

Sand Tunneling. The Sandling buries itself in sand over the course of 12 (5d4) rounds.

Actions

Multiattack. The Sandling makes one Bite, two Pincer and one Pedipalps attack.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) Piercing damage and the Sandling can Grapple the Target as a Bonus Action.

Pedipalps. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) Bludgeoning Damage.

Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) Piercing damage. The Sandling can choose to Grapple (escape DC 17) the Target as part of the Action. The Sandling has two claws, each of which can Grapple only one target.

Aptly named the Sandling Horror, these beasts are some unholy menagerie of crustacean and Camel Spider, borrowing element from Crayfish, Scorpions and Camel Spiders. More specifically, a tailless body of a Crayfish, with the lanky legs of a Spider, a scorpion's claws, and a Camel Spider's pedipalps & maw. These beasts are ambush predators, waiting beneath the sands before bursting forth and consuming whatever creature stumbled into the wrong corner of the wasteland.


Swarm of Sand Mites

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 7 (dexterous)
  • Hit Points 26 (4d8+8)
  • Speed 10 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10(+0) 12(+1) 10(+0) 1(-5) 10(+0) 3(-4)

  • Skills Deception +2, Perception +3
  • Damage Resistances Acid, Bludgeoning, Slashing
  • Damage Immunities Piercing
  • Condition Immunities Blinded, Deafened, Paralyzed, Prone, Restrained, Stunned
  • Senses Passive Perception 13
  • Time Active Any time
  • Temperament Territorial, Aggressive
  • Languages
  • Challenge ( XP)

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease(s), determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm touches.

False Appearance. The Swarm is indistinguishable from flowing or windblown sand.

Quicksand. While the Swarm is at rest on the ground, Creatures which enter or begin their either standing on or inside the Swarm's space sink 2 ft. into the Swarm. Affected Creatures can escape by grabbing onto a solid anchor and hoisting themselves out as an Action.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a grain of sand by Squeezing. The Swarm can't regain Hit Points or gain Temporary Hit Points.

Windblown. In Moderate or Stronger Winds, the swarm can choose to be carried away by it as a Bonus Action.

Actions

Engulf. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (3d4) Slashing damage, or 5 (2d4) Slashing damage if the Swarm has half it's total Hit Points or fewer remaining.

Sandmites occupy a special place in the fears of small children everywhere, being indistinguishable from quicksand or even just regular sand, albeit slightly moving sand. Being colonial insects, Sandmites are always found as Swarms of Sandmites, and specialize in grinding their prey apart like sandblasters, reducing flesh and bone to manageable dust they can consume. If prey should escape their clutches, they may try to catch the winds to give chase, but are generally slow creatures.

Sarlacc

The Sarlacc is a creature beyond most mortal understanding or ability to study. What is visible from the surface is a nest, or rather, a pit, spattered with copious numbers fangs whose length are measured in feet, and one to two dozen tentacles reaching up to 15 ft. in length. At the bottom of the pit lays a bulbous beak protruding from the ground exuding a strange mix of scents, which periodically screams out, calling it's displeasure to the world.

Not much is known of Sarlacci, beyond that they exibit more plant-like attributes than bestial ones, and they live somewhere around 20,000 to 50,000 years - beyond this, there's a popular myth that after being consumed, you are digested over the course of several thousand years. The spare few scholars theorize that they are semi-sentient, but this is honest guess work, and the beasts are far to dangerous to approach to study further.

Constructing a Sarlacc Pit

A typical Sarlacc pit contains 15 (6d4) Sarlacc Tentacles, one Sarlacc Beak at the center, and about 73 (7d10) Sarlacc Teeth. The pit itself typically measures 35 (14d4) ft. in diameter. From the center location, where the Beak is located, place the Teeth in concentric circles within 15 ft. of the beak's location, the smallest teeth composing the smallest circles, and the largest composing the largest circles. Next, place roughly 1/3rd of the longest Tentacles stemming from the Beak's base, and place the shorter ones on the outside edge of the pit.

Running a Sarlacc

A Sarlacc is relatively animalistic during combat, using it's Tentacles to simply thrust food towards it's Beak, without using strategy, like ripping a creature apart with two tentacles or knocking a creature unconscious before attempting to swallow it. Once swallowed, the creature is never seen nor heard from again, sent through the Sarlacc Gullet to the Sarlacc Stomach, where it's then encoiled in masses of tendrils to restrain it inside a soup of digestive fluids.

Further of note, the Sarlacc itself has it's own stats which encompass various enviornmental effects it can perform, it's mental faculties, and the entirety of it's subterranean body. Uses these stats to determine what the Sarlacc notices, to resist spells, or for other effects as needed.

Note: The Sarlacc

For more information, visit the Wookiepedia Sarlacc entry. I personally present the Legends entry, as it's more detailed and well thought through on the biology of the creature.


Sarlacc

Gargantuan Monstrosity, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 676 (33d20+330)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
29(+9) 3(-4) 15(+2) 21(+5)

  • Saving Throws Con +13
  • Skills Animal Handling +6, Perception +10, Nature +4, Stealth +4, Survival +6
  • Damage Vulnerabilities Force
  • Condition Immunities Frightened, Prone, Unconscious
  • Senses Tremorsense 600 ft., Passive Perception 20
  • Time Active Any time
  • Temperament Territorial
  • Languages
  • Challenge 24 (62,000 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Ambush Predator. The Sarlacc can attempt Stealth rolls as normal, and adds a +4 modifier to the result (already factored in).

Amphibious. The Sarlacc can breathe both air and water.

Colossal. The Sarlacc's body is roughly tubular, vertically measuring 100 total ft. in length, encompassing a 40 ft. diameter Circle.

Keen Perceptions. The Sarlacc can use it's Tremorsense to determine the exact weight, size, and appearance of Creatures or other causes of vibration it can sense.

Actions

Attract Prey. The Sarclacc creates a succulent smell inside it's bowls, which wafts up from it's Beak. Beasts & Monstrosities within 600 ft. of the Beak must succeed on a DC 16 Wisdom Saving Throw, becoming irresistibly pulled to the Sarlacc's location on a failure. Creatures which are immune to becoming Charmed are also immune to this effect.

Sandslide. The Sarlacc causes either all or a single specific portion of the loose terrain inside it's pit to slide downwards towards it's Beak. Creatures situated on that terrain must succeed on a DC 10 Dexterity Saving Throw, or be knocked Prone.


Sarlacc Beak

Large Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16(+3) 10(+0) 14(+2)

  • Skills Athletics +6
  • Damage Vulnerabilities Force
  • Damage Resistances Psychic
  • Condition Immunities Blinded, Charmed, Frightened, Prone, Unconscious
  • Senses
  • Time Active
  • Temperament Territorial
  • Languages
  • Challenge 4 (1,100 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Greater Whole. Psychic damage dealt to the Beak is instead dealt to the Sarlacc. Damage dealt to the Beak is also dealt to the Sarlacc.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) Bludgeoning damage, and the Beak can Grapple (escape DC 16) the Target as part of the attack.

Swallow. The Beak makes one Bite attack against one Medium or smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 16) then begins, and the Target is Blinded & Restrained as it is sent into the Sarlacc's Gullet.

A Sarlacc's bulbus Beak is attached at the end of the Sarlacc's Gullet, allowing it to be effectively prehensile. It cannot move beyond a few feet from it's location, however.


Sarlacc Tentacle

Tiny Monstrosity, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 14 (4d2+8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16(+3) 16(+3) 15(+2)

  • Skills Athletics +6
  • Damage Vulnerabilities Force
  • Damage Resistances Bludgeoning, Piercing, Psychic
  • Condition Immunities Blinded, Charmed, Frightened, Prone, Unconscious
  • Senses
  • Time Active
  • Temperament Territorial
  • Languages
  • Challenge 1/4 (50 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Greater Whole. Psychic damage dealt to the Tentacle is instead dealt to the Sarlacc. Damage dealt to the Tentacle is also dealt to the Sarlacc.

Slim. The Tentacle itself, despite being a Tiny Creature, is exceedingly long - about 10 (4d4) ft. To calculate it's diameter, find half it's length in ft., and change the units to inches.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach [tentacle length] ft., one target. Hit: Either it deals 4 (1d2+3) Bludgeoning damage, or the Tentacle can choose to Grapple (escape DC 16) the Target.

While Grappling a Target, until that Grapple ends, the Grappled Creature has Half Cover against attacks & effects outside the Tentacle's grasp, and Tentacle can only make Slam attacks against the Grappled Creature, or use the Grappled Creature to make Slam attacks against another Creature. If the Grappled Creature used to make a successful attack against another Creature, the Grappled Creature receives half the total damage dealt to the other Creature.

The Sarlacc Tentacle measures 10 (4d4) ft. in length, and is exceedingly rubbery.


Sarlacc Tooth

Small Construct, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 20 (4d6+8)
  • Speed

STR DEX CON INT WIS CHA
14(+2)

  • Damage Vulnerabilities Force
  • Damage Resistances Acid, Bludgeoning, Slashing, Piercing
  • Damage Immunities Poison, Psychic
  • Condition Immunities All
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Sharp. Creatures entering the Tooth's space must attempt a DC 11 Dexterity Saving Throw. On a failure, an affect Target receives 2 (2d4) Piercing damage, or 1 (1d2) Slashing damage on a success.

A Sarlacc Tooth is made of material stronger than most bone or teeth, about as durable as a soft metal, such as Brass or Copper.


Sarlacc Gullet

Gargantuan Monstrosity, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 125 (10d20+20)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
17(+3) 10(+0) 14(+2)

  • Skills Athletics +6
  • Damage Vulnerabilities Force
  • Damage Resistances Bludgeoning, Psychic
  • Condition Immunities Blinded, Charmed, Frightened, Prone, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 5 (1,800 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Against the Grain. The Gullet is coated in spines much like Sarlacc Teeth, arranged & finely lubricated to lay flat as fodder is pushed down the Gullet, but to stab anything that tries to work it's way upwards. Anything which moves upwards through the Gullet receives 3 (1d6) Piercing damage for every 5 ft. they move.

Colossal. The Gullet measures 30 ft. in length, and it's interior gap can stretch up to 15 ft. wide.

Greater Whole. Psychic damage dealt to the Beak is instead dealt to the Sarlacc. Damage dealt to the Gullet is also dealt to the Sarlacc.

Slimy. The Gullet is coated in lubricating slime. When a Creature inside the Gullet wishes to move through the Gullet, it can only expend movement in 5 ft. increments. Each time a Creature expends 5 ft. or less of movement, it must succeed on a DC 16 Dexterity (Athletics) check, or remain motionless on a failure.

Actions

Swallow. (Recharge 1-4) The Gullet makes a Dexterity Check contested by each Target it contains with a Constitution Saving Throw they each make. Creatures covered in smooth material, such as Full Plate or carapace have Disadvantage. If the Gullet wins the Contest, the Target is pushed 10 ft. downwards through the Gullet, and is Grappled (escape DC 16). When a Target is pushed 30 ft. downwards, it enters the Sarlacc Stomach.

The Sarlacc's Gullet is filled with board, flat spines which lay along the length of it, pointing downwards to prevent creatures from climbing up. A spine is not as durable as a Sarlacc Tooth, instead seeming to be made out of something almost like Cartilage.


Sarlacc Stomach

Huge Monstrosity, Unaligned


  • Armor Class 14 (thick hide)
  • Hit Points 67 (7d12+21)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
17(+3) 18(+4) 16(+3)

  • Skills Athletics +6, Sleight of Hand +7, Stealth +7
  • Damage Vulnerabilities Force
  • Damage Resistances Psychic
  • Condition Immunities Blinded, Charmed, Frightened, Prone, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 2 (450 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Greater Whole. Psychic damage dealt to the Stomach is instead dealt to the Sarlacc. Damage dealt to the Stomach is also dealt to the Sarlacc.

Slimy. The Stomach is pliant, and coated in lubricating slime. When a Creature inside the Stomach wishes to move through the Stomach, it can only expend movement in 5 ft. increments. Each time a Creature expends 5 ft. or less of movement, it must succeed on a DC 15 Dexterity (Athletics) check, or remain motionless on a failure.

Actions

Ensnare. The Stomach expels numerous tentacles from it's walls, which upon contact with the Target seek out exposed flesh & burrow into it. All Creatures inside the Stomach must attempt a DC 18 Dexterity Saving Throw. On a failure, an affected Target is knocked Prone & is Restrained, and receives 3 (1d6) Piercing damage per 5 ft. area they occupy. On a success, a Target is instead Grappled and receives half as much damage.

Fuse. If the Stomach is Restraining a Creature, the Creature becomes Incapacitated. 2 (1d4) hours later, the Target regains 1 Hit Point when Stomach then begins the slow process of digestion. While being digested, an Incapacitated Target cannot take Long or Short Rests. It can, however, sleep, or otherwise fall Unconscious, and receives any nourishment it needs from the Sarlacc. Over time, the stomach's tentacles work their way into every crevice of the Creature until only what remains is tentacles, now fused into the Stomach.

Tiny Creatures die after 1 (1d2) year(s) of digestion, Small Creatures after 102 (68d2) years, and Medium or Larger Creatures after 1,002 (668d2)


years. Creatures without a central nervous system, such as Constructs, Oozes, and certain types of Undead, are digested in half the normal time.

The Sarlacc's digestive process is mysterious, and seemingly eldrich in nature. The Sarlacc first digests a creature's muscle & bone first relatively quickly, within the first half of the digestion process, leaving only the nervous system. Eventually, even that is destroyed. The whole process is constant agony.

Sarlacc Spawning

Sarlacc reproduction is a strange process, highlighting it's odd Plant-like life cycle.

First, a male Sarlacc finds a female adult after growing into it's more mature larval state. It then attaches to her, and begins to absorb her as if it were some type of monstrous Leech. Eventually it consumes her in her entirety, and explodes with the force of a volcano, releasing 500 (200d4) spores into the atmosphere, some of which are hurled so forcefully they leave our world entirely, where they may one day colonize other planets.

When the spores come down, they're dormant until coming in contact with flesh by one manner or another. They then immediately attach themselves to their chosen host, and parasitically draw from it until the host dies. After, they enter their larval state, and begin actively hunting. Eventually, after a long enough period of growth the males find mates and the females settle into a permanent location. Each of these stages are represented by Sarlacc Spores, Sarlacc Larva, and Sarlacc Pups.

Sarlacc Spore

A Sarlacc Spore has the texture & consistency of a clump of mold, but the bulbuous & diseased appearance of a fleshy ball of pustules. A Spore typically weighs about 1 pound, and measures less than a hand's width across.

Sarlacc Larva

A Sarlacc Larva is a 4 ft. long creature, like a rubbery snake with an overgrown Octopus's beak at the end ringed by a mane of tentacles. Sarlacc Larva are well known for their ability to be seemingly killed, usually by being eaten, and then rage to life to eat their aggressor from the inside-out.

Sarlacc Pup

Sarlacc Pups resemble a enlarged, better muscled improvement upon a Sarlacc Larva. At this stage, males begin hunt for an adult female, and females find their hunting grounds.


Sarlacc Spore

Tiny Monstrosity, Unaligned


  • Armor Class 7 (thick hide)
  • Hit Points 4 (1d4+2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
4(-3) 14(+2) 1(-5) 1(-5) 1(-5)

  • Saving Throws
  • Skills Athletics +3, Sleight of Hand +0, Stealth +0
  • Damage Vulnerabilities Acid, Force
  • Damage Resistances Piercing, Thunder
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone, Stunned Unconscious
  • Senses Passive Perception
  • Time Active
  • Temperament
  • Languages
  • Challenge 1/8 (25 XP)

Develope. When the Spore kills a Creature, it transforms a Sarlacc Larva over the course of 3 (1d4+1) days.

Dormant Survivor. The Spore can survive up to 1,000 years without food or water.

Eldrich Creature. The Spore can make Sleight of Hand & Stealth checks by using it's Strength score instead of it's Dexterity score.

First Contact. Upon touching another Creature, the DM may require the Spore to make a Sleight of Hand check of a DC determined by the DM. These are generally required if the Spore is Grappled, Restrained, or otherwise impeded from simply latching onto a Target. If successful, the Spore makes contact with the Creature's bare skin uses it's Adhere Action, either somehow causing the Creature to drop it and then influence it's fall so it does so, simply rolls into an appropriate location, or otherwise seemingly luckily gets the result it desires.

Removal. If the Spore is detached from a victim after dealing damage to it, the Spore returns to it's dormant state, able to survive another 1,000 years.

Actions

Adhere. The Spore latches onto the Creature it is touching, Grappling it (escape DC 13) and deals 1 (1d2) Piercing damage to it. During each following turn the Grapple persists, the Spore deals an additional 1 (1d8-3) Piercing + 1 (1d2) Acid damage. It continues to do so until it has consumed the entire body.


Sarlacc Larva

Small Monstrosity, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 5 (1d6+2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
9(-1) 12(+1) 15(+2) 1(-5) 11(+0) 4(-3)

  • Saving Throws Dex +4, Con +8
  • Skills Athletics +2, Intimidation +0, Perception +3, Stealth +4
  • Damage Vulnerabilities Force
  • Damage Resistances Bludgeoning
  • Condition Immunities Blinded, Deafened, Prone
  • Senses Blindsight 60 ft., Tremorsense 10 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive, Skittish
  • Languages
  • Challenge 2 (450 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Amphibious. The Larva can breathe both air and water.

Develope. The Larva matures into a Sarlacc Pup after consuming 500 pounds of meat.

Fearless. The Larva has Advantage on Checks and Saves to resist being Frightened.

Infiltrator. The Larva can Squeeze through any space 8 inches wide or larger.

Resilient. If damage reduces the Larva to 0 hit points without outright killing it, the Larva attempts a Constitution Saving Throw with a DC equal to the Damage taken. On a success, the Larva drops to 1 Hit Point instead.

Tentacles. The Larva uses it's many tentacles and long body to grasp whatever it touches, Grappling (escape DC 12) it.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6+1) Piercing damage, and the Larva can Grapple (escape DC 12) the Target as part of the attack.

Constrict. If the Larva is already Grappling a Target, it wraps it's entire body around it. When it does so, it makes a Bite attack & deals an additional 9 (1d8+5) Bludgeoning damage to the Target and Grapple escape DC becomes 18. Medium or Smaller Targets also become Restrained. As long as the Grapple persists, at the start of each of it's turns it can make a Bite attack & deal another 9 (1d8+5) Bludgeoning damage to the Target. The Larva can't Constrict more than one Target at a time.


Sarlacc Pup

Medium Monstrosity, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 39 (6d8+12)
  • Speed 20 ft., burrow 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15(+2) 16(+3) 15(+2) 1(-5) 12(+1) 10(+0)

  • Saving Throws Con +8
  • Skills Athletics +5, Intimidation +3, Perception +7, Stealth +7
  • Damage Vulnerabilities Force
  • Condition Immunities Blinded, Deafened, Prone
  • Senses Blindsight 60 ft., Tremorsense 15 ft., Passive Perception 17
  • Time Active Any time
  • Temperament Aggressive, Passive
  • Languages
  • Challenge 5 (1,800 XP)

Acid Blood. Organic material in contact with the Sarlacc's Blood receives 1 (1d2) Acid damage.

Amphibious. The Pup can breathe both air and water.

Develope. The Pup matures into a juvenile Sarlacc after consuming 50,000 pounds of meat.

Fearless. The Pup has Advantage on Checks and Saves to resist being Frightened.

Resilient. If damage reduces the Pup to 0 hit points without outright killing it, the Pup attempts a Constitution Saving Throw with a DC equal to the Damage taken. On a success, the Pup drops to 1 Hit Point instead.

Tentacles. The Pup uses it's many tentacles and long body to grasp whatever it touches, Grappling (escape DC 16) it.

Actions

Multiattack. The Pup makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) Piercing damage, and the Pup can Grapple (escape DC 16) the Target as part of the attack.

Constrict. If the Pup is already Grappling a Target, it wraps it's entire body around it. When it does so, it makes a Bite attack & deals an additional 9 (1d8+5) Bludgeoning damage to the Target and Grapple escape DC becomes 24. Large or Smaller Targets also become Restrained. As long as the Grapple persists, at the start of each of it's turns it can make a Bite attack & deal another 9 (1d8+5) Bludgeoning damage to the Target. The Pup can't Constrict more than one Target at a time.


Scorpion

Tiny Beast, Unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., burrow 1 in.

STR DEX CON INT WIS CHA
2(-4) 10(+0) 6(-2) 1(-5) 8(-1) 2(-4)

  • Senses Tremorsense 10 ft., Passive Perception 9
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Desert Survivor. The Scorpion can live up to 1 year without food, and does not need to drink water, nor can it.

Fluorescence. When exposed to ultra violet light, the Scorpion glows pale turquoise in Dim Light or Darkness.

Hold Breath. The Scorpion can hold it's breath underwater for up to 48 hours.

Immunity. The Scorpion is immune to Poison Damage caused by it's own or other Scorpion's venom.

Actions

Multiattack. The Scorpion makes three attacks: two with it's Claws and one with it's Sting.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-3) Piercing damage.

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the Target must attempt a DC 9 Constitution Saving Throw, taking 4 (1d8) Poison damage on a failed Save, or half as much damage on a successful one.

Scorpions do not chew their food, they dissolve the tissues of their prey with digestive juices and suck up what's left. In fact, Scorpions are so hardy because they use the entirety of their prey, being completely unable to drink water like other animals or insects.


Scorpion {Dire}

Large Beast, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 14(+2) 1(-5) 9(-1) 3(-4)

  • Skills Perception +1, Stealth +3
  • Senses Tremorsense 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 3 (700 XP)

Desert Survivor. The Scorpion can live up to 1 year without food, and does not need to drink water, nor can it.

Fluorescence. When exposed to ultra violet light, the Scorpion glows pale turquoise in Dim Light or Darkness.

Hold Breath. The Scorpion can hold it's breath underwater for up to 48 hours.

Immunity. The Scorpion is immune to Poison Damage caused by it's own or other Scorpion's venom.

Actions

Multiattack. The Scorpion makes three attacks: two with it's Claws and one with it's Sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Bludgeoning damage, and the Scorpion can choose to Grapple (escape DC 12) the Target. The Scorpion has two claws, each of which can only Grapple one Target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Piercing damage, and the Target must attempt a DC 12 Constitution Saving Throw, taking 22 (4d10) Poison damage on a failed Save, or half as much damage on a successful one.


Scorpion, Black

Gargantuan Beast, Unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 155 (10d20+50)
  • Speed 60 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
26(+8) 11(+0) 20(+5) 1(-5) 10(0) 5(-3)

  • Skills Intimidation +3, Perception +3, Stealth +3
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 14 (11,500 XP)

Colossal. The Scorpion occupies a 30 ft. diameter Circle.

Desert Survivor. The Scorpion can live up to 1 year without food, and does not need to drink water, nor can it.

Fluorescence. When exposed to ultra violet light, the Scorpion glows pale turquoise in Dim Light or Darkness.

Hold Breath. The Scorpion can hold it's breath underwater for up to 48 hours.

Actions

Multiattack. The Scorpion makes two Claw and two Sting attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d12) Slashing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (1d12+8) Slashing + 6 (1d12) Bludgeoning damage, or the Scorpion can choose to Grapple (escape DC 18) the Target. The Scorpion has two claws, each of which can only Grapple one Target.

Sting. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 21 (2d12+8) Piercing damage, and the Target must succeed on a DC 10 Saving Throw, or become Stunned for 1 minute. An affect Target can repeat the Save at the beginning of each Turn, ending the effect on themselves on a success.

Of all Scorpions, Black Scorpions have swollen to such immense size they no longer require a venom to subdue prey, instead simply cutting them into bits, or subduing them just long enough to shove them into their mandibles. What residual venom they use is only a mild sedative, which only works in great quantity.


Scorpion, Cave

Medium Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 16 (3d8+3)
  • Speed 60 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11(+0) 16(+3) 13(+1) 1(-5) 10(+0) 2(-4)

  • Skills Perception +2, Stealth +5
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Fluorescence. When exposed to ultra violet light, the Scorpion glows pale turquoise in Dim Light or Darkness.

Hold Breath. The Scorpion can hold it's breath underwater for up to 48 hours.

Immunity. The Scorpion is immune to Poison Damage caused by it's own or other Scorpion's venom.

Spider Climb. The Scorpion can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sustenance. The Scorpion does not need to drink water, nor can it.

Actions

Multiattack. The Scorpion makes one Claw and two Sting attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage, and the Scorpion can choose to Grapple (escape DC 15) the Target. The Scorpion has two claws, each of which can be used to Grapple an individual Target.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing and the Target must attempt a DC 12 Constitution Saving Throw, taking 5 (2d4) Poison damage on a failed Save, or half as much damage on a success.

Faster and more frightening than they are actually deadly, Cave Scorpions have a wicked tendency to show up where they're least wanted from their sheer durability & mobility. While still more than able to kill an adult Human, the Dwarven societies that tend to deal with them most have less trouble with their venom.


Scorpion, Ghost

Small Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d6+6)
  • Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
10(+0) 15(+2) 14(+2) 4(-3) 9(-1) 3(-4)

  • Skills Perception +2, Stealth +5
  • Senses Tremorsense 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Avoidance. If the Scorpion is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save and only half damage if it fails.

Desert Survivor. The Scorpion can live up to 1 year without food, and does not need to drink water, nor can it.

Hold Breath. The Scorpion can hold it's breath underwater for up to 48 hours.

Immunity. The Scorpion is immune to Poison Damage caused by it's own or other Scorpion's venom.

Actions

Multiattack. The Scorpion makes three attacks: two with it's Claws and one with it's Sting.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d2+2) Piercing damage, and the Scorpion can choose to Grapple (escape DC 12) the Target. The Scorpion has two claws, each of which can only Grapple one Target.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d2+2) Piercing damage, and the Target must attempt a DC 12 Constitution Saving Throw, taking 2 (1d4) Poison damage on a failed Save, or half as much damage on a successful one.

Spray Sand. (Recharge 4-6) The Scorpion rakes the ground infront of it, spraying sand and debris everywhere within a 10 ft. Cone. Creatures inside the Cone must succeed on a DC 12 Constitution Saving Throw, or be Blinded until the end of their next turn.

So named for their eerie, translucent carapaces, Ghost Scorpions are nocturnal desert hunters. Rather than the typical mindless brute, Ghost Scorpions use their wits to sneak up on opponents, or quickly rush & Blind them. A Ghost Scorpion’s body is 3 ft. long with a 3 ft. long tail, and it weighs 45 pounds.


Sea Anemone

Tiny Beast, Unaligned


  • Armor Class 2 (thick hide)
  • Hit Points 1 (1d2)
  • Speed 0 ft., swim 1 ft.

STR DEX CON INT WIS CHA
2(-4) 2(-4) 7(-2) 1(-5) 10(+0) 1(-5)

  • Damage Resistances Piercing
  • Damage Immunities Psychic
  • Condition Immunities Frightened, Unconscious
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Anchored. The Sea Anemone has Advantage, as well as receives a +2 bonus during Checks & Saves made to resist being pushed or pulled from it's current position when resting on a smooth surface.

Blind. The Sea Anemone is Blind, and has no sense of sight.

Miraculous Regrowth. After completing either a Long or Short Rest, the Sea Anemone always regains all it's Hit Points.

Tentacles. Tiny Creatures which Touch the Sea Anemone's Tentacles must succeed on a DC 15 Constitution Saving Throw, or become Paralyzed for the next minute. The Sea Anemone can't Paralyze Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Unthinking. The Anemone receives a -10 Penalty on all Skill Checks, and is immune to Psychic damage.

Actions

Draw In. The Sea Anemone's tentacles flex, pushing a Tiny Target they're touching into it's mouth.

Sea Anemones are tiny, primitive ocean dwelling creatures which attach themselves to any kind of hard surface they can find. They come in a dizzying array of colors, and resemble a toddler's nightmare of what a can of cranberry sauce would become if it was opened for too long - all tentacles and quite poisonous, with a large central mouth. Some species can reach up to 2 ft. long, which might be as tall as your toddler.

It only takes a very slight touch to trigger a reaction from the tentacles. Once touched, the tentacles shoot filaments into the prey that inject toxins. This paralyzes the prey and then the tentacles are able to guide the helpless prey into the Sea Anemone's waiting mouth.


Sea Anemone {Dire}

Huge Beast, Unaligned


  • Armor Class 6 (thick hide)
  • Hit Points 114 (12d12+36)
  • Speed 5 ft., swim 5 ft.

STR DEX CON INT WIS CHA
15(+2) 13(+1) 17(+3) 2(-4) 13(+1) 2(-4)

  • Skills Athletics +5
  • Damage Resistances Piercing
  • Condition Immunities Frightened, Unconscious
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,400 XP)

Anchored. The Sea Anemone has Advantage, as well as receives a +2 bonus during Checks & Saves made to resist being pushed or pulled from it's current position when resting on a smooth surface.

Blind. The Sea Anemone is Blind, and has no sense of sight.

Grappler. The Sea Anemone has Advantage on Checks & Saves made to Grapple a Target (already factored in).

Regeneration. The Sea Anemone recovers 7 (2d6) Hit Points at the beginning of each of it's turns.

Tentacles. Creatures which Touch the Sea Anemone's Tentacles receive 2 (1d4) Acid damage & are Grappled (escape DC 17), and must succeed on a DC 15 Constitution Saving Throw or become Paralyzed for the next minute. Creatures Paralyzed in this way can reattempt the Save at the end of each of their Turns, becoming released form this Condition on a success. The Sea Anemone can't Paralyze Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Grappled Targets are pushed 10 ft. towards the Sea Anemone's mouth at the end of each of the Sea Anemone's turns. Large or Smaller Targets are swallowed when they reach the center of the Sea Anemone, and are Grappled & Restrained, receiving 2 (1d4) Acid damage at the end of each of the Sea Anemone's turns.

Waving Tentacles. Attacks made against the Sea Anemone's Tentacles have Disadvantage.

Actions

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) Bludgeoning damage and the Target is subjected by the Sea Anemone's Tentacles feature.

Dire Sea Anemones are far better evolved to handle their larger prey, with a rudimentary system of tactics and attack, as well as heightened regenerative abilities for when things go south.


Seahorse

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1(-5) 12(+1) 8(-1) 1(-5) 10(+0) 1(-4)

  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Water breathing. The Seahorse can only breath underwater.

Bonus Actions

Camouflage. The Seahorse changes color to match it's environment, giving it Advantage on Stealth Checks until it moves.

Seahorses prefer to swim in pairs with their tails linked together. Some species of seahorses can even change color, but not all. Strangely, they are horrible swimmers, and are known to die of exhaustion if swept out to sea.


Seahorse {Dire}

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13(+1) 15(+2) 11(+0) 2(-4) 12(+1) 5(-3)

  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Charge. If the Seahorse moves at least 20 ft. straight toward a target and then hits it with a Ram attack on the same turn, that target takes an extra 7 (2d6) Bludgeoning damage and must succeed on a DC 11 Strength Saving Throw or be knocked Prone.

Water breathing. The Seahorse can only breath underwater.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Bludgeoning damage.

Bonus Actions

Camouflage. The Seahorse changes color to match it's environment, giving it Advantage on Stealth Checks until it moves.

Otherwise known as Riding Seahorses, Dire Seahorses are much like their smaller kin, but are far stronger swimmers. Aquatic Elves train them as mounts, color camouflaging ones above all.


Sea Lion

Large Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 15(+2) 4(-3) 12(+1) 11(+0)

  • Skills Perception +4, Stealth +5
  • Senses Passive Perception 14
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The Sea Lion can breathe air and water.

Keen Sight and Smell. The Sea Lion has Advantage on Perception Checks that rely on sight and smell.

Pack Tactics. The Sea Lion has Advantage on an Attack Roll against a Creature if at least one of the Sea Lion's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Swimming Leap. With a 10 ft. swimming start, the Sea Lion can Long Jump up to 25 ft.

Actions

Multiattack. The Sea Lion makes three attacks: one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) Piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) Piercing damage.

A Sea Lion is a fearsome monster with the musculature of the head and forepaws of a Lion and the thick, green armored scales, lower body, and tail of a Fish.


Shark, Great White

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 45 (6d10+12)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18(+4) 13(+1) 15(+2) 1(-5) 10(+0) 4(-3)

  • Skills Perception +2
  • Senses Blindsight 30 ft., Passive Perception 12
  • Time Active Twilight, Any time
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Blood Frenzy. The Great White has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Electroreception. The Great White can sense the direction of electrical fields located up to 3 miles away, especially those created by living things. The Great White always knows it's geographical location to the nearest mile.

Swimming Leap. With a 30 ft. swimming start, the Great White can High Jump up to 10 ft.

Odor Sleuth. The Great White has Advantage on Perception Checks to detect & identify the scent of blood or urine.

Roaming Slumber. While Unconscious due to sleep, the Great White can still Swim, using it's full Swim Speed if possible, and can remove the Unconscious Condition as an Action, no matter the cause of the Condition. The Great White has Advantage on Checks and Saves to resist becoming Unconscious.

Roaming Watering Breathing. The Great White can only breathe underwater, and begins to Suffocate if it does not use it's entire Swim Speed during it's turn, ending the effect on itself when the Great White moves it's full Swim Speed.

Vulnerable. After a successful attack on the Great White's gills or nose, the Great White is Restrained until the end of it's next turn. If positioned belly-up, the Great White is Paralyzed.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Piercing damage.

Smaller than Titan Sharks but larger and fiercer than a Reef Shark, a Great White Shark haunts open waters. Great whites are known for attacking in waves; making an initially attack, and fading back to let the prey weaken before finishing it off. A fully grown Great White is 15 to 20 ft., but exceptionally large ones can get closer to 25 ft.

https://www.sharksider.com/how-do-sharks-sleep/

Sharks skins were used as sandpaper before it's invention. The skin needs to be rubbed against the grain.


Shark, Reef

Medium Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 22 (4d8+4)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14(+2) 13(+1) 13(+1) 1(-5) 10(+0) 4(-3)

  • Skills Perception +2
  • Senses Blindsight 30 ft., Passive Perception 12
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (450 XP)

Electroreception. The Shark can sense the direction of electrical fields located up to 3 miles away, especially those created by living things. The Shark always knows it's geographical location to the nearest mile.

Odor Sleuth. The Shark has Advantage on Perception Checks to detect & identify the scent of blood or urine.

Pack Tactics. The Spiderling has Advantage on an Attack Roll against a Creature if at least 1 of the Spiderling's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Vulnerable. After a successful attack on the Shark's gills or nose, the Shark is Restrained until the end of it's next turn.

Water Breathing. The Shark can only breathe underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing damage.

Smaller than Titan Sharks and Hunter Sharks, Reef Sharks inhabit shallow waters and coral reefs, gathering in small packs of 1d4+2 individuals to hunt. A full-grown specimen measures 6 to 10 ft. long.


Shark, Titan

Huge Beast, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12+55)
  • Speed 5 ft., swim 50 ft.

STR DEX CON INT WIS CHA
23(+6) 11(+0) 21(+5) 1(-5) 10(+0) 7(-2)

  • Skills Perception +3
  • Senses Blindsight 60 ft., Passive Perception 13
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Blood Frenzy. The Shark has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Electroreception. TheShark can sense the direction of electrical fields located up to 5 miles away, especially those created by living things. The Shark always knows it's geographical location to the nearest mile.

Swimming Leap. With a 60 ft. swimming start, the Shark can High Jump up to 20 ft.

Odor Sleuth. The Shark has Advantage on Perception Checks to detect & identify the scent of blood or urine.

Roaming Slumber. While Unconscious due to sleep, the Shark can still Swim, and uses it's full Swim Speed if possible, and can remove the Unconscious Condition as an Action. The Shark has Advantage on Checks and Saves to resist becoming Unconscious.

Roaming Watering Breathing. The Shark can only breathe underwater and begins to Suffocate if it does not use it's entire Swim Speed during it's turn, ending the effect on itself when the Shark moves it's full Swim Speed.

Sensative Spots. If 7 or more damage is done to the Shark's gills or nose, the Shark is Restrained until the end of it's next turn. If positioned belly-up, the Shark is Paralyzed.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10) Piercing damage.

A Titan Shark is 30 ft. long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses it's path, including whales and ships.


Sheep, Domestic

Medium Beast, Unaligned


  • Armor Class 9 (thick hide)
  • Hit Points 3 (1d8-1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12(+1) 9(-1) 9(-1) 4(-3) 10(+0) 2(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Timid. Attempts to Intimidate the Sheep has Advantage, and the Sheep has Disadvantage on Checks & Saves to resist becoming Frightened, or to end the Frightened Condition.

Milk. After giving birth, the Sheep produces 1/2 gallon of milk each day for 6 months.

Over a Barrel. If the Sheep has not been shorn within the last 6 months, or if it's wool is wet and has not been shorn within 3 months, when placed on it's back, the Sheep is unable to right itself or stand. The Sheep will Suffocate & die within 1 (1d2) hours after being place in this position.

Wool. The Sheep produces 7 pounds of wool each year.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing damage.

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +1 to hit, reach 0 ft., one Prone target. Hit: 1 Bludgeoning damage. The Sheep cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

Sheep and Goats are closely related, so when finding a wild species, they can be almost indistinguishable from each other at first glance. They are so closely related, in fact, that they can interbreed, creating either a Geep or Shoat, depending on which is the father.

Domesticated sheep will have their tails cut off at birth simply for cleanliness. Farmers will also cake a Ram in chalk during breeding season, allowing them to spot which Ewes he mates with.


Sheep {Dread}

Medium Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 12 (2d8+3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13(+1) 11(+0) 16(+3) 5(-3) 14(+2) 14(+2)

  • Skills Athletics +4, Deception +5, Perception +5
  • Damage Resistances Acid, Bludgeoning, Force, Radiant, Slashing
  • Damage Vulnerabilities Lightning
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Passive, Skittish
  • Languages
  • Challenge 1 (200 XP)

Blood Frenzy. The Sheep has Advantage on Melee Attack Rolls against any Creature that doesn't have all it's Hit Points.

Charge. If the Sheep moves at least 10 ft. straight toward a Target and then successfully hits it with a Ram attack on the same turn, the Target takes an extra 1 Piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Keen Hearing. The Sheep has Advantage on Perception Checks that rely on hearing.

Milk. After giving birth, the Sheep produces 1/2 gallon of milk each day for 6 months.

Over a Barrel. If the Sheep is placed on it's back, the Sheep is unable to right itself or stand. The Sheep will Suffocate & die within 1 (1d2) hours after being placed in this position.

Shiny. If the Sheep receives Radiant damage, it instead only receives half of the total damage (already factored in). All other Creatures within 5 ft. of the Sheep then receive Radiant damage equal to the amount remaining.

Wool. The Sheep produces 17 pounds of wool-like gold each year.

Actions

Multiattack. The Sheep makes two Bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d2+1) Piercing damage and the Sheep can Grapple (escape DC 14) the Target as part of the attack.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) Bludgeoning damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 1 Bludgeoning damage. The Sheep cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

It's very rare to encounter a small flock of man-eating Gilt Sheep, otherwise known as Golden Sheep or Dread Sheep. Evolution has been kind to these animals, and has perfected their hunting method by mimicing Domestic Sheep's appearance and behaviors, while the lure of the gold draws in the arrogant and protects them from blows.

The equally absurd and astonishing appearance of these Creatures sounds like a shepard's tall tail, and has sparked many fables involving them. For instance, some religions regard them as holy, some regaurd them as a tale of the reward of greed, with many stories ending with greedy men getting eaten by the sheep. One popular tail revolves around a mythic warrior who killed an entire flock at one by baking them inside their shiny coats with sunlight and a magnifying glass.


Shrub

Small Plant, Unaligned


  • Armor Class 9 (tough fibers)
  • Hit Points 10 (3d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3(-4) 11(+0)

  • Damage Vulnerabilities Fire
  • Damage Resistances Piercing
  • Condition Immunities Blinded, Deafened, Exhaustion
  • Senses
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (0 XP)
Variant: Awakened Shrub

An Awakened Shrub is an ordinary Bush given sentience and mobility by the spell Awaken or similar magic.


Shrub, Awakened

Small Plant, Any Alignment


  • Armor Class 9 (tough fibers)
  • Hit Points 10 (3d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3(-4) 8(-1) 11(+0) 10(+0) 10(+0) 6(-2)

  • Damage Vulnerabilities Fire
  • Damage Resistances Piercing
  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament
  • Languages One known by it's creator
  • Challenge 0 (10 XP)

False Appearance. When the Shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Slashing damage.


Skin Slicer

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 6 (2d4+1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
3(-4) 15(+2) 13(+1) 2(-4) 10(+0) 2(-4)

  • Saving Throws Dex +5, Wis +3
  • Skills Medicine -1, Stealth +5
  • Damage Resistances Bludgeoning
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge

Infiltrator. The Skin Slicer can Squeeze through any space 1/8th inch wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The Skin Slicer begins to burrow into the Target's flesh, dealing 3 (1d6) Piercing damage and the Target must succeed on a DC 5 Constitution Saving Throw, or become Poisoned for 1 (1d2) hours. At the start of each of the Target's following turns, the Target takes an additional 3 (1d6) Piercing damage.

The Skin Slicer stops attacking when the Target has half it's prior health remaining, as it has flayed the Target entirely. It then begins stripping the loosened flesh off the Target. Targets reduced to half health in this way gain 1 level of Exhaustion after every 5 minute increment.

The Skin Slicer is a species of bug which relies on severely maiming a Target, and confusing it with it's erratic behavior as it burrows under the flesh. If successful, it strips the animal or man of it's skin, allowing the less savory parts to rot, attracting larger scavengers which it then also attacks. Eventually it lays eggs inside a victim, and larvae burst from the body to consume it 2 (1d2+1) weeks after they were laid.


Skunk

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft., burrow 1/2 ft.

STR DEX CON INT WIS CHA
3(-4) 10(+0) 10(+0) 3(-4) 12(+1) 3(-4)

  • Skills Stealth +5, Perception +3
  • Senses Passive Perception 13
  • Time Active Night
  • Temperament Skittish, All Bluster
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The Skunk has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Spray. (Recharges after a Long Rest) The Skunk sprays a foul, yellow, viscous liquid in a 10 ft. Line. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Skunk's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Skunk's stench for the next 24 hours. The liquid can be smelled up to 1 mile away, and lasts for 2 (1d4) weeks.

Skunks are world-renown for their distinctive patterning, and more importantly, their noxious spray. Generally when agitated, a Skunk will stamp it's feet, hiss and might even do a handstand before turning and spraying you. As relatives of the Weasel, they can and will consume anything that smells like food - plant, insect or animal - and in captivity, are very prone to obesity because of this. They especially love insects & worms, and will dig into the ground to get at them.


Skunk {Dire}

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 11 (2d10)
  • Speed 30 ft., burrow 1/2 ft.

STR DEX CON INT WIS CHA
13(+1) 10(+0) 10(+0) 3(-4) 12(+1) 3(-4)

  • Skills Stealth +5, Perception +3
  • Senses Passive Perception 13
  • Time Active Night
  • Temperament Territorial, All Bluster
  • Languages
  • Challenge 1/8 (25 XP)

Keen Smell. The Skunk has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) Piercing damage.

Spray. (Recharge 6) The Skunk sprays a foul, yellow, viscous liquid in a 20 ft. Cone. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Skunk's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Skunk's stench for the next 24 hours. The liquid can be smelled up to 1 mile away, and lasts for 2 (1d4) weeks.

Dire Skunks occupy a special space between love and hate for the common folk, since they can be quite aggressive, but also eat every sort of pest imaginable while trying to maintain their greater bulk. Ankhegs, for example, still have a primal fear of them they haven't evolved out of yet, and flee a Dire Skunk's territory. Even a Bulette takes pause when confronted with a Dire Skunk's odor.


Sloth

Small Beast, Unaligned


  • Armor Class 5 (thick hide)
  • Hit Points 2 (1d6-1)
  • Speed 1.5 ft., climb 5 ft., swim 5 ft.

STR DEX CON INT WIS CHA
6(-2) 1(-5) 8(-1) 2(-4) 10(+0) 2(-4)

  • Skills Perception +3
  • Senses Passive Perception
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 0 (0 XP)

Hanging Around. The Sloth can stay perpetually upside down without penalty.

Hold Breath. The SLoth can hold it's breathe for up to 40 minutes.

Long Claws. The Sloth's Claws attack lands Critical Hits when it rolls either a 19 or 20 during the Attack Roll.

Owlish. The Sloth's head can rotate up to 270°.

Slow. The SLoth has Disadvantage on Dexterity Checks & Saves, as well as Attack Rolls.

Tree Jockey. They Sloth's speed increases to 5 ft. while climbing on trees, and do not fall off while Unconscious.

Actions

Bite. (Reacharge 5-6) Melee Weapon Attack: +0 to hit, reach 1 ft., one target. Hit: 0 (1d6-5) Piercing damage.

Claws. (Recharge 1-3) Melee Weapon Attack: +0 to hit, reach 1 ft., one target. Hit: 0 (1d6-5) Slashing damage.

Sloths are cuddly arboreal creatures well known for being the slowest animals on the planet, reaching tops speeds of 0.2 miles per hour in the best conditions. Surprisingly, they can not only go that fast while climbing, but also while swimming - yet can't seem to manage it on land, reaching a third of that pace. In fact, due to how often it floods in their native rainforests, they've developed the ability to slow their metabolism even more, letting them hold their breathes for up to 40 minutes.

Not only do they move slow, but even their internal processes are slow. They use the bathroom only once a week, climbing down from their tree to do so, using the same place every time to do so. They sleep 15 to 20 hours a day. The aura of slowness is so palpable around them, algae will gorw on their fur, turning them green in the right light.

There are two prominent species of Sloth, the Two-Toed and the Three Toed. Three-Toed Slothes are pure herbivores leveraging their unique ability to twist their necks up to 270° like an Owl. Two-Toed Sloths eat insects as well as vegetation.


Sloth {Dire}

Huge Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 38 (4d12+12)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
23(+6) 6(-2) 17(+3) 2(-4) 10(+0) 4(-3)

  • Skills Athletics +8, Intimidation +1, Investigation -2, Nature +0, Stealth +2
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 2 (450 XP)

Lax. The Sloth is considered Medium when determining it's Carrying Capacity.

Poor Sprinter. If the Sloth takes the Dash Action for 2 consecutive turns, it gains a Level of Exhaustion, and gains another Level of Exhaustion after each additional turn it continues to Dash. It can remove a Level of Exhaustion gained in this way by moving no more than half it's movement speed for 1 hour.

Sloth. The Sloth uses it's Dexterity modifier during Attack Rolls, but Strength Modifier when determining Damage Rolls. In addition, it has Advantage on Checks & Saves to resist becoming Exhausted.

Keen Smell. The Sloth has Advantage on Perception Checks which rely on smell.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) Piercing damage.

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d6) Slashing + 9 (1d6+6) Bludgeoning damage, and the Target must succeed on a DC 18 Strength or Dexterity Saving Throw or be knocked Prone.

Tail.* Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 7 (1d2+6) Bludgeoning damage, and the Target must succeed on a DC 18 Strength or Dexterity Saving Throw or be knocked Prone.

Bonus Actions

Trample. Melee Weapon Attack: +8 to hit, reach 0 ft., one Prone target. Hit: 17 (2d10+6) Bludgeoning + 7 (2d6) Piercing damage. The Sloth cannot Trample a Target without a 5 ft. running start and moving 15 ft. past the Target's space.

Dire Sloths are actually an ancient relative of Sloths called Megatherium. They're a massive creature weighing 10,000 pounds covered in short, bristly hairs like a Boar - or none at all. Much like the awkwardness of a Brown Bear on it's hind legs, one can balance or even walk on it's rear legs & tail, allowing them to reach vegetation and small insects up to 20 ft. off the ground by stretching & using their tongues.

Due to their lack of predators, they are normally very peaceful creatures. Even if a person was to walk up and touch them, they would be unlikely to become aggressive unless there was a baby in the group. While this description may make them seem harmless, the reason for their lack of predators is plain to see staring down the claws and sheer bulk of a Dire Sloth.


Slug {Dire}

Gargantuan Beast, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 92 (8d20+8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
22(+6) 1(-5) 12(+1) 1(-5) 6(-2) 1(-5)

  • Damage Resistances Bludgeoning, Piecing
  • Condition Immunities Prone, Unconscious
  • Senses Tremorsense 10 ft., Passive Perception 8
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The Slug can breathe air and water.

Earthbound. The Slug cannot Jump.

Hibernator. In temperatures below 35°F, the Slug immerses itself in moist dirt, mud or water and hibernates until temperatures stay above 35°F for 24 consecutive hours.

Hermaphrodite. If needed, the Slug can lay eggs without a partner. A Slug lays 52 (5d20) eggs, which hatch only when exposed to moisture within the next 6 years.

Hydration Sensitive. The Slug receives 7 (2d6) Acid damage every hour it spends in Extreme Heat, in addition to both removing it's Damage Resistances and causing the Slug to gain a level of Exhaustion which cannot be removed until it leaves the Extreme Heat. The Slug receives 2 (1d4) Acid damage when exposed to 3 pounds (about 5 cups) of salt.

Infiltrator. The Slug can Squeeze through any space 5 ft. wide or larger.

Mucus. The Slug excretes a 15 ft. wide trail of mucus behind it, which dries into sticky residue after 5 minutes. The Slug is immune to the effects of it's own and other Slug's mucus & residue. A Creature which enters or begins it's turn inside an area covered in mucus must make a DC 14 Dexterity Saving Throw or fall Prone.

Dried residue is sticky, and is considered Difficult Terrain. It fades away after 24 hours. Dried residue is flammable, and a 5 ft. Cube burns away in a single Round. If a Creature within it is caught in the fire, it takes 2 (1d4) Fire damage.

Slimy. The Slug has Advantage on Checks and Saves to resist being Grappled.

Swallowing Mass. As a Bonus Action, the Slug can occupy other Creature's spaces without penalty, Trampling them in the process. When it does so, affected Targets receive 11 (4d4+1) Bludgeoning Damage & are Grappled (escape DC 17), and receive 11 (4d4+1) Bludgeoning damage at the beginning of each of the Slug's following turns. Additionally, Large or smaller Targets are knocked Prone and can only Crawl while the Slug occupies their space.

Tentacular Senses. The Slug's senses of sight and smell are located on it's twin tentacles. A destroyed tentacle regrows after 30 days.

Actions

Barbed Tongue. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Slashing + 2 (1d4) Acid damage.

Like their little cousins, Dire Slugs spend most of the daylight hours underwater or in underground tunnels. Slugs eat just about anything their Acid can dissolve or their tongue (called a radula) can scrape into it's mouth, but aren't smart enough to stop themselves from eating poison. Notably, Slug blood is green.


Snake, Amphisbaena

Medium Monstrosity, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 43 (5d10+15)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14(+2) 15(+2) 16(+3) 1(-5) 12(+1) 15(+2)

  • Skills Acrobatics +5, Perception +4, Stealth +5
  • Damage Resistances Poison
  • Condition Immunities Petrified, Prone
  • Senses Darkvision 30 ft., Passive Perception 14
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 5 (1,800 XP)

Keen Sight. The Amphisbaena has Advantage on Perception Checks that rely on sight.

Rapid Metabolism. The Amphisbaena has Advantage on Checks & Saves to resist becoming Poisoned or when resisting the effects of a poison.

Regeneration. The Amphisbaena regains 2 (1d4) Hit Points at the start of each of it's turns.

Split. If dealt Slashing damage from a Critical Hit, the Amphisbaena is cut in half but continues to function as two separate Medium Creatures, each with half the original Amphisbaena’s current Hit Points after the damage was applied. Once the Amphisbaena is split, it cannot Split again. If left alone for 1 minute, the Amphisbaena will rejoin it's two halves and become a single whole Creature again (add the two Creatures’ Hit Points together). If one of the halves cannot recombine with it's other half, it regenerates a copy of the lost portion over the next 2 (1d2+1) weeks.

Actions

Multiattack. The Amphisbaena makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d4+2) Piercing + 10 (3d4+3) Poison damage, and the Target must attempt a DC 19 Constitution Saving Throw, becoming Poisoned on a failure. While Poisoned in this way, at the beginning of each of their turns an affected Target receives 2 (1d4) Poison damage and can re-attempt the Save. If the Target succeeds on the save, they no longer receive damage at the beginning of each turn, instead receiving 2 (1d4) Poison damage at the beginning of each hour. A Target can further reattempt the save at the end of a Long Rest to end the Poisoning, and stop receiving further damage.

The Amphisbaena can choose to Grappled a Target as part of the attack.

Swallow. The Ampisbaena makes one Bite attack against one Small or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. The Swallowed Target is Blinded, Restrained, has Half Cover against Attacks & other effects outside the Amphisbaena, is Poisoned and receives 1 Acid + 2d4 Poison damage at the start of each of the Amphisbaena's Turns. The Amphisbaena can only have one Target Swallowed at a time. Should a Target escape the Ampisbaena, it is Poisoned in the same way it would have been from a Bite attack from the Amphisbaena.

The reclusive Amphisbaena is an unnatural viper with a head at each end of it's body. Amphisbaenas are about 10 ft. in length and weigh about 200 pounds. They travel in a sideways, undulating crawl similar to a Sidewinder Snake's, whip it's heads to and fro as the looping coils of it's body swipe back and forth. Amphisbaenas are said to have formed from the blood of Medusas, and while such stories are highly suspect, they possess a natural immunity to Petrification, which make them favored pets of Creatures with the a Petrifying ability.

While equipped with thick, ripple coils, they are not constrictors; Their attacks rely on speed and their deadly venom. Most important, however, is their uncanny healing and metabolism. When wounded, an Amphisbaena immediately begins to heal, and even if cut in half, the two halves writhe together and reknit. In fact, being cut in half is the only way an Amphisbaena can Reproduce. Similarly, they can near miraculously heal themselves from poison, and can digest nearly any meal fully within the hour.


Snake, Constrictor

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 14 (4d4+4)
  • Speed 30 ft., climb 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15(+2) 14(+2) 12(+1) 1(-5) 10(+0) 3(-4)

  • Skills Stealth +2
  • Condition Immunities Prone
  • Senses Blindsight 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/4 (50 XP)

Heat Seeking. The Constrictor's Blind Sight only detects things at least 5°F different in temperature than it's surroundings.

Keen Smell. The Constrictor has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 2 (1d4) Piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Bludgeoning damage and the Target is Grappled (escape DC 14). Until this Grapple ends the Constrictor can't Constrict another Target, and Large or Smaller Targets also become Restrained.


Snake, Constrictor {Dire}

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 65 (10d10+10)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20(+5) 14(+2) 12(+1) 1(-5) 10(+0) 8(-1)

  • Skills Perception +2
  • Condition Immunities Prone
  • Senses Blindsight 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Heat Seeking. The Constrictor's Blind Sight only detects things at least 5°F different in temperature than it's surroundings.

Keen Smell. The Constrictor has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) Bludgeoning damage and the Target is Grappled (escape DC 16). Until this Grapple ends the Target is Restrained, and the Constrictor can't Constrict another Target.


Snake, Flying

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 5 (2d4)
  • Speed 30ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4(-3) 18(+4) 11(+0) 3(-3) 12(+1) 5(-3)

  • Senses Blindsight 10 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1/8 (25 XP)

Flyby. The Snake doesn't provoke Opportunity Attacks when it Flies out of reach.

Heat Seeking. The Snake's Blind Sight only detects things at least 5°F different in temperature than it's surroundings.

Keen Smell. The Snake has Advantage on Perception Checks that rely on smell.

Neurotoxin. The Snake's Bite attack doesn't deal Poison damage to Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 Piercing + 7 (3d4) Poison damage.

A Flying Snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.


Snake, Jaculi

Medium Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d10+10)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15(+2) 14(+2) 11(+0) 2(-5) 8(-1) 4(-4)

  • Skills Athletics +4, Perception +1, Stealth +4
  • Condition Immunities Prone
  • Senses Blindsight 30 ft., Passive Perception 11
  • Time Active Any time, Night
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Camouflage. The Jaculi has Advantage on Stealth Checks.

Heat Seeking. The Jaculi's Blind Sight only detects things at least 3°F different in temperature than it's surroundings.

Keen Smell. The Jaculi has Advantage on Perception Checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) Piercing damage.

Spring. The Jaculi springs up to 30 ft. in a Line and makes a Bite attack against a Target within it's reach, dealing an extra 7 (2d6) Piercing damage if successful. This Attack has Advantage in the Jaculi springs at least 10 ft.

A Jaculi (pronounced jah-KOO-lee) is a 15 ft.-long snake that can alter the color and texture of it's scales to camouflage itself. Altering it's appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy.

Jaculis are found in damp climates, and their preferred habitats are rainforests and cool dungeons. The shed skin of the Jaculi is coveted for use in crafting Boots of Striding and Springing and Cloaks of Invisibility.


Snake, King Cobra

Medium Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 11 (2d8+2)
  • Speed 45 ft., climb 10 ft.

STR DEX CON INT WIS CHA
10(+0) 18(+4) 13(+1) 2(-4) 14(+2) 3(-4)

  • Skills Intimidation +2, Perception +6
  • Condition Immunities Prone
  • Senses Blindsight 10 ft., Passive Perception 16
  • Time Active Night, Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1 (200 XP)

Keen Sight. The Cobra has Advantage on Perception Checks that rely on sight.

Neurotoxin. The Cobra's Bite attack doesn't deal Poison damage to Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Odor Sleuth. The Cobra's Blindsight relies on smell.

Actions

Multiattack. The Cobra makes 1d4 Bite attacks against a single target.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2 (1d4) Piercing + 2 (1d4) Poison damage, and the Target must make a DC 23 Constitution Saving Throw, becoming Poisoned on a failed Save. A Poisoned Target receives 2 (1d4) Poison damage after every 5 minutes, and can reattempt the Save, ending the Poisoning on a success.

Characterized by their impressive size, hood, and "hiss" more akin to the growl "of an angry german shepard," the King Cobra is one of the largest venomous snakes on the planet and has been known to reach over 20 ft. in length in the wild. It's venom is horribly painful, one bite delivering enough venom to kill approximately 20 men. There are even records of King Cobras that have killed Elephants in a few hours.


Snake, King Cobra {Dire}

Large Beast, Unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 47 (5d10+20)
  • Speed 45 ft., climb 10 ft.

STR DEX CON INT WIS CHA
22(+6) 15(+2) 18(+4) 2(-4) 14(+2) 5(-3)

  • Skills Athletics +9, Intimidation +3, Perception +5, Stealth +5
  • Condition Immunities Prone
  • Senses Blindsight 60 ft., Passive Perception 15
  • Time Active
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Keen Hearing and Sight. The Cobra has Advantage on Perception Checks that rely on hearing or sight.

Odor Sleuth. The Cobra's Blindsight relies on smell.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 3 (1d6) Piercing damage and the Target must make a DC 23 Constitution Saving Throw, becoming Poisoned on a failed Save. An affected Target can reattempt the Save at the end of each of their Turns, ending the effect on themselves a success. Additionally, the Cobra can Grapple (escape DC 19) the Target as part of the Attack. Grappled Targets receive 1 Poison damage at the start of each of the Cobra's turns.

Constrict. If the Cobra is already Grappling a Target, it wraps itself around it, dealing 19 (2d12+6) Bludgeoning damage to it. Until the Grapple ends, the Target is Restrained and the Cobra can't Constrict another Target.

More commonly called "Emperor Cobras", Dire King Cobras have taken to the constrictor lifestyle, and no longer relying so heavily on their Bite for defense (as they are much larger and stronger). Uniquely, however, they rely on Grappling prey with their maw before coiling in around them.


Snake, Venomous

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
7(-2) 17(+3) 13(+1) 2(-4) 14(+2) 3(-4)

  • Skills Stealth +1
  • Condition Immunities Prone
  • Senses Blindsight 10 ft., Passive Perception 16
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Heat Seeking. The Snake's Blind Sight detects things 5°F or more different their it's surroundings.

Neurotoxin. The Snake's Bite attack doesn't deal Poison damage to Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Odor Sleuth. The Snake's Blindsight relies partially on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the Target must make a DC 10 Constitution Saving Throw, receiving 5 (2d4) Poison damage on a failed save, or half as much with a successful one.

A DM doesn't always need to know exactly the species of dangerous Snake a Player is up against, and these stats can represent any number of different species of Venomous Snakes.


Swarm of Venomous Snakes

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 35 (6d8+8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10(+0) 17(+3) 13(+1) 2(-4) 10(+0) 5(-3)

  • Skills Intimidation +1
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 2 (450 XP)

Neurotoxin. The Swarm's Bites attack doesn't deal Poison damage to Creatures without nervous systems, such as Constructs, Oozes, and certain types of Undead.

Odor Sleuth. The Swarms's Blindsight relies partially on smell.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Venomous Snake by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining. The Target must make a DC 10 Constitution Saving Throw, receiving 14 (4d6) Poison damage on a failed Save or half as much damage on a success.


Snake, Venomous Water

Small Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d6+1)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10(+0) 16(+3) 13(+1) 2(-4) 14(+2) 3(-4)

  • Skills Intimidation +0, Stealth +5
  • Condition Immunities Prone
  • Senses Blindsight 10 ft., Passive Perception 14
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 1/8 (25 XP)

Hemotoxin. The Snake's Bite attack doesn't deal Poison damage to Creatures without blood, such as Constructs, Plants, and certain types of Undead.

Heat Seeking. The Snake's Blind Sight detects things 5°F or more different from it's surroundings.

Odor Sleuth. The Snake's Blindsight relies partially on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the Target must make a DC 10 Constitution Saving Throw, receiving 5 (2d4) Poison damage on a failed save, or half as much with a successful one.

Water Snakes aren't fully aquatic, instead being semi-aquatic snake and can be found in fields, forests, marshes, swamps, drainage ditches, lakes ponds and rivers. They often burrow in sandy banks and in rotting logs near the edge of the water, and sun themselves on the banks of these areas in the heat of the day. Even though they can be seen sunning themselves during the day, they are the most active at night.

Their diet mainly consists of fish, birds, other snakes, frogs, rodents, baby alligators, lizards and small turtles, normally eating them head-first.


Swarm of Venomous Water Snakes

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 35 (6d8+8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10(+0) 16(+3) 13(+1) 2(-4) 14(+2) 5(-3)

  • Skills Intimidation +1, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 2 (450 XP)

Hemotoxin. The Swarm's Bites attack doesn't deal Poison damage to Creatures without blood, such as Constructs, Plants, and certain types of Undead.

Heat Seeking. The Snake's Blind Sight detects things 5°F or more different from it's surroundings.

Odor Sleuth. The Snake's Blindsight relies partially on smell.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Venomous Snake by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the Swarm's space. Hit: 7 (2d6) Piercing damage, or 3 (1d6) Piercing damage if the Swarm has half it's total Hit Points or fewer remaining. The Target must make a DC 10 Constitution Saving Throw, receiving 14 (4d6) Poison damage on a failed Save or half as much damage on a success.


Songbird

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 5 ft., fly 25 ft.

STR DEX CON INT WIS CHA
2(-4) 15(+2) 4(-3) 1(-5) 10(+0) 2(-4)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Survival -2
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Flyby. The Bird doesn't provoke Opportunity Attacks when it Flies out of reach.

High Flier. The Bird is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Sing. The Bird takes up to three Verbal Interactions, each used to sing a birdsong.

There are many kinds of Songbird, in as many fantastically colorful varieties & shapes as there are different songs they sing. Use the stats above to represent the most common ones.

Note: On Birdsong

The signature songs Songbirds sing are incredibly complex, and signify a variety of things, some even specific to an individual species' needs. Listed below is eight of the Chickadee's most common songs & their purpose, which Rangers & Druids might tap into during Survival Checks.

  • Chick-a-dee: "Czee-be-be-be"
    • Multiple "Czees" is equivallent to a radio check. Helps indicate proximity.
    • The tone of the "bes" is their accent
    • One or two "bes" indicates it's proximity to a food
    • The 5+ "bes" indicate danger, usually a predator, with the number of "bes" signifying the danger level. Below > are some factors that influence the number of "bes":
      • Type
      • Size
      • Movement
    • 5 "dees" after a larger combination indicates the threat is passing
  • High Zee: "Tzee-tseet"
    • Used to indicate presence of raptors
    • All other Chickadees become silent & still until a "Cze-be-be-be-be-be" is given.
  • Fee Bee: "Fee Bee-ee"
    • Made by Males
    • Notifies Females it wishes to mate
    • Notifies Males they claim their current territory, especially when sung during Dawn
    • Mating season is Spring, which causes increased frequency
  • Broken Dee: "Cze-beh-dee"
    • Females only
    • During Spring
    • Encourages her mate to bring food (ie., grubs)
  • Gargle Call: "See-vee-ecgh"
    • Sound varies widely between populations
    • Learned song
    • Signifies aggression
    • About half a second in length
    • Males:
      • Claim food source
      • Discourage territorial intrusion
  • Chatter Call: "Cz-eyh-heyh-heyh-heyh"
    • Signifies victory, usually over a rival
  • Begging Dee: "Sve-sve-sve"
    • Used by young to beg for food
    • Usually constant while conscious
  • Tseet Call: "Tseet"
    • Signals current location
    • Sang when nothing else to sing

Spider, Common

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 5(-3) 1(-5) 10(+0) 1(-5)

  • Skills Sleight of Hand +4, Stealth +4
  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Spider Climb. The Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Web Sense. While in contact with a spiderweb, the Spider knows the exact location of any other Creature in contact with the same spiderweb.

Web Walker. The Spider ignores movement restrictions caused by spiderwebs.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage and the Target must succeed on a DC 9 Constitution Saving Throw or receive 2 (1d4) Poison damage.

Web. The Spider spins up to a 1/4 inch Cube of spiderwebs. A 5 ft. cube of spiderweb is Difficult Terrain.

The spiderwebs are flammable and a 5 ft. Cube burns away in a single Round. If a Creature Restrained within them is caught in the fire, it takes 2 (1d4) Fire damage.

There are more species of Spider than any one person can keep track of, and unfortunately for them, most are relatively harmless. You can use the stats presented here to represent many kinds of spiders, although many species (such as the Daddy Long Legs) are unable to deal damage to Players.


Swarm of Common Spiders

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3(-4) 15(+2) 10(+0) 1(-5) 8(-1) 5(-3)

  • Skills Sleight of Hand +4
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 10 ft., Passive Perception 9
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 1/2 (100 XP)

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Spider by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Web Sense. While in contact with a spiderweb, the Swarm knows the exact location of any other Creature in contact with the same spiderweb.

Web Walker. The Swarm ignores movement restrictions caused by spiderwebs.

Actions

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 it's total Hit Points or fewer remaining.

Web. The Swarm spins up to a 5 ft. Cube of spiderwebs, which is Difficult Terrain. Creatures beginning their turn inside or entering the spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 12 Strength Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed (AC 10; 5 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 5 (2d4) Fire damage.


Spider, Black Widow

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 5(-3) 1(-5) 10(+0) 1(-5)

  • Skills Sleight of Hand +4, Stealth +4
  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 0 (10 XP)

Spider Climb. The Black Widow can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Web Sense. While in contact with a spiderweb, the Black Widow knows the exact location of any other Creature in contact with the same spiderweb.

Web Walker. The Black Widow ignores movement restrictions caused by spiderwebs.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage and the Target must succeed on a DC 9 Constitution Saving Throw or becomes sickened 33 (6d10) minutes afterwards. Sickened Targets gain 2 (1d4) levels of Exhaustion, which cannot be naturally removed except through the passage of time, one level dissipating after each 24 hour period. The Black Widow can only envenom a Target once every 24 hours.

Web. The Black Widow spins up to a 1/4 inch Cube of spiderwebs. A 5 ft. cube of spiderweb is Difficult Terrain.

The spiderwebs are flammable and a 5 ft. Cube burns away in a single Round. If a Creature Restrained within them is caught in the fire, it takes 2 (1d4) Fire damage.

The imfamous Black Widow is known for the red hour-glass design on the underside of it's abdomin, having the most toxic bite of all spiders in North America, and for their propensity for eating their mates. The bite of a Black widow is typically harmless, feeling more like a pinprick, but if properly placed starts to induce excruciating pain a half hour after being bitten, then muscle rigidity, vomiting, and profuse sweating alongside this for days. For comparison's sake, the venom of a Black Widow is 15 times more powerful than a Rattlesnake's.

Female black widows are about 1.5 inches long while males are about half that. Additionally, males are lighter in color, with red or pink spots on their backs.


Spider, Black Widow {Dire}

Large Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10+3)
  • Speed 35 ft., climb 35 ft.

STR DEX CON INT WIS CHA
12(+1) 14(+2) 12(+1) 4(-3) 10(+0) 3(-4)

  • Skills Athletics +4, Perception +3, Sleight of Hand +4, Stealth +5
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13
  • Time Active Any time
  • Temperament Territorial, Skittish
  • Languages
  • Challenge 6 (2,300 XP)

Legendary Resistance. (1/Day) If the Black Widow fails a Saving Throw, it can choose to succeed instead.

Spider Climb. The Black Widow can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Web Sense. While in contact with a spiderweb, the Black Widow knows the exact location of any other Creature in contact with the same spiderweb.

Web Walker. The Black Widow ignores movement restrictions caused by spiderwebs.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage and the Target must attempt a DC 9 Constitution Saving Throw or becomes sickened. Sickened Targets gain 2 (1d4) levels of Exhaustion on a failure, or half as much on a Success. Levels of Exhaustion gained in this way cannot naturally be removed except through the passage of time, one level dissipating after each 24 hour period. The Black Widow can only envenom a Target twice every 24 hours.

Web. The Black Widow spins up to a 5 ft. Cube of spiderwebs, which is Difficult Terrain. Creatures beginning their turn inside or entering the spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 16 Strength (Athletics) Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed (AC 14; 9 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 5 (2d4) Fire damage.

Reactions

Uncanny Spidersense. The Black Widow adds +3 to it's AC against one Attack that would hit it.


Spider, Bushwack

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 7(-2) 1(-5) 10(+0) 2(-4)

  • Skills Sleight of Hand +4, Stealth +4
  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 0 (10 XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Earthbound. The Spider cannot Jump.

Hold Breath. The Spider can hold it's breathe underwater for up to 24 hours.

Humidity Reliant. The Spider receives 1 Acid damage every 24 hours it goes without humid air.

Light Aversion. When the Spider is exposed to Light, it must succeed on a DC 20 Wisdom Saving Throw or drop whatever it is holding and take the Dash Action to move away from it by the safest available route on each of it's turns until either there is nowhere to move or it is fully enveloped in Darkness.

Spider Climb. The Spider can Climb nearly vertical surfaces without needing to make an Ability Check.

Web Sense. While in contact with it's web, the Spider knows the exact location of any other Creature in contact with the web.

Web Walker. The Spider ignores movement restrictions caused by spiderwebs.

Actions

Multiattack. The Spider makes 1d2 Bite attacks against a single target.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage and the Target must succeed on a DC 9 Constitution Saving Throw or become Poisoned. A Poisoned Target can reattempt the save at the end of every hour, receiving 2 (1d4) Poison damage if it fails or ending the Poisoning on itself on a success.

Web. The Spider spins up to a 1 inch Cube of spiderwebs. A 5 ft. cube of spiderweb is Difficult Terrain. The spiderwebs are flammable and a 5 ft. Cube burns away in a single Round. If a Creature Restrained within them is caught in the fire, it takes 5 (2d4) Fire damage.

Bushwack Spiders are actually two different species of spider: Trapdoor and Funnelweb. A Bushwack Spider is about palm-sized and Tarantula-like, having a shiny naked brown, black, or even blue-black carapace. Their bite is horrifically painful, and their fangs are strong enough to pierce through nails & shoe leather.

They live in burrows cocooned in non-sticky spider silk "trip lines", inside the ground, tree hollows, or other cracks they can exploit. The burrow must be relatively humid, and due to their strong aversion to light, shady.



Spider, Bushwack {Dire}

Large Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 22 (4d10)
  • Speed 35 ft., burrow 5 ft., climb 35 ft.

STR DEX CON INT WIS CHA
15(+2) 16(+3) 10(+0) 4(-3) 12(+1) 10(+0)

  • Skills Insight +1, Perception +3, Sleight of Hand +5, Stealth +5
  • Senses Tremorsense 30 ft., Passive Perception 14
  • Time Active Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 2 (400 XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Earthbound. The Spider cannot Jump.

Hold Breath. The Spider can hold it's breathe underwater for up to 1 hour.

Humidity Reliant. The Spider receives 6 Acid damage every 24 hours it goes without humid air.

Light Aversion. When the Spider is exposed to Light, it must succeed on a DC 20 Wisdom Saving Throw or drop whatever it is holding and take the Dash Action to move away from it by the safest available route on each of it's turns until either there is nowhere to move or it is fully enveloped in Darkness.

Spider Climb. The Spider can Climb nearly-vertical surfaces without needing to make an Ability Check.

Standing Leap. The Spider's Long Jump is up to 15 ft. with or without a running start.

Web Sense. While in contact with it's web, the Spider knows the exact location of any other Creature in contact with the web.

Web Walker. The Spider ignores movement restrictions caused by spiderwebs.

Actions

Multiattack. The Spider makes 1d2 Bite attacks against a single target.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage, and the Target must make a DC 10 Constitution Saving Throw, becoming Poisoned and receiving 9 (2d8) Poison damage on a failed Save, or half as much damage and is not Poisoned on a successful one. A Poisoned Target can reattempt the Save at the end of every turn, receiving 2 (1d4) Poison damage if it fails or ending the Poisoning on itself on a success.

Web. The Spider spins up to a 5 ft. Cube of spiderwebs, which is Difficult Terrain. Creatures beginning their turn inside or entering the webbed space are Restrained by the spiderwebs. As an Action, a Restrained Target can attempt a DC 12 Strength Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed (AC 10; 5 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 5 (2d4) Fire damage.

Lair Actions

Collapse Tunnel. If the Spider is inside or within 5 ft. of a Tunnel, it collapses or uncollapses any number of 5 ft. increments of spiderwebs within the Tunnel, which Lightly Obscure an area. Creatures standing in or who enter a collapsed area the first time in a turn must succeed on a DC 16 Dexterity Saving Throw or become Restrained.

The Dire Bushwack Spider's burrow is a massive complex incorporating the best of both Trapdoor and Funnelweb designs, composed of long halls, open areas, and most importantly, traps, which it exploits to ensnare prey. Bushwack Spiders are incredibly intimidating during an attack, as they must lean back to strike at a victim, causing them to be - if momentarily - 10 ft. tall.

Since Bushwacks requires high humidity, a den must be quite damp, complete with rivulets of water along the walls and shallow puddles, which has an unintended effect of mitigating fires. But the Bushwack being frequently eerily intelligent, the fireproofing may be intentional.

Building a Burrow

A Dire Buskwack Spider's burrow is composed of open areas and tunnels with various access points into the depths of the burrow. The interior is entirely cocooned in webbing which acts as Difficult Terrain, and probably has it's own source of water to create humidity and mitigate fires.

An Open Area is the heart of the lair, where it rests, waiting to sense prey. There is a 5% chance you could find a fresh molting inside, and a 10% chance you may find 1d2 egg sacs waiting to hatch inside, which will spawn 100 (4d10+80) Spiderlings when it hatches (use Buskwack Spider stats on Pg. X). Spiderlings stay in the burrow for up to 3 months before venturing off on their own.

From there, the burrow branches into Tunnels, which may be straight or curved, vertical or horizontal, and vary in width and height throughout to trip up prey. There is a 25% chance a horizontal tunnel has a 10 ft. pitfall trap in the floor which the Bushwack can easily rush cross, but prey may not even be able to leap.

To acquire prey, the Buskwack camouflages exits from it's burrow in leaves, logs, or other refuse, which the Bushwack can spring open and ambush prey from. These are called Trap Doors. The Buskwack can spring and travel through Trap Doors in one fluid action, treating them only as Difficult Terrain.

A Pit is a Cone-Shaped exit from the burrow stemming from the end of a Tunnel, used for ventilation and easy escape for the Bushwack, especially from flooding.

Below is the number and dimensions of structures that compose a Dire Bushwack's burrow.

# of Structure Length* Width* Height*
1d2 Open Areas 30 (2d10 +20) 30 (2d10 +20) 30 (2d10 +20)
1d4 Pits 20 (1d10 +10) N/A N/A
2d4+3 Tunnels 25 (3d10 +10) 15 (1d10 +10) 15 (1d10 +10)
1d2+2 Trap Doors N/A N/A N/A

*Presented in ft.


Spider, Camel

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
4(-3) 13(+1) 12(+1) 2(-4) 10(+0) 2(-4)

  • Skills Stealth +5, Survival -2
  • Senses Darkvision 5 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Gorging. The Camel Spider can eat up to 1/8th of a pound in meat. When it does so, it's Movement Speed is halved.

Sticky Pedipalps. The Camel Spider's forelegs' tips are sticky, giving them Advantage on Checks & Saves when attempting to Grapple a Target.

Actions

Multiattack. The Camel Spider makes one Bite and one Sticky Pedipalps attack.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage.

Sticky Pedipalps. The Camel Spider uses it's forelegs to attempt to Grapple (escape DC 12) a Target.

Camel Spiders are not Spiders at all, but rather an entirely different family of beasties. Scientifically called "Solfugids", they are also sometimes called "wind scorpions" or "sun spiders". They easily inspire terror with their massive size coupled with a double set of mandibles which can account for a third of their body length. They hide well too, typically being tan, brown or reddish brown with a hairy body. Your typical specimen reaches 6 inches in length and weighs somewhere around 1/8 of a pound.

They have large pedipalps near their heads, used to grab and hold prey while they feed with their twin sets of vertically aligned mandibles. When hunting in groups, they prefer to attack targets already grappled by their hunting partners. The various species of Camel Spider generally have ten "legs", the front two appendages being so large that they are commonly mistaken for another set of legs. Some species have fewer, but all Solifugids are aggressive vermin.

Mostly, the terror that comes from an interaction with you during the day is their habit of chasing you, then hissing at you if you approach them. While not actually aggressive, they love the shade your body produces during a hot desert day.


Spider, Camel {Dire}

Medium Beast, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 11 (2d8+2)
  • Speed 70 ft., climb 50 ft.

STR DEX CON INT WIS CHA
13(+1) 17(+3) 13(+1) 3(-4) 12(+1) 3(-4)

  • Skills Acrobatics +6, Intimidation +0, Stealth +5, Survival +0
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Gorging. The Camel Spider can eat up 30 pounds of meat. When it does so, it's movement speed is halved.

Sticky Pedipalps. The Camel Spider's forelegs' tips are sticky, giving them Advantage on Checks & Saves when attempting to Grapple a Target.

Actions

Multiattack. The Camel Spider makes one Bite and one Pedipalps attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

Pedipalps. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The Target is Grappled (escape DC 16).

It is not uncommon that when you stumble upon the aftermath of a Dire Camel Spider's attack, they still lean over their prey, tearing hunks off the body to swallow them down their gullet, with a distended abdomin as they feast. Incredibly fast and horrifically voracious, this 30 pound, 5 ft. diameter spider is more than capable of killing whatever it sets it's beady eyes upon.


Spider, Albino Cave Camel {Dire}

Medium Beast, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 13 (2d8+4)
  • Speed 80 ft., climb 60 ft.

STR DEX CON INT WIS CHA
13(+1) 18(+4) 15(+2) 3(-4) 12(+1) 3(-4)

  • Skills Acrobatics +6, Intimidation +0, Stealth +5, Survival +0
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Gorging. The Camel Spider can eat up 35 pounds of meat. When it does so, it's movement speed is halved.

Nimble Escape. The Camel Spider can take the either Disengage or Hide Action as a Bonus Action on each of it's turns.

Painless Bite. The Camel Spider's attacks are painless, and Targets of the Camel Spider's Bite while unaware of it must attempt a DC 14 Wisdom (Perception) Check to detect the Attack.

Spider Climb. The Camel Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Camel Spider's High Jump is up to 20 ft. with or without a running start.

Sticky Pedipalps. The Camel Spider's forelegs' tips are sticky, giving them Advantage on Checks & Saves when attempting to Grapple a Target.

Actions

Multiattack. The Camel Spider makes one Bite and one Spined Pedipalps attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Piercing damage.

Spined Pedipalps. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage and the Target is Grappled (escape DC 19).

Screech. The Camel Spider emits a mind-bendingly high pitched screech or hiss, causing every Creature which can hear it to attempt a DC 10 Charisma Saving Throw. Targets which fail the Save are Frightened of the Camel Spider for the next minute, but can reattempt the Save at the beginning of each of their following turns, ending the effect on themselves on a success.


Spider, Jumping

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
1(-5) 16(+3) 1(-5) 1(-5) 13(+1) 1(-5)

  • Skills Perception +3, Stealth +5
  • Senses Tremorsense 5 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge ( XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Keen Sight. The Spider has Advantage on Perception checks which rely on sight.

Spider Climb. The Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Spider's Long Jump is up to 4 ft. with or without a running start.

Tether. (Recharge 5-6) The Spider attaches filament of webbing directly below it, and can continuously spin up to 10 ft. of web. It does so as part of the Jump Action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Piercing damage.


Spider, Jumping {Dire}

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 3 (2d6-4)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
8(-1) 18(+4) 7(-2) 2(-4) 15(+2) 2(-4)

  • Skills Acrobatics +7, Perception +5, Stealth +7
  • Senses Lowlight Vision, Tremorsense 60 ft., Passive Perception 15
  • Time Active Any time
  • Temperament Skittish, All Bluster
  • Languages
  • Challenge 1 (200 XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Cat's Grace. When the Spider lands on it's feet, it takes no damage from falling.

Keen Sight. The Spider has Advantage on Perception checks which rely on sight.

Pounce. When the Spider takes the Jump Action, it can make a Bite attack as a Bonus Action.

Spider Climb. The Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Spider's High and Long Jump is up to 50 ft. with a running start. When it Jumps without having moved during it's turn, this increases to 100 ft.

Tether. (Recharge 5-6) The Spider attaches filament of webbing directly below it as part of the Jump Action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing + 4 (1d8) Poison damage.

Dire Jumping Spiders are some of nature's most gifted aerialists, able to jump the span of a bridge in single bounds. This is thanks to their machine-like legs, making most hydraulic pistons childish replicas by comparison. Thankfully, they tend to prey on Birds and smaller prey, and are absolutely terrified of Humanoids.


Spider, Ogre

Huge Beast, Unaligned


  • Armor Class 17 (dexterous)
  • Hit Points 30 (4d12+4)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
18(+4) 14(+2) 13(+1) 1(-5) 14(+2) 1(-5)

  • Skills Perception +5, Stealth +5
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Relentless. (1/Day) If the Spider would take 8 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Slim. The Spider can squeeze through Medium spaces and does not need to Squeeze to enter Large spaces.

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 spiderweb, the Spider knows the exact location of any other Creature in contact with the same spiderweb.

Web Walker. The Spider ignores movement restrictions caused by spiderwebs.

Actions

Multiattack. The Spider makes two Bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Piercing damage and the Target must succeed on a DC 10 Constitution Saving Throw or become Poisoned.

Web. The Spider spins up to a 20 ft. Cube of spiderwebs, which is Difficult Terrain. Creatures beginning their turn inside or entering the spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 15 Strength Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed in 5 ft. increments (AC 15; 14 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 7 (2d6) Fire damage.

Ogre Spiders are brutal, terrifying roaming hunters that spin tangled webs capable of encasing entire trees in the space of a breath. So-named because the arrangement of their eyes and mandibles giving them an unnervingly similar face to that of an Ogre as much as for their size, Ogre Spiders can fit into nooks and tunnels far more narrow than one might expect.

Thankfully, Ogre Spiders are incredibly predictable and unintelligent, always taking a presented opportunity to spin a trap around a target first, and then attacking. If the process is interrupted, such as if the web is damaged, they begin repairing the web immediately rather than taking the opportunity to attack.


Spider, Phase

Large Monstrosity, Unaligned


  • Armor Class 13 (magic)
  • Hit Points 32 (5d10+5)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 15(+2) 12(+1) 5(-3) 10(+0) 6(-2)

  • Skills Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Ethereal Jaunt. As a Bonus Action, the Spider can magically shift from the material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Tether. The Spider spins a thin strand of spidersilk when it takes the Jump Action, and uses it to decelerate. The Spider therefor takes no damage from falling after Jumping. The spidersilk snaps if exposed to Fire damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Piercing damage, and the Target must make a DC 11 Constitution Saving Throw, receiving 18 (4d8) Poison damage on a failed Save, or half as much damage on a successful one. If the Poison damage reduces the a Target to 0 Hit Points, the Target is Stable but Paralyzed & Poisoned for 1 hour, even after regaining Hit Points.

Phase Spiders possess the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking, dragging defeated victims into the ethereal plane where they are cocooned in silk and consumed. If a cocooned Creature is lit fire, it takes 5 (2d4) Fire damage and is released Prone from the cocoon. It's movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.


Spider, Shade

Large Monstrosity, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 18 (3d10+3)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12(+1) 16(+3) 13(+1) 3(-4) 12(+1) 5(-3)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 120 ft., Tremorsense 10 ft., Passive Perception 14
  • Time Active Night
  • Temperament Territorial
  • Languages
  • Challenge 1 (200 XP)

Ambusher. The Shadespider has Advantage on Attack Rolls against Surprised Targets.

False Appearance. While the Shadespider remains motionless, it is indistinguishable from a large shadow, except for it's shiny black eyes.

Gossamer Silk. The Shade Spiderwebs the Shadespider produces block light, while themselves remain near entirely invisible. The Shadesilk is only detectable after a successful DC 19 Wisdom (Perception) check, even if you know where it's located. A 5 ft. Cube of Shade Spiderweb blocks even magical light from passing through it.

Keen Sight. The Shadespider has Advantage on Perception checks which rely on sight.

Spider Climb. The Shadespider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Web Sense. While in contact with it's web, the Shadespider knows the exact location of any other Creature in contact with the web.

Web Walker. The Shadespider ignores movement restrictions caused by Shade Spiderwebs.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage, and the Target must succeed on a DC 10 Constitution Saving Throw or receive 5 (1d10) Poison damage. If the Poison damage reduces the Target to 0 Hit Points, the Target is stable but Poisoned for 1 hour.

Web. The Shadespider spins up to a 5 ft. square sheet of Shade Spiderwebs. Creatures beginning their turn inside or entering the Shade Spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 12 Strength Check, destroying the Shade Spiderwebs on a success. The Shade Spiderwebs can also be attacked and destroyed (AC 10; 5 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The Shade Spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 2 (1d4) Fire damage.

Shadespiders are monsterous black arachnids which spin webs over acre-wide spans of forest canopy. While they themselves are able to perfectly mimic the qualities of a shadow, the spidersilk itself they produce is the most interesting aspect of the creature.

Instead of blocking sunlight directly, the near invisible strands have a scattering effect on light, causing about half of any that passes through them to bounce back. After enough layers of web, they block any and all light, creating a barely noticeable shifting effect on the edges of the shade it creates.

Note: Selling Shade Spiderweb

Shade Spiderweb is an interesting alchemical construction, one which men have yet to replicate. One pounds of shadesilk is worth 1sp to the right buyer.


Spider, Female Steeder

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10+8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 16(+3) 14(+2) 2(-4) 10(+0) 6(-2)

  • Skills Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1 (200 XP)

Spider Climb. The Steeder can Climb nearly-vertical surfaces without needing to make an Ability Check.

Leap. The Steeder can expend all it's Movement on it's turn to Jump up to 90 ft. in any direction, provided it's Movement Speed is unimpaired.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage, and the Target must attempt a DC 10 Constitution Saving Throw, receiving 9 (2d8) Acid damage on a failed Save, or half as much damage and is not Poisoned on a successful one.

Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller Target. Hit The Target is stuck to the Steeder's leg and is Grappled until it escapes (DC 12). The Steeder can Grapple up to 3 Targets in this way. If the Steeder grapples more than 1 Creature in this way, the Steeder's Speed becomes 0.

Duergar breed and train these giant Underdark-dwelling Tarantulas. Male Steeders are as big as ponies and used by the Duergar as beasts of burden. The larger females are trained and used as mounts.

Steeders don't spin webs, but they exude a sticky substanre from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey.


Spider, Steeder

Medium Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15(+2) 12(+1) 14(+2) 2(-4) 10(+0) 3(-4)

  • Skills Stealth +3
  • Senses Darkvision 120 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 1/4 (50 XP)

Spider Climb. The Steeder can Climb nearly-vertical surfaces without needing to make an Ability Check.

Leap. The Steeder can expend all it's Movement on it's turn to Jump up to 60 ft. in any direction, provided it's Movement is unimpaired.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing damage, and the Target must attempt a DC 10 Constitution Saving Throw, receiving 4 (1d8) Acid damage on a failed Save, or half as much damage and is not Poisoned on a successful one.

Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or smaller Target. Hit The Target is stuck to the Steeder's leg and is Grappled until it escapes (DC 12). The Steeder can Grapple up to 2 Targets in this way. If the Steeder grapples more than 1 Creature in this way, the Steeder's Speed becomes 0.


Spider, Tarantula

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 15 ft., burrow 1/2 inch, climb 10 ft.

STR DEX CON INT WIS CHA
6(-2) 13(+1) 12(+1) 1(-5) 10(+0) 1(-5)

  • Skills Stealth +4, Survival -2
  • Senses Tremorsense 10 ft., Passive Perception 10
  • Time Active Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 0 (10 XP)

Bristling Hairs. Creatures which touch the Tarantula while it is Hostile towards them are jabbed with stinging, barbed hairs which detach and stay in the skin, receiving 0 (1d20-19) Piercing damage.

Spider Climb. The Tarantula can Climb nearly-vertical surfaces without needing to make an Ability Check.

Vulnerable. The Tarantula takes double damage from Bludgeoning, Piercing and Slashing damage inflicted to it's underbelly. If the Tarantula falls 1 ft. or more, it always takes 1 Bludgeoning damage from the fall.

Web Sense. While in contact with it's web, the Tarantula knows the exact location of any other Creature in contact with the web.

Actions

Multiattack. The Tarantula makes one Bite and one Claws attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Piercing damage, and the Target must succeed on a DC 10 Constitution Saving Throw or receive 0 (1d10-9) Poison damage. The Tarantula can Grapple (escape DC 8) the Target as part of the Attack.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 0 (1d20-19) Piercing damage and the Tarantula can Grapple (escape DC 5) the Target as part of the Attack.

Fling Hairs. Ranged Weapon Attack: +4 to hit, range 1/5 ft., one target. Hit 0 (1d20-19) Piercing damage, and the Target must attempt a DC 5 Dexterity Saving Throw, becoming Blinded if it fails.

Web. The Tarantula coats up to a square 1/2 inch of surface area in spiderwebs. The spiderwebs are flammable and a 5 ft. Square burns away in a single Round. If a Creature is caught in the fire, it takes 1 Fire damage.

Tarantulas are infamous desert dwelling arachnids, known for their terrifyingly furry appearance yet docile behavior, making them good pets for those who'd ant them. If you personally are afraid of them, you should know their bite is merely painful, but not toxic, with venom milder than a Honeybee's.

Should a Tarantula lose a leg, a new one will reappear the next time it molts. Depending on the Tarantula's age and the length of time before it's next molt, the regenerated leg may not be quite as long as the one it lost, but over successive molts, the leg will gradually get longer until it reaches it's normal size again. Tarantulas will sometimes eat their detached legs as a way to recycle protein.


Spider, Tarantula {Dire}

Large Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 15 (2d10+4)
  • Speed 15 ft., burrow 1/2 inch, climb 10 ft.

STR DEX CON INT WIS CHA
17(+3) 13(+1) 14(+2) 3(-4) 13(+1) 11(+0)

  • Skills Athletics +5, Stealth +4, Survival -1
  • Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
  • Time Active Night
  • Temperament Aggressive, Territorial
  • Languages
  • Challenge 2 (450 XP)

Bristling Hairs. Creatures which touch the Tarantula while it is Hostile towards them are jabbed with stinging hairs which detach and stay in the skin, receiving 1 Piercing damage.

Spider Climb. The Tarantula can Climb nearly-vertical surfaces without needing to make an Ability Check.

Vulnerable. The Tarantula takes double damage from Bludgeoning, Piercing and Slashing damage inflicted to it's underbelly. If the Tarantula falls 5 ft. or more, it always takes 1 Bludgeoning damage from the fall.

Web Sense. While in contact with it's web, the Tarantula knows the exact location of any other Creature in contact with the web.

Actions

Multiattack. The Tarantula makes one Bite and one Claws attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage, and the Target must attempt a DC 12 Constitution Saving Throw, receiving 15 (2d12+2) Poison damage if it fails or half as much damage on a success. The Tarantula can Grapple (escape DC 15) the Target as part of the Attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 4 (1d2+3) Piercing damage and the Tarantula can Grapple (escape DC 15) the Target as part of the Attack.

Fling Hairs. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit 1 (1d2) Piercing damage and the Target must succeed on a DC 11 Dexterity Saving Throw or be Blinded.

Web. The Tarantula coats up to 1 square ft. of surface area in spiderwebs. The spiderwebs are flammable and a 5 ft. Square burns away in a single Round. If a Creature is caught in the fire, it takes 2 (1d4) Fire damage.

The Dire Tarnatula wastes no time, taking a simple, straight forward route rarely seen among spiders of using brute force to simply kill you. Dire Tarantula hair is more like steel cable, and their venom is some of the most toxic on the planet.


Spider, Wolf {Dire}

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12(+1) 16(+3) 13(+1) 3(-4) 12(+1) 5(-3)

  • Skills Perception +3, Stealth +7
  • Senses Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 14
  • Time Active Night
  • Temperament Passive
  • Languages
  • Challenge 1/2 (100 XP)

Ambusher. The Spider has Advantage on Attack Rolls against Surprised Targets.

Keen Sight. The Spider has Advantage on Perception checks which rely on sight.

Matron. When a female Spider is in possession of an egg sac or Spiderling(s), she can use her Bite attack as a Reaction.

Maternal Rage. (2/Day) When a female Spider is separated from her egg sac or a Spiderling(s), or realizes an egg sac or Spiderling(s) is destroyed, she can take either the Attack, Dash or Search Action as a Bonus Action during the next minute.

Nurtured Cargo. A female Spider carrying Spiderlings has half cover from attacks and is Immune to Bludgeoning damage. Any attack which is negated or would miss her because of this effect kills 1d4-1 Spiderlings on her back.

Spider Climb. The Spider can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Spider's Long Jump is up to 20 ft. with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) Piercing damage, and the Target must make a DC 10 Constitution Saving Throw, receiving 7 (2d6) Poison damage on a failed Save or half as much damage on a successful one. If the Poison damage reduces the Target to 0 Hit Points, the Target is Stable but Poisoned for 1 hour, even after regaining Hit Points.

Web. The Spider spins up to a 5 ft. square sheet of spiderwebs. Creatures beginning their turn inside or entering the spiderwebs are Restrained by them. As an Action, a Restrained Target can attempt a DC 12 Strength (Athletics) Check, destroying the spiderwebs on a success. The spiderwebs can also be attacked and destroyed (AC 10; 5 Hit Points; Vulnerability to Fire damage; Resistant to Bludgeoning damage; immunity to Poison and Psychic damage).

The spiderwebs are flammable, a 5 ft. Cube burning away in 2 Rounds. If a Creature Restrained within them is caught in the fire, it takes 5 (2d4) Fire damage.

Dire Wolf Spiders generally don't like to attack anything larger than themselves, except females while they incubate or raise young, and then only in defense (In which case their Temperament is All Bluster, Aggressive). A Dire Wolf Spider with Spiderlings usually carries 3d10+70 lanky Dire Wolf Spiderlings

It should be noted in particularly good hunting areas some species dig shallow pits lined with fine webbing for structural support, and hunt from the shadows (in which case their Temperament is Territorial, or All Bluster, Territorial if it happens to be a mother Spider). The burrow may or may not have a "Trap Door" like a Dire Buskwack Spider (Pg. X) might create.

A mother Dire Wolf Spider is particularly dangerous, and is highly aggressive when necessary. During an encounter with a mother Dire Wolf Spider, the DM may want to consider her a CR 2 Creature, awarding 450 XP for her defeat.

Wolf Spiders rely on camouflage, as they actively hunt prey instead of spinning webs. They are naturally hairy and rely on it to create striped patterns of camouflage. Some species dig shallow pits lined with fine webbing for structural support, and hunt from the shadows (in which case their Temperament is Territorial).

Wolf Spider Notes:

  • Can walk on water
  • Very passive, unless in den

Wolf Spiderling {Dire}

Small Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3(-4) 14(+2) 6(-2) 1(-5) 5(-3) 2(-4)

  • Damage Resistances Bludgeoning
  • Senses Darkvision 30 ft., Tremorsense 30 ft., Passive Perception 7
  • Time Active Any time
  • Temperament Skittish, Aggressive
  • Languages
  • Challenge 0 (10 XP)

Aggressive. (Once per Long or Short Rest) If the Spiderling's mother spider is present, the Spiderling moves up to it's speed towards a Hostile Creature.

Long Legs. The Spiderling's unweildly large legs qualify it as a Small Creature, but it's torso is Tiny.

Pack Tactics. The Spiderling has Advantage on an Attack Roll against a Creature if at least 1 of the Spiderling's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Spider Climb. The Spiderling can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Spiderling's High Jump is up to 20 ft. with or without a running start.

Water Walking. The Spiderling can walk on water or similar liquid as if it were solid ground due to it's light body and disproportionately large legs.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the Target must make a DC 8 Constitution Saving Throw, receiving 1 Poison damage on a failed save. 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.

Web Balloon. The Spiderling spins a Medium balloon-like structure of spiderwebs. During Strong or Stronger Wind, the Spiderling is lifted from the ground, but has no control of the direction while it floats on the wind.

More legs than anything else, Dire Wolf Spiderlings are a far-cry from their adult forms. Spiderlings are instinctually drawn to the highest locations around them, where they release their Web Balloons and float away to distant places on the breeze.

To insure their survival, their bodies have become infeasibly light, their legs have become lanky and hairy to support themselves on water, all while their bodies have become soft and pliable to let them survive falls or when bashing into things. They occasionally causes havock in towns, whether the village is suddenly coated in spiders falling from the sky or they are attempting to fly away on the rooftops.

When they hatch, they stick with their mother for up to 3 months. During this time, the mother spider searches out the nearest, highest location for her babies to take flight from. If their mother is ever endangered, the Spiderlings have been known to gang up and attack an aggressor in swarms to end the fight quickly.


Swarm of Wolf Spiderlings {Dire}

Large swarm of Small Beasts, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 27 (5d10)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
10(+0) 14(+2) 10(+0) 1(-5) 5(-3) 2(-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Darkvision 30 ft., Tremorsense 30 ft., Passive Perception 7
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Aggressive. (Once per Long or Short Rest) If the Swarm's mother spider is present, the Swarm moves up to it's speed towards a Hostile Creature.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Standing Leap. The Swarm's High Jump is up to 20 ft. with or without a running start.

Swarm. The Swarm can occupy another Creature's space and vice versa. The Swarm can Move through any space large enough for a Wolf Spiderling. The Swarm can't regain Hit Points or gain Temporary Hit Points.

Water Walking. The Swarm can walk on water or similar liquid as if it were solid ground due to their light bodies and disproportionately large legs.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., two targets in the Swarm's space. Hit: 10 (4d4) Piercing + 6 (2d10) Poison damage, or 5 (2d4) Piercing + 2 (1d4) Poison damage if the Swarm has half it's total Hit Points or fewer remaining. If the Poison damage reduces the Target to 0 Hit Points, the Target is Stable but Poisoned & Stunned for 1 hour, even after regaining Hit Points.

Web Balloon. The Swarm spins a Medium balloon-like structure of spiderwebs. During Strong or Stronger Wind, the Swarm is lifted from the ground, but has no control of the direction while it floats on the wind.


Spider Eater

Large Beast, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 33 (4d10+12)
  • Speed 30 ft., climb 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17(+3) 17(+3) 17(+3) 3(-4) 17(+3) 17(+3)

  • Skills Perception +6, Sleight of Hand +4, Stealth +7
  • Senses Darkvision 60 ft., Passive Perception 16
  • Time Active Any time
  • Temperament Passive, Aggressive
  • Languages
  • Challenge ( XP)

Grappler. The Spider Eater has Advantage on Checks made to Grapple a Target (already factored in).

Resistance. The Spider Eater has Advantage on Checks & Saves made against the effects of poison or venom created by insects.

Spider Climb. The Spider Eater can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Strange Sight. The Spider Eater can see in the Ultra Violet spectrum, giving it Advantage on Perception Checks made to detect spiderwebs.

Web Walker. The Spider Eater ignores movement restrictions caused by spiderwebs.

Actions

Multiattack. The Spider Eater makes one Sting attack & two more attacks of any combination of Bite and Pincer attacks, and can then attempt to Grapple (escape DC 18) the Target.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) Piercing damage.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4+3) Piercing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d6+3) Piercing + 6 (1d6+3) Poison damage, and the Target must succeed on a DC 16 Constitution Saving Throw or become Poisoned & Paralyzed for 1 minute. Affected Targets can repeat the Save at the end of each of their following turns, ending either their Paralysis or Poisoned condition as they choose on a success.

Embed Eggs. The Spider Eater selects either a Paralyzed or willing Target, and makes a Sting attack, inserting Spider Eater Egg into the Target's flesh. The Egg hatches into a Spider Eater Larva after 3 (1d6) weeks, which has the same statistics as a Rot Grub.

An amalgam of dangerous creatures, this predator, as its name suggests, prefers to hunt and feed upon Spiders. Their greatest boon to spider hunting, aside from their stinger, ability to fly, and strong pincers, is their ability to slip through the stickiest of webs in order to get to their prey. Due to their odd construction, many say they're some mad mage's solution to keeping populations of oversized Spiders down. But, unfortunately for other creatures, when a Spider Eater is denied its preferred prey, it seeks out any living creature it can find to serve as a host for its ravenous young.

When hunting, a Spider Eater drops from the air onto its victim, stinging the prey with its barbed tail. The creature then returns to the air and hovers, waiting for its venom to take hold. Once the opponent succumbs to Paralysis, the spider eater lands again, either to feed or implant its egg.

A Spider Eater measures roughly 14 ft. long and stands near 6 ft. tall. Their wingspan averages just over 20 ft. and weighs almost 2,000 pounds.


Stench Kow

Large Beast, Unaligned


  • Armor Class 10 (thick hide)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18(+4) 10(+0) 14(+2) 2(-4) 10(+0) 2(-4)

  • Damage Resistances Cold, Fire, Poison
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 2 (450 XP)

Charge. If the Kow moves at least 20 ft. straight toward a Target and then successfully hits it with a Gore attack on the same turn, the Target takes an extra 3 (1d6) Piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Hoof. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage.

Stench. If a Creature that is not a Stench Kows which start it's turn within 5 ft. of the Kow, it must succeed on a DC 12 Constitution Saving Throw or become Poisoned until the start of it's next turn. On a successful Save, the Creature is immune to the Stench of all Stench Kows for 1 hour.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 5 (1d6+2) Bludgeoning damage. The Kow cannot Trample a Target without a 5 ft. running start and moving 10 ft. past the Target's space.


Stegosaurus

Huge Beast, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 76 (8d12+24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20(+5) 9(-1) 17(+3) 2(-4) 11(+0) 5(-3)

  • Skills Intimidation -1, Nature -2
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Territorial
  • Languages
  • Challenge 4 (1,100 XP)

Merciless. The Stegosaur can make a Tail Attack as a Bonus Action against a Prone Creature.

Savage. The Stegosaur scores Critical Hits upon rolling either a 19 or 20 during Attack Rolls with it's Tail.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (2d20+5) Piercing damage and the Target must succeed on a DC 15 Strength or Dexterity Saving Throw (Target's choice) or fall Prone.

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +5 to hit, reach 0 ft., one Prone target. Hit: 16 (2d12+3) Bludgeoning damage. The Stegosaur cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.

A Stegosaur is an iconic prehistoric terror, a mighty herbavore which can reach up to 29 ft. in length, weighs near 12,000 lbs. (6 tons), and tower at 14 ft. in height. Disturbing the Stegosaur brings it's ire upon you, taking the form of four 3 ft. long tail spikes which it slams into your body.


Stymphalidies

Medium Monstrosity, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 22 (3d8+9)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14(+2) 11(+0) 16(+3) 3(-4) 13(+1) 16(+3)

  • Skills Perception +3, Performance +5
  • Damage Vulnerabilities Cold, Lightning
  • Damage Resistances Necrotic, Slashing, Piercing
  • Senses Passive Perception 13
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 3 (700 XP)

Ungainly. The Stymphaldies provokes and Attack of Opportunity every time it enters within another Creature's Reach.

Actions

Multiattack. The Stymphalidies makes any three attacks.

Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) Piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Slashing damage.

Bright Glare. While within direct sunlight, similar light source, or within 30 ft. of another source of Bright Light, the Stymphalidies ruffles it's metallic feathers, causing every Creature which can see it to attempt a Constitution Saving Throw contested by the Stymphalidies' Charisma (Performance) check. Affected Targets which fail the Save are Blinded for 3 (1d6) Rounds.

Spray Plumage. The Stymphalidies viciously flaps it's wings, filling the air infront of itself in a 40 ft. Cone with razor-like feathers. Creatures inside the Cone must succeed on a DC 13 Dexterity Saving Throw or receive 3 (1d6) Piercing damage.

This towering, Ibis-like bird appears to be sculpted from brass, yet it moves with the fluidity of a living creature. Stymphalidies stalk plains and coastlines, shredding warm-blooded animals and unwary travelers with their steely feathers and dagger-like beaks. From a distance, Stymphalidies might easily be mistaken for Cranes, Ibises, or other long-necked birds, though in full sunlight their gleaming feathers and the haze of blood lingering from past meals are impossible to mistake.


Squid

Small Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 10 (3d6)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
7(-2) 15(+2) 11(+0) 4(-3) 10(+0) 7(-2)

  • Skills Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Boneless. The Squid can Squeeze through any space 1 inch wide or larger.

Hold Breath. While out of water, the Squid can hold it's breath for up to 1 hour.

Water Breathing. The Squid can breathe only underwater.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d2) Bludgeoning damage. During the attack, the Squid can choose to Grapple (escape DC 16) a Target. Until this Grapple ends, the Squid can't take any Action except to make a Tentacle or Beak attack against the Grappled Target.

Color Frenzy. The Squid chooses any number of Targets which can see it and either begins to glow, or creates vibrant flashes of color. An affected Target must attempt a DC 5 Wisdom Saving Throw, becoming Stunned for 1 minute on a failure. Affected Targets can end the effect by re-attempting the Save at the beginning of each of their turns, and whenever they takes damage.

Ink Cloud. (Recharges of a Long or Short Rest) The Squid expels a 5 ft. sphere of ink, centered on itself. The area is Heavily Obscured for 1 minute, although significant current can disperse the ink. After releasing the ink, the Squid can use the Dash Action as a Bonus Action.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 1 (1d2) Piercing damage.

Squid are some of the most numerous and fastest predators in the deep sea. Each species has a long, conical body rimmed by two eel-like fins which move it forward, with the body eventually ending in eight tencales, two of which being much longer with wide pads at the end of them. Interestingly, squid blood is blue.

It should be noted, however, that Squid come in many different varieties, however. Some, for example, are bioluminecent, and some are not. Some have webbing between their tentacles, some have very tiny head fins. Some are smaller than your hand, traveling in massive pods of hundreds. Some behemoths travel alone. There is a far greater variety of squid than can be listed here.


Squid, Colossal

Gargantuan Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 100 (8d20+16)
  • Speed 5 ft., swim 50 ft.

STR DEX CON INT WIS CHA
22(+6) 15(+2) 16(+3) 2(-4) 12(+1) 6(-2)

  • Skills Perception +4, Stealth +6
  • Senses Darkvision 120 ft., Passive Perception 14
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Boneless. The Squid can Squeeze through any space 5 inches wide or larger, and suffers no penalties from moving through another Creature's space.

Colossal. The Squid occupies a 40 ft. Circle.

Hold Breath. While out of water, the Squid can hold it's breath for up to 1 hour.

Water Breathing. The Squid can breathe only underwater.

Actions

Spiked Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) Bludgeoning + 1 (1d2) Slashing damage. During the attack, the Squid can choose to Grapple (escape DC 18) a Target. Until this Grapple ends, the Target is Restrained & receives 1 (1d4-1) Slashing + 13 (2d6+6) Bludgeoning damage at the beginning of each the Squid's turns, and the Squid can't take any Action except to make a Tentacle or Beak attack against the Grappled Target.

Ink Cloud. (Recharges of a Long or Short Rest) The Squid expels a 25 ft. Cone of ink, centered on itself. The area is Heavily Obscured for 2 minutes, although significant current can disperse the ink. After releasing the ink, the Squid can use the Dash Action as a Bonus Action.

Bonus Actions

Beak. Melee Weapon Attack: +8 to hit, reach 0 ft., one Grappled target. Hit: 3 (1d6) Piercing damage.

Colossal Squid actually refers to two different species of Squid: Colossal and Giant. The main difference is Giant Squid are a couple feet smaller, but have longer tentacles than Colossal Squid. Giant Squid also have teeth-like spikes & sharp rims on their suckers, while Colossal Squid have sharp, swiveling hooks on their tentacles. Either way, their eyes alone are the size of a basketball, the largest documented in the animal kingdom, and fighting one in it's native environment is near hopeless. Yet still, their Dread cousins, the Krakens, are far more dangerous being larger and far more intelligent.


Squid, Flying

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4(-3) 15(+2) 10(+0) 3(-3) 11(+0) 2(-4)

  • Senses Darkvision 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Boneless. The Squid can Squeeze through any space 1/2 inch wide or larger.

Hold Breath. While out of water, the Squid can hold it's breath for up to 1 hour.

Water Breathing. The Squid can breathe only underwater.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The Squid Grapples (escape DC 16) the Target.

Ink Cloud. (Recharges of a Long or Short Rest) The Squid expels a 5 ft. Cone of ink, centered on itself. The area is Heavily Obscured for 1 minute, although significant current can disperse the ink. After releasing the ink, the Squid can use the Dash Action as a Bonus Action.

Take Flight. The Squid releases a jet of water, pushing it forward in a Line up to 120 ft. away. However, while underwater the Squid loses 1 extra foot of movement for every foot it travels. If the Squid breaches the water using this ability, it can reach no higher than 5 ft. above the water at it's highest point.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 0 (1d10-9) Piercing damage.

Flying Squid are a particularly small variety of squid, found in colder waters along the surface of the ocean. When frightened, they suck in as much water as possible into their body, then jet away towards the surface, easily landing 100 ft. away. While in the air, they use their large fins and webbed tentacles as wings to stay in the air.


Squid, Humboldt

Large Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 33 (6d10)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15(+2) 15(+2) 11(+0) 2(-4) 10(+0) 6(-2)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 12
  • Time Active Night
  • Temperament Passive, Aggressive
  • Languages
  • Challenge 1 (200 XP)

Boneless. The Squid can Squeeze through any space 4 inches wide or larger.

Hold Breath. While out of water, the Squid can hold it's breath for up to 1 hour.

Water Breathing. The Squid can breathe only underwater.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage. During the attack, the Squid can choose to Grapple (escape DC 17) a Target. Until this Grapple ends, the Squid can't take any Action except to make a Tentacle or Beak attack against the Grappled Target.

Ink Cloud. (Recharges after a Long or Short Rest) The Squid expels a 10 ft. Cone of ink, centered on itself. The area is Heavily Obscured for 1 minute, although significant current can disperse the ink. After releasing the ink, the Squid can use the Dash Action as a Bonus Action.

Bonus Actions

Beak. Melee Weapon Attack: +4 to hit, reach 0 ft., one Grappled target. Hit: 1 (1d2) Piercing damage.

Humboldt Squid, otherwise known as Jumbo Squid, average 7 ft. in length and weigh around 100 pounds, and are best known for being the most aggressive species of squid. Despite appearing to flash black and white underwater, a Humboldt actually is alternating between red & purple, which are washed out by the ocean's light.


Squid, Vampire {Dread}

Large Monstrosity, Neutral


  • Armor Class 12 (dexterous)
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
17(+3) 16(+3) 12(+1) 6(-2) 12(+1) 6(-2)

  • Skills Perception +4, Stealth +6
  • Senses Darkvision 60 ft., Tremorsense 120 ft., Passive Perception 14
  • Time Active Night
  • Temperament Aggressive
  • Languages Can understand both Abyssal and Aquan, but not speak them
  • Challenge 3 (700 XP)

Boneless. The Squid can Squeeze through any space 4 inches wide or larger, and suffers no penalties from moving through another Creature's space.

Breathless. The Squid can breathe at any depth.

Hold Breath. While out of water, the Squid can hold it's breath for up to 1 hour.

Nimble Escape. The Squid can take the either Disengage or Hide Action as a Bonus Action on each of it's turns.

Pack Tactics. The Squid has Advantage on an Attack Roll against a Creature if at least 1 of the Squid's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Tremorsense. The Squid's Tremorsense includes the ability to sense the direction & location of vibrations in water.

Water Breathing. The Squid can breathe only underwater.

Actions

Multiattack. The Squid makes either two Tentacle attacks, or one Beak and two Tentacle attacks.

Spiked Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d2+3) Bludgeoning + 1 (1d2) Slashing damage. During the attack, the Squid can choose to Grapple (escape DC 18) a Target. Until this Grapple ends, the Target is Restrained & receives 1 (1d4-1) Slashing + 1 (1d2) Bludgeoning damage at the beginning of each the Squid's turns, and the Squid can't take any Action except to make a Tentacle or Beak attack against the Grappled Target.

Blinding Cloud. (Recharges 5-6) The Squid expels a 10 ft. Sphere of blindingly radiant ink, centered on itself. The Cloud sheds Bright Light for 20 ft., and Dim Light for an additional 20 ft. Overlapping areas of Bright Light shed by multiple Clouds automatically Blinds Creatures inside of it, while overlapping areas of Dim Light act as Bright Light shed by the clouds. The Cloud persists for 10 minutes, although significant current can disperse the ink. After releasing the ink, the Squid can use the Dash Action as a Bonus Action.

Creatures inside the sphere are Blinded, and Creatures within Bright Light shed by the Cloud must succeed on a DC 15 Constitution Saving Throw, or be Blinded for 1 minute. Creatures Blinded by the Bright Light being shed can reattempt the Save at the beginning of each of their turns, ending the effect on a Success. Creatures that have already been Blinded by the Ink have Disadvantage on further Saves to resist being Blinded again by the cloud for the next 24 hours. The Squid is immune to the effects of it's own ink.

Bonus Actions

Beak. Melee Weapon Attack: +6 to hit, reach 0 ft., one Grappled target. Hit: 3 (1d6) Piercing damage.

Invert. The Squid wraps it's webbed tentacles around itself, covering it's body in spikes. During this time, the Squid's movement becomes 0, and Creatures which make a successful Melee Attack on the Squid receive 2 (1d4) Piercing damage.

Vampire Squid appear black underwater, or red - sometimes even blue in sunlight - with great webs between their tentacles. Their tentacles are lined a spike-like line of soft growths on their undersides which become suction cups beyond the edge of their webbing. Unlike other Squids, they're scavengers, and use a glowing mucus to confuse their predators, which has the added benefit of having far more staying power underwater.

Dread Vampire Squids, unlike their smaller brethren, are terrible perversions of once beautiful creatures. The dastardly monsters occasionally hunt in packs, and each display a full array of 2-inch long spikes, a clawing beak with a spined tongue for stripping flesh, and a penache for blinding, then devouring live prey.


Squirrel

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 40 ft., climb 35 ft.

STR DEX CON INT WIS CHA
3(-4) 12(+1) 9(-1) 3(-4) 13(+1) 2(-4)

  • Saving Throws Dex +3, Wis +2
  • Skills Intimidation -2, Perception +3, Stealth +3
  • Condition Immunities Prone
  • Senses Passive Perception 13
  • Time Active Day
  • Temperament Skittish, All Bluster
  • Languages
  • Challenge 0 (0 XP)

Infiltrator. The Squirrel can Squeeze through any space 1 inch wide or larger.

Nibbler. The Squirrel can chew through soft metals (such as aluminum or lead) and wood.

Nimble Escape. The Squirrel can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Plummeting Acrobat. The Squirrel takes 1/10th the damage it would normally take from falling, and can alter where it would land by 5 ft. for every 10 ft. it falls.

Running Leap. With a 5 ft. running start, the Squirrel can Long Jump up to 15 ft.

Spider Climb. The Squirrel can Climb soft surfaces, including upside down on branches or ceilings, without needing to make an Ability Check.

Tree Jockey. The Squirrel can enter the space of another Creature without penalty, crawling over and around them. If the Squirrel receives Bludgeoning damage during this time, the Squirrel must attempt a DC 11 Dexterity Saving Throw, or be flung 10 ft. away in a random direction.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Squirrels are incredible common animals, favoring nesting in trees and feeding on near anything with seeds in it, such as nuts fruits and berries, supplementing their diet with mushrooms. Many Squirrels are quite territorial with anything Small or smaller, even with Medium Creatures with some regularity.

You can also use these stats to represent a Chipmunk, a sub species of very small Squirrels with thin tails.


Squirrel {Dire}

Medium Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 4 (1d8)
  • Speed 40 ft., climb 35 ft.

STR DEX CON INT WIS CHA
7(-2) 12(+1) 10(+0) 3(-4) 13(+1) 5(-3)

  • Saving Throws Dex +3, Wis +2
  • Skills Intimidation -1, Perception +3, Stealth +3
  • Condition Immunities Prone
  • Senses Passive Perception 13
  • Time Active Day
  • Temperament All Bluster, Aggressive
  • Languages
  • Challenge 1/4 (50 XP)

Infiltrator. The Squirrel can Squeeze through any space 6 inches wide or larger.

Nibbler. The Squirrel can chew through soft metals (such as aluminum or lead) and wood.

Nimble Escape. The Squirrel can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Pack Tactics. The Squirrel has Advantage on an Attack Roll against a Creature if at least 1 of the Squirrel's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Plummeting Acrobat. The Squirrel takes 1/10th the damage it would normally take from falling, and can alter where it would land by 5 ft. for every 10 ft. it falls.

Running Leap. With a 5 ft. running start, the Squirrel can Long Jump up to 15 ft.

Spider Climb. The Squirrel can Climb soft surfaces, including upside down on branches or ceilings, without needing to make an Ability Check.

Tree Jockey. The Squirrel can enter the space of another Creature without penalty, crawling over and around them. If the Squirrel receives Bludgeoning damage during this time, the Squirrel must attempt a DC 5 Dexterity Saving Throw, or be flung 5 ft. away in a random direction.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Dire Squirrels are Dog-sized monsters, typically favored by Gnomes or Fey as a riding animal or beast of burden. Even so, "tamed" squirrels are hardly docile, and can be a bit... squirrelly.


Squirrel, Flying

Tiny Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA
2(-4) 13(+1) 9(-1) 3(-4) 13(+1) 1(-5)

  • Saving Throws Dex +3, Wis +2
  • Skills Perception +3, Stealth +3
  • Condition Immunities Prone
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Infiltrator. The Squirrel can Squeeze through any space 1 inch wide or larger.

Gliding. By using it's Reaction after Jumping, the Squirrel can enter a Glide. When it does so, it falls 5 ft. each Round, traveling up to 40 ft. The Squirrel has complete control over which horizontal direction it travels in any given point.

Nimble Escape. The Squirrel can take the Disengage Action as a Bonus Action on each of it's turns.

Plummeting Acrobat. The Squirrel takes 1/10th the damage it would normally take from falling.

Spider Climb. The Squirrel can Climb soft surfaces, including upside down on branches or ceilings, without needing to make an Ability Check.

Tree Jockey. The Squirrel can enter the space of another Creature without penalty, crawling over and around them. If the Squirrel receives Bludgeoning damage during this time, the Squirrel must attempt a DC 11 Dexterity Saving Throw, or be flung 10 ft. away in a random direction.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d10-9) Piercing damage.

Flying Squirrels are one of the few airborne creatures with fur. While they can't actually fly, they do glide, typically traveling from tree to tree in the hunt for fungi, or anything else they can munch.

You can use these stats to represent a Sugar Glider, a similar animal from Australia. Sugar Gliders have pouches where they keep their young, like Kangaroos, and love anything sugary.


Stingray

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 6 (1d8+2)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
10(+0) 13(+1) 15(+2) 3(-4) 13(+1) 4(-3)

  • Skills Perception +3, Stealth +3
  • Senses Blindsight 10 ft., Passive Perception 11
  • Time Active Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (10 XP)

Electroreception. The Stingray's Blindsight can sense the direction of electrical fields located up to 10 ft. away, especially those created by living things. The Stingray always knows it's geographical location to the nearest 5 mile increment.

Slight. The Stingray counts as a Small Creature for determining it's carrying capacity.

Superior Healing. The Stingray has Advantage when rolling to determine how much HP it recovers. When the Stingray recovers from physical harm, the new tissue is just as good as the old, usually even without scars.

Watery Camouflage. The Stingray has Advantage on Checks to Hide while underwater.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d12-11) Bludgeoning damage.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Piercing + 0 (1d2-1) Poison damage.

Stingrays are usually found lying on the ocean floor, and though they are calm and gentle, that doesn’t mean they aren’t dangerous when cornered. A Stingray carries a microscopically barbed and serrated stinger at the base of it's spine, just under the tail, used to administer a painful toxin. Even after death, the venom remains potent, but excepting extreme circumstances, will not kill you.

This perilous tail actually makes up most of a Stingray's length, the largest species reaching up to 6.5 ft. long and weighing up to 800 pounds, including the tail. For most people a sting heals within a few weeks, with localized numbness and tingling around the wound during the healing period.


Thylacine

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10(+0) 14(+2) 12(+1) 3(-4) 13(+1) 7(-2)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 13
  • Time Active Night
  • Temperament Skittish, Passive
  • Languages
  • Challenge 1/8 (25 XP)

Keen Hearing and Sight The Thylacine has Advantage on Perception Checks which rely on hearing or sight.

Pack Tactics. The Thylacine has Advantage on an Attack Roll against a Creature if at least 1 of the Thylacine's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Thylacines are a now extinct species of Wolf-like marsupials, with the last living specimen captured in 1933. Sometimes called the Tasmanian Tiger because of the Tiger-like striping on it's lower back, very few other characteristics substantially differentiated it from Wolves.

Aside from being slightly smaller, it's jaws were generally weaker, but able to open to 80°, almost Snake-like in how wide they could stretch. The Thylacine's tail was stiff, like a Kangaroo's, and would sporadically use it's hind legs to hop for brief bursts of acceleration, as well as to balance on to gain a higher view point for short periods of time. Their pouch opened at near the hind legs instead of near the chest as one would expect from marsupials, probably making this difficult for mothers.

All in all, it seems they favored smaller prey, such as the larger prey a Fox would hunt, due to being neither the strongest nor fastest creatures, and likely used ambush tactics as groups to compensate for this. Like Hyenas, the Thylacine's superficial resemblence to Dogs didn't lend to domestication, and were treated as pests to be eradicated by locals.


Tick

Tiny Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 3 (2d2)
  • Speed 2 ft., climb 2 ft.

STR DEX CON INT WIS CHA
2(-4) 10(+0) 20(+5) 1(-5) 11(+0) 1(-5)

  • Skills Athletics +0, Stealth +8
  • Damage Resistances Bludgeoning, Cold, Piercing
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 0 (0 XP)

Acute Senses. The Tick's Blindsight allows it to know the location of, and cannot be surprised by, any breathing Creature or Creature with blood within 10 ft. of itself. Therefore, the Tick cannot sense Creatures without blood, such as Constructs, Plants, and certain types of Undead.

The Tick senses these Creatures through sense of smell, body heat, Tremorsense and the moisture from sweat.

Disease. The Tick may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Tick Bites 24 hours after having bitten.

Dread Jaws. The Tick's Bite is painless, and Targets of the Tick's Bite while unaware of it must attempt a DC 18 Wisdom (Perception) Saving Throw to detect it. The Tick has Advantage on Checks & Saves to resist being Grappled while Biting a Target (already factored in).

Hold breath. The Tick can go up to 14 days without breathing.

Spider Climb. The Tick can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Tick can survive up to 1.5 years without food or water. The Tick cannot drink water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing damage and attaches itself to the Target for the next 2 (1d2+1) Days. The Tick can be removed with a successful DC 15 Strength (Sleight of Hand) Check.

Ticks are some of nature's most durable creatures, horrifically rubbery and resistant to squishing, coupled with going excruciatingly long periods without food or water before dying. The tiny parasite is grotesquely bulbous, featuring a thin head equipped with hooked mandibles to suck your blood.

Ticks prefer skin on the area of head, neck and ears because it is soft and can be penetrated easily. Thankfully, Ticks need to be attached at least 24 hours before they are able to transmit disease.


Swarm of Ticks

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 47 (5d8+25)
  • Speed 2 ft., climb 2 ft.

STR DEX CON INT WIS CHA
3(-4) 10(+0) 20(+5) 1(-5) 11(+0) 2(-4)

  • Skills Athletics +0, Stealth +8
  • Damage Resistances Bludgeoning, Cold, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Tremorsense 10 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Acute Senses. The Swarm's Blindsight allows it to know the location of, and cannot be surprised by, any breathing Creature or Creature with blood within 10 ft. of itself. Therefore, the Swarm cannot sense Creatures without blood, such as Constructs, Plants, and certain types of Undead.

The Swarm senses these Creatures through sense of smell, body heat, Tremorsense and the moisture from sweat.

Damage Transfer. While occupying another Creature's space, the Swarm takes only half the damage dealt to it, (rounded down,) and the other Creature takes the other half.

Disease. The Swarm may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Swarm Bites 24 hours after having bitten.

Dread Jaws. The Swarm's Bite is painless, and Targets of the Swarm's Bite while unaware of it must attempt a DC 18 Wisdom (Perception) Saving Throw to detect it. The Swarm has Advantage on Checks & Saves to resist being Grappled while Biting a Target (already factored in).

Hold breath. The Swarm can go up to 14 days without breathing.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Survivor. The Swarm can survive up to 1.5 years without food or water. The Swarm cannot drink water.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Beetles by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 6 (4d2) Piercing damage and half of the Swarm attaches to the Target, leaving another Tick Swarm with half the current Hit Points. If the Swarm has half it's total Hit Points or fewer remaining, it instead deals 3 (2d2) Piercing damage and does not split into a second Swarm.

Blood Drain. If the Swarm is allowed to remain attached to a Target for 12 hours, it begins drawing blood from the Target, consuming 1/2 gallon of the Target's blood over the course of 1 (1d2) days, and then detaches itself. The Swarm cannot use it's Blood Drain again until 1 month has passed.

The shining carpet of miniscule bodies makes an ominous rasping noise as the Ticks Swarm's legs clatter together.


Tick {Dire}

Medium Monstrosity, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 46 (4d8+28)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
14(+2) 10(+0) 24(+7) 1(-5) 11(+0) 1(-5)

  • Skills Athletics +6, Stealth +8
  • Damage Resistances Bludgeoning, Cold, Piercing
  • Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 4 (1,100 XP)

Ambusher. The Tick has Advantage on Attack Rolls against Surprised Targets.

Acute Senses. The Tick knows the location of, and cannot be surprised by, any breathing Creature or Creature with blood within 60 ft. of itself. Therefore, the Tick cannot sense Creatures without blood, such as Constructs, Plants, and certain types of Undead.

The Tick senses these Creatures through sense of smell, body heat, Tremorsense and the moisture from sweat.

Disease. The Tick may carry a Disease, determined at the DM's discretion. Such diseases are usually spread to whatever the Tick Bites.

Dread Jaws. The Tick has Advantage on Checks & Saves to resist being Grappled while Biting a Target (already factored in).

Gorge. The Tick can hold up 50 gallons of blood. When it does so, it's Movement Speed is halved.

Hold Breath. The Tick can go up to 14 days without breathing.

Spider Climb. The Tick can Climb horizontal surfaces without needing to make an Ability Check.

Survivor. The Tick can survive up to 1.5 years without food or water. The Tick cannot drink water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage and attaches itself to the Target. The Tick can be removed with a successful DC 21 Strength (Athletics) Check.

Drain Blood. If the Tick has already Bit & is still Grappling a Target, the Tick withdraws 1/2 of a gallon of blood from the Target.

Dire Ticks are the size of a Mastiff, and are more than capable of killing anything they set their jaws to.

Dire Tick: Drain Blood

Your typical adult human runs on 1.5 gallons of blood, and generally dies after losing 2/3rds of it. Therefore, a Dire Tick can kill a Human after 2 rounds, and sucks them dry after 3.

To model this, a Player should gain 2 levels of Exhaustion for each turn the Tick uses it's Blood Drain, and gain an additional 2 levels after losing a full gallon of blood. This is because the process is so fast, your typical Human would outlive the lack of blood just on sheer metabolic momentum.

Your average Human naturally regains 1/8th of a gallon of blood after 4 (3d2) weeks, so to fully recover from a 2/3rds loss takes about 32 weeks or 2/3rds of a year.

For comparison, a baby or House Cat has 1 cup of blood, not even 1/15th of a gallon. A 10 year old or a Halfling has 1 gallon. This is a deadly predator, not to be taken lightly.


Tiger

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 37 (5d10+10)
  • Speed 40 ft., swim 25 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 14(+2) 3(-4) 12(+1) 9(-1)

  • Skills Perception +3, Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1 (200 XP)

Belly Fat. The Tiger takes half damage from non-magical Bludgeoning, Piercing and Slashing damage inflicted on it's underside.

Jungle Survivor. The Tiger does not need to eat every day, instead requiring to have eaten at least a total of 150 lbs. of meat after 14 days. For every 20 lbs. under the 150 lb. minimum, the Tiger gains 1 level of Exhaustion, and gains an equal amount of levels of Exhaustion each day thereafter. A Tiger can only consume up to 90 lbs of meat at a time.

Keen Hearing. The Tiger has Advantage on Perception Checks that rely on hearing.

Pounce. If the Tiger moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same turn, that Target must succeed on a DC 13 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Tiger can make one Bite attack against it as a Bonus Action.

Running Leap. With a 10 ft. running start, the Tiger can Long Jump up to 25 ft.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) Piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Slashing damage.

Lick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Slashing damage.

Tigers are the largest species of big cat in the world, reaching 10.5 ft. in length, have the strongest bite force of all the big cats, and second loudest roar, audible up to 2 miles away. Their bite force is so strong, it has the second strongest bite of all carnivores only after the Polar Bear.

Tigers prefer to go for the throat, suffocating their prey with their jaws, using unique nerves in their teeth to feel exactly what they're biting. As the true king of the jungle, they live in dense undergrowth, unlike Lions, and usually swim several miles a day. Like Lions, their tongues are rough, and they use them to strip flesh & hair off prey.


Tiger {Dire}

Huge Beast, Lawful Neutral


  • Armor Class 13 (thick hide)
  • Hit Points 76 (8d12+24)
  • Speed 60 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18(+4) 17(+3) 17(+3) 5(-3) 15(+2) 17(+3)

  • Skills Insight +9, Intimidation +9, Perception +5
  • Damage Resistances Non-magical damage
  • Senses Truesight 60 ft., Passive Perception 15
  • Time Active Night, Any time
  • Temperament
  • Languages
  • Challenge 9 (5,000 XP)

Belly Fat. The Tiger takes half damage from damage inflicted on it's underside.

Keen Hearing. The Tiger has Advantage on Perception Checks that rely on hearing.

Pounce. If the Tiger moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same turn, that Target must succeed on a DC 13 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Tiger can make one Bite attack against it as a Bonus Action.

Relentless. (3/Day) If the Tiger would be reduced to 0 Hit Points, the Tiger can attempt a Constitution Saving Throw of a DC equal to the damage dealt. If the Tiger succeeds, it is instead reduced to 1 Hit Point. If the Tiger fails the Save, it is not knocked Unconscious when reduced to 0 Hit Points.

Running Leap. With a 10 ft. running start, the Tiger can Long Jump up to 50 ft.

Actions

Multiattack. The Tiger makes two Melee Weapon Attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d12+4) Piercing + 12 (2d8+3) Radiant damage. The Tiger can choose to Grapple (escape DC 17) the Target as part of the attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) Slashing + 13 (3d6+3) Radiant damage.

Lick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 Slashing + 1 Radiant damage.

Royal Roar. (2/day) The Tiger roars, shaking the connection between body and soul. Creatures within 60 ft. of the Tiger receive 1 (1d2) Psychic + 1 (1d2) Radiant damage, and must attempt a DC 18 Charisma Saving Throw. Targets which fail the Save are Frightened of the Tiger for the next minute, and are Stunned until the end of their next Turn. Affected Targets can reattempt the Save at the beginning of each of their following Turns, ending the effect on themselves on a success. Creatures which succeed on the Save cannot be Frightened by this effect for the next 24 hours.

Even the king of the jungle is subject to a god. A Dire Tiger may as well be just that - they follow the dread law of the jungle, the survival of the fittest, the hunt and the circle of life, and shine with radiant power. Because of this, they are commonly called upon by the Dire Hunt, as they share a similar perspective.


Toad

Tiny Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 1 (1d2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
1(-5) 12(+1) 8(-1) 1(-5) 8(-1) 2(-4)

  • Skills Perception +1
  • Senses Darkvision 30 ft., Passive Perception 9
  • Time Active Twilight, Night
  • Temperament Skittish
  • Languages
  • Challenge 0 (0 XP)

Earthbound. The Toad cannot Climb vertical or nearly vertical surfaces and cannot High Jump.

Hibernator. In temperatures below 35°F, the Toad burrows into moist dirt and hibernates until temperatures stay above 35°F for 24 consecutive hours.

Actions

Swallow. The Toad makes one Bite attack against one Grappled Target that is not larger than the Toad. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 15) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Half Cover against Attacks and other effects outside the Toad, and takes 1 Acid damage every hour. The Toad can have only one Target swallowed at a time.

Drastic Measures. (Once per Long or Short Rest) While Grappled, the Toad will urinate to the best of it's ability.

Reactions

Poison. When Attacked or Grappled, the Toad releases a harsh poison from behind it's eyes to cover it's body. Creatures which ingest the Poison must attempt a DC 4 Constitution Saving Throw or become Poisoned for 12 hours. An affected Creature can reattempt the Save at the end of each hour, ending the Poisoning if they succeed. Creatures size Small or smaller Poisoned in this way receive 1 Poison damage every hour.


Toad {Dire}

Large Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 39 (6d10+6)
  • Speed 15 ft., long jump 20 ft.

STR DEX CON INT WIS CHA
15(+2) 11(+0) 13(+1) 2(-4) 10(+0) 5(-3)

  • Skills Athletics +4, Perception +1
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Twilight, Night
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Earthbound. The Toad cannot Climb vertical or nearly vertical surfaces and cannot High Jump.

Hibernator. In temperatures below 35°F, the Toad burrows into moist dirt and hibernates until temperatures stay above 35°F for 24 consecutive hours.

Poisonous. Creatures which touch the Toad must attempt a DC 10 Constitution Saving Throw, receiving 3 (1d6) Poison damage and become Poisoned for 12 hours if they fail, or half damage if they succeed and are not Poisoned. A Poisoned Creature can reattempt the Save at the end of each hour, ending the effect on itself if on a success.

Standing Leap. The Toad's Long Jump is up to 20 ft. with or without a running start.

Actions

Multiattack. The Toad makes two attacks: one with it's Bite and one with it's Tongue.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) Bludgeoning damage.

Tongue. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning + 5 (5d10) Poison damage, and the Target is Grappled (escape DC 13). Until this Grapple ends, the Target is Restrained, and the Toad can't Bite or use it's Tongue on another Target.

Swallow. The Toad makes one Bite attack against one Medium or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 14) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Half Cover against Attacks and other effects outside the Toad, and takes 10 (3d6) Acid damage at the start of each of the Toad's Turns. The Toad can only have one Target Swallowed at a time.

If the Toad dies, a Swallowed Target is no longer Restrained by it and can escape from the corpse by using 5 ft. of movement, exiting Prone.

Due to the common man's confusion between Frogs & Toads, Dire Toads are well known by the misnomer, "Frog Father". In a strange pattern throughout history many cults have taken to keeping them as pets or idols, using them as a mascot of sorts.


Toad, Ice {Dread}

Large Monstrosity, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 15 ft., long jump 20 ft.

STR DEX CON INT WIS CHA
9(-1) 14(+2) 12(+1) 8(-1) 12(+1) 11(+0)

  • Skills Athletics +5, Perception +1
  • Senses Darkvision 60 ft., Passive Perception 10
  • Time Active Twilight, Night
  • Temperament Territorial
  • Languages Glacial
  • Challenge 3 (700 XP)

Amphibious. The Toad can breathe air and water.

Belly Grease. The Toad exudes a slippery grease from it's belly, giving it Advantage on Checks & Saves to resist being Grappled. If the Toad stays in a particular location for 2 or more consecutive turns, that location is coated in Grease, causing all Creatures except the Toad itself which are beginning or entering the area to attempt a DC 14 Dexterity Saving Throw or be knocked Prone. The Grease dries into a nasty, tacky crust after 24 hours.

Cold Aura. Any Creature that starts it's turn within 10 ft. of the Toad takes 5 (1d10) Cold damage.

Standing Leap. The Toad's Long Jump is up to 20 ft. and it's High Jump is up to 10 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) Piercing damage. The Toad can choose to Grapple (escape DC 14) the Target as part of the attack. Until that Grapple ends, the Target is Restrained and the Toad can't Bite another Target.

Swallow. The Toad makes one Bite attack against one Medium or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 16) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Total Cover against Attacks and other effects outside the Toad, and takes 10 (3d6) Acid + 11 (2d10) Cold damage at the start of each of the Toad's Turns. The Toad can only have one Target Swallowed at a time.

If the Toad dies, a Swallowed Target is no longer Restrained by it and can escape from the corpse by using 5 ft. of movement, exiting Prone.

Also called "Slurks", Dread Ice Toads are frigid to the core, chilling the marrow of creatures nearby with an aura of ice. Carnivorou and equipped with the teeth of a Saber-tooth Tiger - and more than intelligent - Dread Ice Toads are as merciless as winter.


Tree

Huge Plant, Unaligned


  • Armor Class 13 (tough fibers)
  • Hit Points 59 (7d12+14)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
19(+4) 15(+2)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Blinded, Deafened
  • Senses
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (0 XP)
Variant: Awakened Tree

An Awakened Tree is an ordinary Tree given sentience and mobility by the spell Awaken or similar magic.


Tree, Awakened

Huge Plant, Any Alignment


  • Armor Class 13 (tough fibers)
  • Hit Points 59 (7d12+14)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19(+4) 6(-2) 15(+2) 10(+0) 10(+0) 7(-2)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament
  • Languages One known by it's creator
  • Challenge

False Appearance. When the Tree remains motionless, it is indistinguishable from a normal Tree.

Actions

Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) Slashing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) Bludgeoning damage.


Tree, Bloodwood

Huge Plant, Unaligned


  • Armor Class 16 (tough fibers)
  • Hit Points 59 (7d12+14)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
19(+4) 15(+2)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Condition Immunities Blinded, Deafened
  • Senses
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 0 (0 XP)

Bloodwood. The Bloodwood is covered in sharp spines & razor-like leaves. Creatures which move directly past the Bloodwood's area must succeed on a DC 15 Dexterity Check, or receive 2 (1d4) Piercing Damage. Creatures inside the Bloodwood's space have Disadvantage on their Save.

Bloodwood may just be the hardiest species of tree on the planet, with wood so hard the only other tree on the planet with harder bark is a literal petrified tree. Combined with the sheer danger of accidentally impaling yourself on the tree's spines and leaves, and how quickly it dulls even the sharpest axe, wood cutters prefer to burn the tree down rather than log it.


Tri-Flower Frond

Mediun Plant, Unaligned


  • Armor Class 10 (tough fibers)
  • Hit Points 11 (2d8+2)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
1(-5) 10(+0) 12(+1) 1(-5) 10(+0) 1(-5)

  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Frond uses each of it's blossoms in the following order: orange, yellow, red.

Orange Blossom. The Frond chooses one Creature it can sense within 5 ft. of it. The Target must succeed on a DC 11 Constitution Saving Throw or become poisoned for 1 hour. While Poisoned in this way, the Target is Unconscious. At the end of each minute, the Poisoned Target can repeat the Save, ending the effect on itself on a success.

Yellow Blossom. The Frond chooses one Creature it can sense within 5 ft. of it. The Target must succeed on a DC 11 Dexterity Saving Throw, or become covered with corrosive sap, receiving 5 Acid damage at the start of each of it's turns. Dousing the Target with Water reduces the Acid damage by 1 point per pint or flask of water used.

Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage, and the Target is Grappled (escape DC 11). Until the Grapple ends, the Target takes 5 (2d4) Poison Damage at the start of each of it's turns. The Red Blossom can Grapple only one Target at a time. Another Creature within the Reach of the Frond can use it's Action to End the Grapple on the Target.

When fully grown, a Tri-Flower frond stands 6 to 7 ft. tall. It has three bright, trumpet-shaped flowers, each as large as a Human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm in a different, terrible way.


Turtle, Alligator Snapping

Medium Beast, Unaligned


  • Armor Class 15 (natural armor), 10 while Prone
  • Hit Points 4 (1d8)
  • Speed 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
9(-1) 4(-3) 10(+0) 1(-5) 12(+1) 4(-3)

  • Saving Throws Dex +4
  • Skills Intimidation +2
  • Damage Resistances Non-magical Slashing
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time, Night
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 1 (200 XP)

Brutal Bite. While bulky and slow while walking, the Snapping Turtle retains monstrously fast reflexes, granting it a +3 bonus on Saving Throws and Attack & Damage Rolls made with it's Bite attack (already factored in).

Hold Breath. The Turtle can hold it's breath up to 4 hours.

Stable. Whenever an effect would knock the Turtle Prone, the Turtle can attempt a DC 10 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a turn, the Turtle cannot use it's movement for that turn and must succeed on a DC 10 Dexterity Check to right itself.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Bonus Actions

Thrash. Melee Weapon Attack: -3 to hit, reach 0 ft., one Grappled target. Hit: 0 (1d4-3) Bludgeoning + 0 (1d2-1) Slashing damage.

The Alligator Snapping Turtle is double the size of it's smaller kin, weighing in at 175 pounds. With it's spiked shell, angry claws, beak-like jaws, and thick, scaled tail, it's a tough nut to crack. Thankfully, they are far less likely to bite than the Common Snapping Turtle

Sometimes called the Dire Alligator Snapping Turtle, their dread cousins, the Dragon Turtle, are powerhouses of the sea.


Turtle, Common Snapping

Tiny Beast, Unaligned


  • Armor Class 14 (natural armor), 9 while Prone
  • Hit Points 3 (2d4-2)
  • Speed 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
8(-1) 4(-3) 8(-1) 1(-5) 12(+1) 3(-4)

  • Saving Throws Dex +4
  • Skills Intimidation +2
  • Damage Resistances Non-magical Slashing
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time, Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 0 (10 XP)

Brutal Bite. While bulky and slow while walking, the Snapping Turtle retains monstrously fast reflexes, granting it a +3 bonus on Saving Throws and Attack & Damage Rolls made with it's Bite attack (already factored in).

Hold Breath. The Turtle can hold it's breath up to 4 hours.

Stable. Whenever an effect would knock the Turtle Prone, the Turtle can attempt a DC 10 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a turn, the Turtle cannot use it's movement for that turn and must succeed on a DC 10 Dexterity Check to right itself.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Bonus Actions

Thrash. Melee Weapon Attack: -3 to hit, reach 5 ft., one Prone target. Hit: 0 (1d2-1) Slashing damage.

Common Snapping Turtles are aggressive little buggers, using their beak-like mouth to attack. They also come equipped with three 2 inch claws on each foot, making them formidable animals. Like their larger cousins, they hunt underwater game using their worm-like tongue to lure prey in.


Turtle, Common Snapping {Dire}

Large Beast, Unaligned


  • Armor Class 16 (natural armor), 11 while Prone
  • Hit Points 67 (9d10+18)
  • Speed 25 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19(+4) 4(-3) 14(+2) 2(-4) 12(+1) 10(+0)

  • Saving Throws Str +7, Dex +0
  • Skills Intimidation +4
  • Damage Resistances Non-magical Slashing
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time, Night
  • Temperament Passive, Territorial
  • Languages
  • Challenge 4 (1,100 XP)

Brutal Bite. While bulky and slow while walking, the Snapping Turtle retains monstrously fast reflexes, granting it a +3 bonus on Strength & Dexterity Saving Throws and Attack & Damage Rolls made with it's Bite attack (already factored in).

Hold Breath. The Turtle can hold it's breath up to 4 hours.

Stable. Whenever an effect would knock the Turtle Prone, the Turtle can attempt a DC 10 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a turn, the Turtle cannot use it's movement for that turn and must succeed on a DC 10 Dexterity Check to right itself.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) Piercing damage.

Kick. Melee Weapon Attack: +2 to hit, reach 5 ft., one Prone target. Hit: 7 (1d6+4) Bludgeoning + 3 (1d6) Piercing damage.

Bonus Actions

Trample. Melee Weapon Attack: +4 to hit, reach 0 ft., one Prone target. Hit: 7 (1d10+2) Bludgeoning + 3 (1d6) Slashing damage. The Turtle cannot Trample a Target without a 5 ft. running start and moving 5 ft. past the Target's space.


Turtle, Leatherback

Medium Beast, Unaligned


  • Armor Class 14 (thick hide), 10 while Prone
  • Hit Points 9 (2d8)
  • Speed 5 ft., swim 35 ft.

STR DEX CON INT WIS CHA
10(+0) 5(-3) 10(+0) 2(-4) 12(+1) 3(-4)

  • Skills Survival -1
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages
  • Challenge 1/8 (25 XP)

Hold Breath. The Turtle can hold it's breath up to 3 hours.

Stable. Whenever an effect would knock the Turtle Prone, the Turtle can attempt a DC 7 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a turn, the Turtle cannot use it's movement for that turn and must succeed on a DC 12 Dexterity Check to right itself.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

The Leatherback Turtle is a massive ocean going Turtle which averages over 6 ft. in length. Rather than a hard shell, these Turtles have tough, oily hide stretched over a complex of bone for protection, or else they'd be too heavy to float. Similar to other Sea Turtles, Leatherbacks can't retreat into their shells like most other Turtles. As well as being the fastest reptiles on the planet, reaching speeds of up to 22 miles per hour, the turtles will dive to depths of up to 4,000 ft. in the pursuit of prey, favoring Squid or Jellyfish and other soft snacks.


Turtle, Leatherback {Dire}

Large Beast, Unaligned


  • Armor Class 14 (thick hide), 10 while Prone
  • Hit Points 19 (3d10+3)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16(+3) 5(-3) 12(+1) 2(-4) 12(+1) 3(-4)

  • Skills Survival -1
  • Senses Darkvision 60 ft., Passive Perception 11
  • Time Active Any time
  • Temperament Passive, All Bluster
  • Languages
  • Challenge 1/2 (100 XP)

Hold Breath. The Turtle can hold it's breath up to 3 hours.

Stable. Whenever an effect would knock the Turtle Prone, the Turtle can attempt a DC 7 Constitution Saving Throw to avoid being knocked Prone, landing Prone on it's back on a failure. When attempting to stand up during a turn, the Turtle cannot use it's movement for that turn and must succeed on a DC 12 Dexterity Check to right itself.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) Piercing damage.

Dire Leatherback Turtles are actually an ancient species called Archleons, averaging 12 ft. in length, or 16 ft. across the chest from flipper to flipper.


Vampire Dog

Medium Monstrosity, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13(+1) 15(+2) 11(+0) 6(-2) 17(+3) 11(+0)

  • Saving Throws Str +4, Dex +5
  • Skills Acrobatics +5, Insight +1, Perception +6, Stealth +5, Survival +6
  • Condition Immunities Blinded
  • Senses Blindsight 60 ft., Passive Perception 16
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Camouflage. The Vampire Dog has Advantage on Checks & Saves made to Hide in misty or foggy conditions.

Pounce. When the Vampire Dog takes the Jump Action, it can make an attack as a Bonus Action.

Nimble Escape. The Vampire Dog can take the Disengage or Hide Action as a Bonus Action on each of it's turns.

Actions

Multiattack. The Vampire Dog makes two Claw, one Pierce, & one Bite attack, and Grapples (escape DC 15) the Target. It makes them in that order, and if both of it's Claw attacks fail, it breaks off the attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Pierce. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) Piercing damage.

Blood Drain. If the Vampire Dog has already Pierced & is still Grappling a Target, the Vampire Dog withdraws 1/4th of a gallon of blood from the Target, and can make two Claw attacks as a Bonus Action.

The Vampire Dog is a resident of terrifying, fog-bound forests found in the most removed locations of the world. So named for the first few encounters with their kind when all that was seen by the survivors was a running, four-legged form with a long, blood-drenched horn. As incredibly intelligent creatures, the single Dog moved so fast and displayed so much tenacity the survivors reported a whole pack of the monsters. Later this would only be solidified by the Human shape it displays when seen leaning off a tree trunk or when rearing to attack, as if it were the hunter and the dog pack both.

In reality, the "dogs" almost resemble humanoids bent and withered from crouching, with a long protruding horn used to drain blood. Beyond this, the creatures are pale as the grave with a long, blood-filled transparent tube of membrane leading to an undulating sack of undigested blood jiggling on it's back. It uses lanky limbs tipped with small claws to Grapple & restrain their targets, then draining their blood quickly to subdue them. Once a Target is Unconscious, it begins poking into the body for any leftover blood it may have missed, a process which can take well past a quarter hour.

Vampire Dog: Drain Blood

Your typical adult human runs on 1.5 gallons of blood, and generally dies after losing 2/3rds of it. Therefore, a Vampire Dog can kill a Human after 4 rounds.

To model this, a Player should gain a level of Exhaustion after each turn the Dog uses it's Blood Drain, and gain an additional level after losing a full gallon of blood. This is because the process is so fast, your typical Human would outlive the lack of blood just on sheer metabolic momentum.

Your average Human naturally regains 1/8th of a gallon of blood after 4 (3d2) weeks, so to fully recover from a 2/3rds loss takes about 32 weeks or 2/3rds of a year.

For comparison, a baby or House Cat has 1 cup of blood, not even 1/15th of a gallon. A 10 year old or a Halfling has 1 gallon. This is a deadly predator, not to be taken lightly.


Vampire Slicer

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
12(+1) 14(+2) 12(+1) 2(-4) 10(+0) 3(-4)

  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Passive, Territorial
  • Languages
  • Challenge

Aggressive. As a Bonus Action, the Vampire Slicer can move up to its Movement Speed towards a Hostile Creature that it can see.

Actions

Multiattack. The Vampire Slicer makes two Hacking Slash attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

Hacking Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

The vampire Slicer is a large, Mantis-like bug which chops into trees with it's scythe-like appendages, and drink the sap that oozes out. Vampire Slicers typically aren't hostile creatures, but get very defensive while eating.


Velociraptor

Small Beast, Unaligned


  • Armor Class 13 (dextrous)
  • Hit Points 9 (2d6+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8(-1) 14(+2) 12(+1) 6(-2) 14(+2) 7(-2)

  • Saving Throws Dex +4
  • Skills Perception +4, Stealth +4
  • Senses Lowlight Vision, Passive Perception 14
  • Time Active Night, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

Camouflage. The Velociraptor's feathers give it Advantage on Checks & Saves made to Hide in desert environments.

Fearless. The Velociraptor has Advantage on Checks & Saves made to resist becoming Frightened.

Keen Smell. The Velociraptor has Advantage on Perception Checks that rely on smell.

Pack Tactics. The Velociraptor has Advantage on an Attack Roll against a Creature if at least 1 of the Velociraptor's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Pounce. If the Velociraptor moves at least 20 ft. straight toward a Target and then hits it with a Claw attack on the same Turn, the Target must succeed on either a DC 9 Strength or Dexterity Saving Throw or be knocked Prone.

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage, and the Velociraptor can choose to Grapple (escape DC 14) the Target.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage.

Bonus Actions

Nimble Escape. The Velociraptor takes the Disengage Action.

Velociraptors are one of the few dinosaurs most scientist agree was terrifyingly intelligent, hunting meager prey in packs among the desert wastes. Velcoraptors were nearly 6 ft. in length weighing near 125 lbs., though only about 2 ft. high, and prominently featured feathers, using their 4 inch foot claws to tear opponents to shreds.


Venus Flytrap {Dire}

Large Plant, Unaligned


  • Armor Class 12 (tough fibers)
  • Hit Points 45 (7d10+7)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
15(+2) 14(+2) 12(+1) 1(-5) 10(+0) 2(-4)

  • Saving Throws Str +4
  • Skills Athletics +4
  • Damage Vulnerabilities Fire
  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Senses Tremorsence 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

False Appearance. While the Flytrap remains motionless, it is indistinguishable from an ordinary tropical plant.

Actions

Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Smaller Creature. Hit: 1 (1d4-1) Slashing Damage. The Target is trapped inside the Flytrap's Leafy Jaws. While trapped in this way, the Target is Blinded and Restrained, has Total Cover from Attacks and other Effects outside the Flytrap, and takes 14 (4d6) Acid damage at the start of each of the Target's turns. If the Flytrap dies, the Target inside is no longer restrained by it. A Flytrap can Engulf only one Target at a time.

Reactions

Beguiling Pollen. (1/day) When the Flytrap detects any Creatures nearby, it releases a 30 ft. sphere of pollen centered on itself. Any Beast or Humanoid within the Pollen's area must succeed on a DC 11 Wisdom Saving Throw or be forced to use all it's movement on it's turns to get as close to the Flytrap as possible. An affected Target can repeat the Save at the end of each of it's turns, ending the effect on itself on a success.

Colloquially known as a "mantrap", a Dire Venus Flytrap is the larger cousin of the Venus Flytrap, but geared toward catching mammals and other large prey instead. To attract prey, the Dire Venus Flytrap releases a pollen that magically draws creatures to it.


Vulture

Medium Beast, Unaligned


  • Armor Class 10 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
7(-2) 10(+0) 12(+1) 6(-2) 12(+1) 5(-3)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Day
  • Languages
  • Challenge 0 (10 XP)

Carrior Eater. The Vulture has Advantage on Checks and Saves to resist disease.

High Flier. The Vulture is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Keen Sight and Smell. The Vulture has Advantage on Perception Checks that rely on sight or smell.

Pack Tactics. The Vulture has Advantage on an Attack Roll against a Creature if at least 1 of the Vulture's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Urohydrosis. The Vulture sprays caustic urinate on it's legs regularly, giving it Advantage on Checks and Saves to resist becoming infested with disease or parasites.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Talons. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Slashing damage.

Vomit. (Recharges after eating) Ranged Weapon Attack: +2 to hit, range 5/10 ft., one target. Hit: 1 Acid damage and the Target attempts a DC 7 Wisdom Saving Throw, becoming Frightened of the Vulture if it fails. An affected Creature can reattempt the Save at the end of each of it's Turns, ending the effect and becoming immune to it for 1 hour on a success.

Some species of Vultures lack a syrinx and are nearly silent. They do not have songs, and their typical vocalizations are limited to grunts, hisses, bill clacks and similar sounds that don't require complex vocal cords. Interestingly, Vultures are very trainable, responding to vocal commands, learning to detect smells, and come to prefer the pampered company of man.

It should be noted that in the real world, Vultures either have Keen Sight or Keen Smell, depending on the species, any may have weak talons, bad for attacking.


Vulture {Dire}

Large Beast, Neutral Evil


  • Armor Class 10 (dexterous)
  • Hit Points 22 (3d10+6)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14(+2) 10(+0) 15(+2) 6(-2) 12(+1) 7(-2)

  • Saving Throws Con +4
  • Skills Perception +3
  • Senses Passive Perception 13
  • Time Active Twilight, Day
  • Temperament
  • Languages
  • Challenge 1 (200 XP)

Carrior Eater. The Vulture has Advantage on Checks and Saves to resist disease.

High Flier. The Vulture is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Keen Sight and Smell. The Vulture has Advantage on Perception Checks that rely on sight or smell.

Pack Tactics. The Vulture has Advantage on an Attack Roll against a Creature if at least 1 of the Vulture's allies is within 5 ft. of the targeted Creature and the ally isn't Incapacitated.

Roost. The Vulture is considered Medium while it's wings are folded.

Urohydrosis. The Vulture sprays caustic urinate on it's legs regularly, giving it Advantage on Checks and Saves to resist becoming infested with disease or parasites.

Actions

Multiattack. The Vulture makes two attacks: one with it's Beak and one with it's 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.

Vomit. (Recharge 6) Ranged Weapon Attack: +2 to hit, range 5/20 ft., one target. Hit: 1 (1d4-1) Acid damage and the Target attempts a DC 8 Wisdom Saving Throw, becoming Frightened of the Vulture if it fails. An affected Creature can reattempt the Save at the end of each of it's Turns, ending the effect and becoming immune to it for 1 hour on a success.

Dire Vultures have advanced intelligence and a malevolent bent. Unlike it's smaller kin, it will attack a wounded creature to hasten it's end. Dire Vultures have been known to haunt a thirsty, starving creature for days to enjoy it's suffering.


Wasp, Common

Tiny Beast, Chaotic Evil


  • Armor Class 11 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 5 ft., climb 20 ft., flying 30 ft.

STR DEX CON INT WIS CHA
1(-5) 13(+1) 9(-1) 1(-5) 8(-1) 2(-4)

  • Skills Acrobatics +3, Stealth +3
  • Senses Tremorsense 5 ft., Passive Perception 9
  • Time Active Day, Twilight
  • Temperament Passive
  • Languages Can understand Abyssal but cannot speak it
  • Challenge 0 (0 XP)

*Incessant Buzzing. The Wasp has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 5 ft. away.

Kidnapper. The Wasp can carry up to it's own weight with it's legs, about 1/100 of an ounce. The Wasp can only carry one object at a time with it's legs.

Paper Carpentry. The Wasp can build up to 1/16th square of an inch of paper per minute (1/2 a square ft. per hr., 4 square ft./day), assuming an equal amount of readily available wood or wood products.

Pheromone Frenzy. When the Wasp attempts to attack a Target, it alerts every other Wasp within 300 ft. of itself that it has done so, and those Wasps know the exact location of the Wasp. The Wasp has Advantage on Checks to find and track Targets which it or another Wasp has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Wasp to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Wasp remains in the smoke, plus 1d4 rounds.

Spider Climb. The Wasp can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 0 (1d20-19) Piercing + 0 (1d20-19) Poison damage.

Wasps come in every color imaginable, from red to metalic blue - even bright green, typically build their nests made from wood fibers in the ground, or occasionally on trees or other structures. In colder climates, every Wasp in a colony is killed by the cold, except a single female destined to become the next queen. During fall, a Wasp's temperament changes to Aggressive from the stress of preparing for winter.

It should be noted that most Wasps do not live in colonies or sting people, only specific species such as Yellow Jackets and Hornets.


Swarm of Common Wasps

Medium Swarm of Tiny Beasts, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 22 (5d8)
  • Speed 5 ft., burrow 1/8 inch, climb 20 ft., flying 30 ft.

STR DEX CON INT WIS CHA
3(-4) 13(+1) 10(+0) 1(-5) 8(-1) 1(-5)

  • Skills Acrobatics +3
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Paralyzed, Prone, Restrained, Stunned
  • Senses Tremorsense 10 ft., Passive Perception 9
  • Time Active Day, Twilight
  • Temperament Territorial
  • Languages Can understand Abyssal but cannot speak it
  • Challenge 1/2 (100 XP)

*Incessant Buzzing. The Swarm has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 50 ft. away.

Kidnapper. The Swarm can carry up to it's own weight in mass, about 4/10ths of an ounce.

Paper Carpentry. The Swarm can build up to 2.5 square inches of paper per minute (150 square ft. per hr., 2,400 square ft./day), assuming an equal amount of readily available wood or wood products.

Pheromone Frenzy. When an individual Wasp attempts to attack a Target, it alerts every other Wasp within 300 ft. of itself that it has done so, and those Wasps know the exact location of the Wasp. The Swarm has Advantage on Checks to find and track Targets which it or another Wasp or Swarm has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Swarm to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Swarm remains in the smoke, plus 1d4 rounds.

Spider Climb. The Swarm can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm. The Swarm can occupy another Creature's space and vice versa, and the Swarm can move through any opening large enough for a Common Wasp by Squeezing. The Swarm can't regain Hit Points or gain Temporary hit Points.

Actions

Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the Swarm's space. Hit: 5 (2d4) Piercing + 5 (2d4) Poison damage, or 2 (1d4) Piercing + 2 (1d4) Poison damage if the Swarm has half it's total Hit Points or fewer remaining.


Wasp {Dire}

Medium Fiend, Chaotic Evil


  • Armor Class 12 (dexterous)
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10(+0) 14(+2) 10(+0) 1(-5) 10(+0) 4(-3)

  • Skills Acrobatics +4, Stealth +4
  • Saving Throws Dex +5, Cha +3
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Aggressive
  • Languages Can understand Abyssal but cannot speak it
  • Challenge 1/2 (100 XP)

*Incessant Buzzing. The Wasp has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Kidnapper. The Wasp can carry up to 200 pounds. The Wasp can only carry one object at a time with it's legs.

Paper Carpentry. The Wasp can build up to 1 square inch of paper per minute (5 square ft./hr., 40 square ft./day), assuming an equal amount of readily available wood or wood products.

Pheromone Frenzy. When the Wasp attempts to attack a Target, it alerts every other Dire Wasp within 500 ft. of itself that it has done so, and those Wasps know the exact location of the Wasp. The Wasp has Advantage on Checks to find and track Targets which it or another Wasp has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Wasp to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Wasp remains in the smoke, plus 1d4 rounds.

Spider Climb. The Wasp can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing + 1 (1d2) Poison damage.

Dire Wasps are known for their sheer aggression, stinging literally anything that moves. Prey are then brought back to the hive and fed to their larvae, dead or alive. This is debatably worse than the Dire Parasitoid Wasp's method of feeding their young, as it can destroy entire towns.


Wasp, Drone {Dire}

Medium Fiend, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14(+2) 13(+1) 13(+1) 1(-5) 13(+1) 8(-1)

  • Skills Athletics +5, Acrobatics +4
  • Saving Throws Dex +4
  • Senses Tremorsense 20 ft., Passive Perception 10
  • Time Active Day
  • Temperament Aggressive
  • Languages Can understand Abyssal but cannot speak it
  • Challenge 2 (450 XP)

*Incessant Buzzing. The Drone has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Kidnapper. The Drone can carry up to 150 pounds. The Drone can only carry one object at a time with it's legs.

Pack Tactics. The Drone has Advantage on an Attack Roll against a Creature if at least 1 of the Drone's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pheromone Frenzy. When the Drone attempts to attack a Target, he alerts every other Dire Wasp within 300 ft. of itself that he has done so, and those Wasps know the exact location of the Drone. The Drone has Advantage on Checks to find and track Targets which he or another Wasp has attacked in the last 10 minutes.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Drone to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Drone remains in the smoke, plus 1d4 rounds.

Spider Climb. The Drone can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm Advantage. Each Dire Wasp within 10 ft. of the Drone deals 1 extra point of damage when they make an attack against a Creature Hostile to his Dire Queen Wasp.

Actions

*Multiattack. The Drone makes two attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Piercing damage. The Drone can Grapple (escape DC 15) the Target as part of the attack.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing + 1 (1d2) Poison damage.

Unlike their smaller cousins, Dire Drone Wasps are quite aggressive, and well armed for combat. They function as the muscle of the hive, protecting it from threats.


Wasp, Queen {Dire}

Medium Fiend, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 22 (4d8+4)
  • Speed 10 ft., burrow 1 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11(+0) 14(+2) 12(+1) 2(-4) 12(+1) 8(-1)

  • Skills Acrobatics +5, Stealth +5
  • Saving Throws Dex +5, Cha +5
  • Senses Tremorsense 30 ft., Passive Perception 11
  • Time Active Day
  • Temperament Territorial
  • Languages Can understand Abyssal but cannot speak it
  • Challenge 2 (450 XP)

Brood. The Queen can lay 25 eggs each day, or up to 100 each day for 1 week during summer.

*Incessant Buzzing. The Queen has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Legendary Resistance. (1/Day) If the Queen fails a Saving Throw, she can choose to succeed instead.

Queen Wasp. Every Wasp which belongs to the Queen's hive within 1 mile of the Queen knows her exact location, or if farther away than that, knows the general direction of her location. When the Queen attempts to attack a Target, she alerts every other Dire Wasp within 1,000 ft. of itself that she has done so. The Queen has Advantage on Checks to find and track Targets which she or another Wasp has attacked in the last 10 minutes.

Paper Carpentry. The Queen can build up to 2 square inches of paper per minute (10 square ft./hr., 80 square ft./day), assuming an equal amount of readily available wood or wood products.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Queen to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Queen remains in the smoke, plus 1d4 rounds.

Spider Climb. The Queen can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Swarm Advantage. Each Dire Wasp within 30 ft. of the Queen deal an extra 2 points of damage when they make an attack against a Creature Hostile to the Queen.

Actions

*Multiattack. The Queen makes two attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) Piercing damage. The Queen can Grapple (escape DC 13) the Target as part of the attack.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing + 1 (1d2) Poison damage.

Legendary Actions

The Queen can make a single Legendary Action between any two of her turns, choosing from the options below, but only at the end of another Creature’s turn. The Queen regains spent Legendary Actions at the start of each of her turns.

Blitz. Until the end of the Queen's next turn, each Dire Wasp within 30 ft. of the Queen can can make either a Bite or Sting attack as a Bonus Action.

Rally. Until the end of the Queen's next turn, each Dire Wasp within 1,000 ft. of the Queen can take the Dash Action as a Bonus Action to move directly towards her.

Swarm. Until the end of the Queen's turn, each Dire Wasp within 1,000 ft. of the Queen do not receive penalties from Squeezing or entering another Creature's space.

Dire Queen Wasps are slightly larger than others of their kind, but not by much in the scale of things. They are well equipped to lead a group of Drones on an offensive.


Wasp, Parasitoid {Dire}

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 16 (3d8+3)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10(+0) 16(+3) 12(+1) 2(-4) 10(+0) 5(-3)

  • Saving Throws Dex +5
  • Skills Athletics +2, Acrobatics +5, Stealth +4
  • Senses Passive Perception 10
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Ambusher. The Wasp has Advantage on Attack Rolls against Surprised Targets.

*Incessant Buzzing. The Wasp has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Kidnapper. The Wasp can carry up to 200 pounds. The Wasp can only carry one object at a time with it's legs.

Smoke Vulnerability. Exposure to smoke from particularly smoky fires or effects (such as that created by a Fireball spell) causes the Wasp to attempt a DC 14 Constitution Saving Throw, gaining 5 levels of Exhaustion on a failure, or 4 on a success. This effect persists as long as the Wasp remains in the smoke, plus 1d4 rounds.

Spider Climb. The Wasp can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage, and the Wasp can Grapple (escape DC 12) a Target with it's feet as part of the attack.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage, and the Wasp can choose both Grapple the Target as part of the attack, and to force the Target to succeed on a DC 17 Constitution Saving Throw or become Paralyzed for 10 Rounds on a failure. The Target can reattempt the Save at the end of each of their turns, ending the effect on itself on a Success.

Embed Eggs. The Wasp selects either a Paralyzed or willing Target, and makes a Sting attack, inserting 6d12 Dire Parasitoid Wasp Eggs into the Target's flesh.

As they sting, Dire Parasitoid Wasps can lay eggs inside their prey, so when their larvae hatch they eat them from the inside out. Horribly the Wasp will do everything in it's power to keep from killing it's victim so it can continue to eat, providing nourishment for it's young as they devour it from the inside out. They favor many Dire Insects, but really any prey will do in a pinch. The term Parasitoid Wasps include many species, such as the Tarantula Hawk Wasp, which preys on large Arachnids.


Parasitoid Wasp Egg {Dire}

Tiny Beast, Unaligned


  • Armor Class 7 (natural armor)
  • Hit Points 4 (1d4+2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14(+2) 1(-5) 1(-5) 2(-4)

  • Damage Resistances Bludgeoning, Cold, Thunder
  • Damage Vulnerabilities Necrotic
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 1/2 (100 XP)

Incubate. The Egg hatches 2d6 days after being laid, becoming a Dire Parasitoid Wasp Larva. Until the Egg hatches, it is vulnerable to attack. Every 24 hours after the first Dire Parasitoid Wasp Egg is laid inside of a Host, the Host uses it's immune system to attempt a DC 23 Constitution Saving Throw, dealing 1 Acid damage to all the Dire Parasitoid Wasp Eggs inside of it on a Success, or 1 Necrotic damage to itself if it fails the Save by 20 or more.

Dire Parasitic Wasp Eggs are rubbery ovaloids which display the sinuous larva inside of them through their jelly-like contents when held up to a light source. These Eggs are yellowish-brown, weight about 1/2 pound, and are about the size of a 10-year-old child's fist.


Parasitoid Wasp Larva {Dire}

Tiny Beast, Unaligned


  • Armor Class 11 (dexterous)
  • Hit Points 3 (1d4+1)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 12(+1) 1(-5) 1(-5) 3(-4)

  • Skills Nature -2, Stealth +5
  • Damage Resistances Bludgeoning, Thunder
  • Damage Vulnerabilities Necrotic
  • Condition Immunities Blinded, Deafened, Prone
  • Senses Tremorsense 10 ft., Passive Perception 5
  • Time Active Any time
  • Temperament Skittish
  • Languages
  • Challenge 1 (200 XP)

Infestation. Now that the Larva has Hatched, it begins devouring the Host from the inside-out. Until the Host is dead, however, the Larva is vulnerable to attack. Every 24 hours after the first Dire Parasitoid Wasp Larva hatches inside of a Host, the Host uses it's immune system to attempt a DC 23 Constitution Saving Throw, dealing 1 Acid damage to all the Dire Parasitoid Wasp Larva inside of it on a Success, or 1 Necrotic damage to itself if it fails the Save by 15 or more.

Infiltrator. The Larva can Squeeze through any space 1/2th inch wide or larger.

Pupate. After the Host is killed, the Larva creates a cocoon from a hardened excretion inside the dead Host's skin over the course of 24 hours, sealing itself inside becoming a Dire Parasitoid Wasp Pupa.

Spider Climb. The Larva can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Now that the Dire Parasitoid Wasp Egg has hatched, it has become a voraciously hungry Dire Parasitoid Wasp Larva, which burrows through the host's body, eating any and all flesh it can find, excepting the Host's skin, which it will need for protection & camouflage later when it Pupates. The Larva is about the size of a man's fist, and is exceedingly rubbery, like a horribly large maggot.


Parasitoid Wasp Pupa {Dire}

Tiny Beast, Unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 9 (2d4+4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14(+2) 1(-5) 1(-5) 3(-4)

  • Damage Resistances Bludgeoning, Cold, Thunder
  • Damage Vulnerabilities Necrotic
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned
  • Senses Tremorsense 10 ft., Passive Perception 5
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Incubate. The Pupa hatches 3d6 days after it's formation, becoming a Dire Parasitoid Wasp.

The Dire Parasitoid Wasp Pupa looks like a hardened brown resin lump, with plenty of crags and cracks in it's surface, like the texture of crumpled aluminum foil.


Wasp, Parasitoid {Dread}

Medium Beast, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 45 (6d8+18)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16(+3) 19(+4) 16(+3) 3(-4) 14(+2) 17(+3)

  • Saving Throws Wisdom +3, Dex +5, Charisma +6
  • Skills Athletics +6, Acrobatics +7, Medicine +6, Perception +5, Stealth +7
  • Damage Resistances Poison, Thunder; Non-magical or an Unsilvered weapon's Bludgeoning, Piercing & Slashing damage
  • Condition Immunities Charmed, Fatigued, Frightened
  • Senses Passive Perception 15
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 8 (3,900 XP)

Ambusher. The Wasp has Advantage on Attack Rolls against Surprised Targets.

Avoidance. If the Wasp is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save, and only half damage if it fails.

*Incessant Buzzing. The Wasp has Disadvantage on Stealth checks while Flying, creating a buzzing noise which is audible up to 100 ft. away.

Kidnapper. The Wasp can carry up to 600 pounds. The Wasp can only carry one object at a time with it's legs.

Legendary Resistance. (1/Day) If the Wasp fails a Saving Throw, it can choose to succeed instead.

Preposterous Physician. The Wasp receives a +4 bonus on all Medicine checks it attempts (already factored in). Also like a good doctor, the Wasp has Advantage on Checks & Saves to track or find a Creature which is has used it's Aiding Treatment Action on.

Spider Climb. The Wasp can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Actions

Multiattack. The Wasp makes two attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) Slashing damage, and the Wasp can Grapple (escape DC 16) a Target with it's feet as part of the attack.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., 10 target. Hit: 1 Piercing damage, and the Wasp can choose both Grapple the Target as part of the attack, and to force the Target to succeed on a two Constitution Saving Throws. The first Save has a DC of 20, and when failed, the Target becomes Unconscious for the next 1d4 rounds. The second Save has a DC of 25, and when failed causes the Target to be Paralyzed for the next 30 minutes on a failure. The Target can reattempt both Saves at the end of each round, ending the effect(s) on itself on a success.

Aiding Treatment. The Wasp makes a Wisdom (Medicine) check of a DC equal to the total number of Hit Points the Target has lost at present from physical injuries (usually those just inflicted by the Wasp). On a Success, the Target regains 1 Hit Point, and additionally gains a number of Temporary Hit Points equal to the result of rolling one of it's Hit Dice. The Wasp can only cause a Target to regain a Net Total of 1 Hit Point each day.

Disappear. Until the beginning of the Wasp's next turn, the Wasp becomes Invisible, and Creatures cannot discern even the general direction of any sound it creates. This is a Magical ability.

Embed Eggs. The Wasp selects either a Paralyzed or willing Target, and makes a Sting attack, inserting 6d12 Dread Parasitoid Wasp Eggs into the Target's flesh.

Dread Parasitoid Wasps are descendants of Dire Tarantula Hawk Wasps, taken to the extreme by tapping into magic to disappear from sight and hearing. It seems this magical ability only fails when it strikes, suddenly appearing to view as a massive black Wasp of death.

But once the Dread Wasp strikes, the horror isn't over. Like the Dire Parasitic Wasp, the Dread Wasp wishes to keep it's selected victim alive while it's young eat the creature from it's inside-out. As such, it's developed a evolutionary impulse to drag it's prey back to a lair and entrap it there, bringing the creature food to eat and patching up any wounds or such to allow it's Dread Parasitic Wasp Larva more flesh to consume with a higher nutrishtional value.

Note from the Author

Dread Parasitic Wasps are some of my favorite creatures. Imagine the terror on the player's faces as they hear a loud buzzing they cannot place, suddenly face a giant wasp which bites their face and stings them, knocks them out for an indeterminate amount of time, and they wake up to see this horrific creature crawling over them using it's mandibles to do something to it's wounds. It then picks them up in it's creepy-crawly arms, turns invisible again, and carts them through the air for half an hour before landing inside a evil-looking hollow in the rock or some such, and traps them inside. Then the next couple of days, it returns, bringing them food & water until eventually they die from being eaten from the inside-out. Truly horrifying experience.


Parasitoid Wasp Egg {Dread}

Tiny Beast, Unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 6 (1d4+4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18(+4) 1(-5) 1(-5) 4(-3)

  • Damage Resistances Bludgeoning, Thunder
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 1 (200 XP)

Incubate. The Egg hatches 2d6 days after being laid, becoming a Dread Parasitoid Wasp Larva. Until the Egg hatches, it is vulnerable to attack. Every 24 hours after the first Dread Parasitoid Wasp Egg is laid inside of a Host, the Host uses it's immune system to attempt a DC 23 Constitution Saving Throw, dealing 1 Acid damage to all the Dread Parasitoid Wasp Eggs inside of it on a Success, or 1 Necrotic damage to itself if it fails the Save by 20 or more.

Dread Parasitic Wasp Eggs are rubbery ovaloids which display the sinuous larva inside of them through their jelly-like contents when held up to a light source. These Eggs are yellowish-brown, weight about 1 pound, and are about the size of a man's fist.


Parasitoid Wasp Larva {Dread}

Tiny Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 6 (1d4+4)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
2(-4) 14(+2) 18(+4) 1(-5) 14(+2) 5(-3)

  • Saving Throws Dexterity +5
  • Skills Nature +1, Perception +5, Stealth +5
  • Damage Resistances Bludgeoning, Thunder
  • Condition Immunities Blinded, Deafened, Frightened, Prone
  • Senses Tremorsense 15 ft., Passive Perception 15
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (200 XP)

Infestation. Now that the Larva has Hatched, it begins devouring the Host from the inside-out. Until the Host is dead, however, the Larva is vulnerable to attack. Every 24 hours after the first Dread Parasitoid Wasp Larva hatches inside of a Host, the Host uses it's immune system to attempt a DC 23 Constitution Saving Throw, dealing 1 Acid damage to all the Dread Parasitoid Wasp Larva inside of it on a Success, or 1 Necrotic damage to itself if it fails the Save by 15 or more.

Infiltrator. The Larva can Squeeze through any space 1/2th inch wide or larger.

Pupate. After the Host is killed, the Larva creates a cocoon from a hardened excretion inside the dead Host's skin over the course of 24 hours, sealing itself inside becoming a Dread Parasitoid Wasp Pupa.

Spider Climb. The Larva can Climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.

Wriggly. The Larva has Advantage on Checks & Saves to resist being Grappled.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 0 (1d8-7) Piercing damage.

Now that the Dread Parasitoid Wasp Egg has hatched, it has become a voraciously hungry Dread Parasitoid Wasp Larva, which burrows through the host's body, eating any and all flesh it can find, excepting the Host's skin, which it will remain hidden inside when it Pupates. The Larva is about the size of both of a man's fists, and is exceedingly rubbery, like a horribly large maggot.


Parasitoid Wasp Pupa {Dread}

Small Beast, Unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 5 (2d6+8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
18(+4) 3(-4) 10(+0) 12(+1)

  • Damage Resistances Bludgeoning, Thunder
  • Condition Immunities Blinded, Deafened, Frightened, Incapacitated, Paralyzed, Prone, Stunned
  • Senses Tremorsense 15 ft., Passive Perception 10
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Incubate. The Pupa hatches 3d6 days after it's formation, becoming a Dread Parasitoid Wasp.

The Dread Parasitoid Wasp Pupa looks like a hardened brown resin lump, with plenty of crags and cracks in it's surface, like the texture of crumpled aluminum foil. Something seems to be moving inside.


Weasel

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
3(-4) 16(+3) 8(-1) 2(-4) 12(+1) 3(-4)

  • Skills Stealth +5, Perception +3
  • Condition Immunities Prone
  • Senses Darkvision 10 ft., Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Fearless. The Weasel has Advantage on Checks and Saves to resist being Frightened.

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Weasel must eat at least 1 pound of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Weasel Out. The Weasel can Squeeze through spaces 1 inch wide or larger, and suffers no penalties from Squeezing through spaces 1.5 inches wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Small or smaller targets which can see the Weasel. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the start of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 2 hours.

Stench. (Recharges after a Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Weasel's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 24 hours.

The term "Weasel" or "Polecat" includes many species, such as Ferrets, Least Weasels, Martens, Minks, Stoats, and Winter Weasels, among others, but Martens don't have a Stench like other Weasels. Weasels need an enormous amount of food every day, eating about 40% of their weight, so they always attack any sign of motion, saving excess prey for later inside the cool confines of it's lair. Weasels kill with a swift bite to the back of the neck. To conserve energy, Weasels sleep for 2/3rds of the day.


Weasel, Dune

Tiny Beast, Unaligned


  • Armor Class 16 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 120 ft., burrow 120 ft.

STR DEX CON INT WIS CHA
3(-4) 22(+6) 8(-1) 2(-4) 12(+1) 5(-3)

  • Skills Acrobatics +8, Stealth +5, Perception +3
  • Condition Immunities Prone
  • Senses Darkvision 10 ft., Passive Perception 13
  • Time Active Night, Any time
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Fearless. The Weasel has Advantage on Checks and Saves to resist being Frightened.

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Weasel must eat at least 1 pound of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Wake. When the Weasel takes the Dash Action while Burrowing, it disturbs loose topsoil, such as soft dirt, sand or snow. Creatures standing on the loose soil are submerged a number of feet equal to half the width of their Size. The DM may also determines if the Weasel triggers an Avalanche, Mudslide, Sandslide or similar event.

Weasel Out. The Weasel can Squeeze through spaces 1 inch wide or larger, and suffers no penalties from Squeezing through spaces 1.5 inches wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Small or smaller targets which can see the Weasel. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the start of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 2 hours.

Stench. (Recharges after a Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Weasel's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 24 hours.

The only terrestrial Creature as fast as a Quickling one is likely to encounter is the Dune Weasel, sometimes called a Snowdrift or Tunneling Weasel. While otherwise a typical Weasel, the Dune Weasel is known for accidentally burying wagon trains and camels beneath the sand, or snow, depending on where the particular Weasel lives.


Weasel, Ferret

Small Beast, Chaotic Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
3(-4) 16(+3) 8(-1) 3(-4) 10(+0) 3(-4)

  • Saving Throws Dex +5
  • Skills Perception +2
  • Condition Immunities Prone
  • Senses Darkvision 10 ft., Passive Perception 12
  • Time Active Twilight, Any time
  • Temperament Friendly, Impish
  • Languages
  • Challenge 0 (10 XP)

Fearless. The Ferret has Advantage on Checks and Saves to resist being Frightened.

Keen Hearing and Smell. The Ferret has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Ferret can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Ferret must eat at least 1 pound of meat each day. Each time the Ferret would gain a level of Exhaustion from lack of food or water, the Ferret gains an additional level of Exhaustion.

Weasel Out. The Ferret can Squeeze through spaces 1.5 inches wide or larger, and suffers no penalties from Squeezing through spaces 2 inches wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d2) Piercing damage.

War Dance. The Ferret begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Small or smaller targets which can see the Ferret. Each Target must attempt a DC 3 Intelligence Saving Throw, becoming Stunned from the Ferret's sheer audacity until the start of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 2 hours.

Stench. (Once per Long Rest) The Ferret sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Ferret's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Ferret's Stench for the next 24 hours.

Ferrets are the only species of Weasel that doesn't exist in nature, only in domestication, and are near helpless in the wild. Like all Weasels, Ferrets sleep an enormous amount, but behave like a puppy that's always at play while awake. They also love small shiny, smelly, or intriguing objects, and will literally "ferret them away" in a hidden corner for protection and later play. An average Ferret weighs 3 lbs., and is about 1 ft. in length.


Weasel, Kaleidoscope

Small Fey, Chaotic Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 2 (1d4)
  • Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
3(-4) 16(+3) 11(+0) 3(-4) 11(+0) 5(-3)

  • Saving Throws Dex +5, Con +2
  • Damage Resistances Force, Poison
  • Skills Acrobatics +5, Perception +2, Performance +1, Stealth +5
  • Condition Immunities Prone
  • Senses Passive Perception 12
  • Time Active Twilight, Any time
  • Temperament Impish
  • Languages
  • Challenge 1/2 (100 XP)

Avoidance. If the Weasel is subjected to an effect that allows it to make a Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Save & only half damage if it fails.

Fearless. The Weasel has Advantage on Checks & Saves to resist being Frightened.

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Weasel must eat at least 1 pound of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Weasel Out. The Weasel can Squeeze through spaces 1.5 inches wide or larger, and suffers no penalties from Squeezing through spaces 2 inches wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling and prancing to it's movement, and chooses any number of Small or smaller targets which can see the Weasel. Each Target must attempt a DC 4 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the start of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 2 hours.

Stench. (Once per Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Weasel's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 24 hours.

Kaleidoscope Weasels hail from the Feywilde, and are sleek, beautiful little creatures which flit through the air on Butterfly wings. Unlike a Butterfly's wings, however, a Kaleidoscope Weasel's wings are entirely prehensile.


Weasel, Winter

Tiny Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 1 (1d4-1)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
3(-4) 16(+3) 8(-1) 3(-4) 12(+1) 3(-4)

  • Skills Stealth +5, Perception +3
  • Condition Immunities Prone
  • Senses Darkvision 10 ft., Passive Perception 13
  • Time Active Day
  • Temperament Passive
  • Languages
  • Challenge 0 (10 XP)

Fearless. The Weasel has Advantage on Checks and Saves to resist being Frightened.

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Snowy Coat. The Weasel has Advantage on Stealth Checks made to hide in snowy terrain.

Voracious. The Weasel must eat at least 1 pound of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Weasel Out. The Weasel can Squeeze through spaces 1 inch wide or larger, and suffers no penalties from Squeezing through spaces 1.5 inches wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2+3) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Small or smaller targets which can see the Weasel. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the start of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 2 hours.

Stench. (Once per Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of the Weasel's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 24 hours.


Weasel {Dire}

Medium Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 9 (2d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
9(-1) 16(+3) 10(+0) 3(-4) 10(+0) 5(-3)

  • Saving Throws Dex +5
  • Skills Perception +2
  • Condition Immunities Prone
  • Senses Darkvision 20 ft., Passive Perception 12
  • Time Active Night, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (100 XP)

Fearless. The Weasel has Advantage on Checks and Saves to resist being Frightened.

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Weasel must eat at least 5 lbs. of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Weasel Out. The Weasel can Squeeze through spaces 1 ft. wide or larger, and suffers no penalties from Squeezing through spaces 2 ft. wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Medium or smaller targets which can see the Weasel. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the end of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 24 hours.

Stench. (Once per Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of it's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 2 hours.

Dire Weasels tend to sleep less, about 8 hours a day, no longer restricted by their oppressively high metabolism. They eat about 10% of their weight each day instead of the usual 40%. They're still nigh incapable of storing fat, however.


Weasel, Ferret {Dire}

Large Beast, Chaotic Neutral


  • Armor Class 13 (dexterous)
  • Hit Points 11 (2d10)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9(-1) 16(+3) 10(+0) 4(-3) 10(+0) 5(-3)

  • Saving Throws Dex +5
  • Skills Perception +3
  • Condition Immunities Frightened, Prone
  • Senses Darkvision 20 ft., Passive Perception 10
  • Time Active Twilight, Any time
  • Temperament Passive, Impish
  • Languages
  • Challenge 1 (100 XP)

Keen Hearing and Smell. The Ferret has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Ferret can take the Disengage Action as a Bonus Action on each of it's turns.

Voracious. The Ferret must eat at least 8 lbs. of meat each day. Each time the Ferret would gain a level of Exhaustion from lack of food or water, the Ferret gains an additional level of Exhaustion.

Weasel Out. The Ferret can Squeeze through spaces 2.5 ft. wide or larger, and suffers no penalties from Squeezing through spaces 3.5 ft. wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

War Dance. The Ferret begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Large or smaller targets which can see the Ferret. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Ferret's sheer audacity until the end of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 24 hours.

Stench. (Once per Long Rest) The Ferret sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of it's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Ferret's Stench for the next 2 hours.

A Dire Ferret is about 3 ft. wide by 7 ft. long., including tail, (the abdomen itself is close to 5 ft. long,) and weighs around 80 lbs.


Weasel, Winter {Dire}

Large Beast, Unaligned


  • Armor Class 13 (dexterous)
  • Hit Points 11 (2d10)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13(+1) 16(+3) 11(+0) 4(-3) 10(+0) 5(-3)

  • Saving Throws Dex +5
  • Skills Perception +3
  • Condition Immunities Frightened, Prone
  • Senses Darkvision 20 ft., Passive Perception 10
  • Time Active Twilight, Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1 (100 XP)

Keen Hearing and Smell. The Weasel has Advantage on Perception Checks that rely on hearing or smell.

Nimble Escape. The Weasel can take the Disengage Action as a Bonus Action on each of it's turns.

Snowy Coat. The Weasel has Advantage on Stealth Checks made to hide in snowy terrain.

Voracious. The Weasel must eat at least 8 lbs. of meat each day. Each time the Weasel would gain a level of Exhaustion from lack of food or water, the Weasel gains an additional level of Exhaustion.

Weasel Out. The Weasel can Squeeze through spaces 2.5 ft. wide or larger, and suffers no penalties from Squeezing through spaces 3.5 ft. wide or larger.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) Piercing damage.

War Dance. The Weasel begins to add erratic fumbling, tumbling, wriggling, and prancing to it's movement, and chooses any number of Large or smaller targets which can see the Weasel. Each Target must attempt a DC 5 Intelligence Saving Throw, becoming Stunned from the Weasel's sheer audacity until the end of their next Turn on a failed Save. Once affected in this way, each Target is immune to the War Dance's effect for the next 24 hours.

Stench. (Once per Long Rest) The Weasel sprays a foul, yellow, viscous liquid. Creatures within 10 ft. of the liquid must make a DC 7 Constitution Saving Throw, becoming Poisoned until the start of it's next turn. If a Target has Advantage on Perception Checks which rely on Smell, it rolls with Disadvantage. On a successful Save, the Target is has Advantage on Saves to resist the Weasel's Stench for the next 2 hours.


Whale, Basilosaurus

Gargantuan Beast, Unaligned


  • Armor Class 15 (dexterous)
  • Hit Points 93 (6d20+30)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
24(+7) 14(+2) 20(+5) 5(-3) 14(+2) 4(-3)

  • Skills Athletics +9, Intimidation +1, Survival +0
  • Senses Blindsight 300 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Passive
  • Languages Understands Aquan but cannot speak it
  • Challenge 5 (1,800 XP)

Colossal. The Basilosaurus occupies a 55 ft. long, 25 ft. diameter Cylinder.

Echolocation. The Basilosaurus's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Geolocation. The Basilosaurus always knows it's location relative to the planet to within the nearest 80 mile increment.

Hold Breath. The Basilosaurus can hold it's breath for 90 minutes, but only underwater.

Keen Hearing and Sight. The Basilosaurus has Advantage on Perception Checks that rely on hearing and sight.

Swimming Leap. With a 60 ft. swimming start, the Basilosaurus can High Jump up to 30 ft.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) Piercing damage and the Basilosaurus can Grapple the Target as part of the attack.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) Bludgeoning damage.

Swallow Whole. Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or Smaller target. Hit: The Target receives 14 (4d6) Bludgeoning damage, and is Blinded, Grappled & Restrained. At the end of 3 rounds, an affected Target is released from the Grapple & is deposited in the Basilosaurus's stomach. Swallowed prey receive 1 Acid damage at the beginning of each hour.

Commune. The Basilosaurus creates a series of very low sounds, usually for 1 (1d2) minutes. Any Creature within 1,000 ft. of the Basilosaurus that can hear very low frequencies is Deafened, or that uses Tremorsense is Blinded. The noises travel at 3,400 mph, and can be heard audibly (by Creatures which can hear it) up to 3,000 miles away. For the communication to be understandable, however, the recipient must be within 800 miles of the Basilosaurus.

Despite their "saurian" name, Basilosauruses are in fact oceanic mammals, ancient relatives of the Whale, and at 55 ft. long & 15 tons (30,000 pounds) are highly formidable beasts of the sea. In appearance, they resemble Whales slimed to accompany Eel-like features & motion, featuring the long, toothed jaws of an Alligator snubbed as if smacked with an anvil. Inexperienced observers often confuse a Basilosaurus with other types of sea serpent — and in all fairness, in the aftermath of a Basilosaurus attack on an unsuspecting ship, such distinctions are largely academic.

A Basilosaurus relies as much on vision as echolocation to find prey, but sometimes mistakes smaller ships for food. Basilosauruses have few natural predators; Only herculean monsters like Krakens, thalassic behemoths, and the largest of seafaring Dragons can truly threaten a fully grown one. If you're looking for a more realistic tale of Moby Dick, this would be your antagonist.


Whale, Blue

Gargantuan Beast, Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 165 (10d20+60)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
26(+8) 8(-1) 23(+6) 6(-2) 10(+0) 4(-3)

  • Skills Athletics +11, Survival +1
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages Understnads Aquan but cannot speak it
  • Challenge 7 (2,500 XP)

Colossal. The Whale occupies a 100 ft. long, 50 ft. diameter Cylinder.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest 50 miles.

Hold Breath. The Whale can hold it's breath for 90 minutes, but only underwater. The Whale can only go 30 minutes comfortably, however.

Swimming Leap. With a 100 ft. swimming start, the Whale can High Jump up to 110 ft.

Roaming Slumber. While Unconscious due to sleep, the Whale can still Swim, and uses it's full Swim Speed if possible, and can remove the Unconscious Condition as an Action. The Whale has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (1d20+8) Bludgeoning damage.

Swallow Whole. Melee Weapon Attack: +11 to hit, reach 0 ft., one Gargantuan or Smaller target. Hit: The Target is captured inside the Whale's mouth, and is Blinded. Huge targets are Restrained, and Gargantuan Targets are Grappled (escape DC 21). A Swallowed Target has Full Cover against Attacks and other effects outside the Whale.

Swallow. Everything inside the Whale's mouth receives 13 (2d12) Bludgeoning damage (except the Whale's tongue) as the Whale either attempts to swallow it's prey, or expunges it out of it's mouth, which it does when a Medium or Larger Target was caught inside the Whale's mouth. Successfully Swallowed prey receive 1 Acid damage at the beginning of each hour.

Commune. The Whale creates a series of very low sounds, usually for 1 (1d2) minutes. During this time, Creatures within 10 ft. of the Whale receive 1 (1d2) Thunder damage. Any Creature within 1,000 ft. of the Whale that can hear very low frequencies is Deafened, or that uses Tremorsense is Blinded. The noises travel at 3,400 mph, and can be heard audibly (by Creatures which can hear it) up to 3,000 miles away. For the communication to be understandable, however, the recipient must be within 800 miles of the Whale.

Whales are the immense, and incongruously graceful creatures whose calls can be heard for miles throughout the depths of the deep blue. Of all species, Blue Whales are prized for their meat and valuable oil. Being filter feeders, they have little means of defending themselves, making finding the Whale the most challenging part of the job, though there is danger of your boat being capsized by them.

These Whales are Toothless Whales, meaning they use their toothbrush-like, bristly mouthes to catch Minnows and Krill. Strangely, a Blue Whale's esophagus is so small as a result, they can't swallow Medium or Larger Creatures. Blue Whales can reach up to 100 ft in length and weigh up to 360,000 pounds (180 tons).


Whale, Humpback

Gargantuan Beast, Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 105 (6d20+42)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
24(+7) 10(+0) 21(+5) 6(-2) 10(+0) 4(-3)

  • Skills Athletics +9, Survival +0
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages Understands Aquan but cannot speak it
  • Challenge 4 (1,100 XP)

Colossal. The Whale occupies a 60 ft. long, 40 ft. diameter Cylinder.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest 50 miles.

Hold Breath. The Whale can hold it's breath for 45 minutes, but only underwater. The Whale can only go 15 minutes comfortably, however.

Swimming Leap. With a 60 ft. swimming start, the Whale can High Jump up to 40 ft.

Roaming Slumber. While Unconscious due to sleep, the Whale can still Swim, and uses it's full Swim Speed if possible, and can remove the Unconscious Condition as an Action. The Whale has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (1d20+7) Bludgeoning damage.

Swallow Whole. Melee Weapon Attack: +10 to hit, reach 0 ft., one Huge or Smaller target. Hit: The Target is captured inside the Whale's mouth, and is Blinded. Large targets are Restrained, and Huge Targets are Grappled (escape DC 19). A Swallowed Target has Full Cover against Attacks and other effects outside the Whale.

Swallow. Everything inside the Whale's mouth receives 11 (2d10) Bludgeoning damage (except the Whale's tongue) as the Whale either attempts to swallow it's prey, or expunges it out of it's mouth, which it does when a Medium or Larger Target was caught inside the Whale's mouth. Successfully Swallowed prey receive 1 Acid damage at the beginning of each hour.

Whale Song. The Whale sings, usually for 1 (1d2) minutes. During this time, Creatures within 10 ft. of the Whale receive 1 (1d2) Thunder damage. Any Creature within 1,000 ft. of the Whale that can hear very low frequencies is Deafened, or that uses Tremorsense is Blinded. The Whale Song travels at 3,400 mph, and can be heard audibly (by Creatures which can hear it) up to 4,000 miles away. For the Song to be understandable, however, the recipient must be within 1,000 miles of the Whale.

Like Blue Whales, Humpback Whales are Toothless Whales, and typically measure 40 to 60 ft. in length, and can weigh up to 88,000 pounds (44 tons). The Humpback is unusual for it's pectoral fins, which are each about 1/3rd the length of it's body, it's hump-like dorsal fin, nose-like dual blowhole set at the top of it's head and, most importantly, it's signature melodic ocean song.

You can also use these stats to represent a Bowhead Whale, but those whales do not swallow, instead simply keep their mouths open. Bowheads live in Arctic areas.


Whale, Pygmy Toothless

Gargantuan Beast, Neutral


  • Armor Class 13 (thick hide)
  • Hit Points 62 (4d20+20)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
22(+6) 10(+0) 20(+5) 6(-3) 10(+0) 4(-3)

  • Skills Athletics +9, Survival +0
  • Senses Passive Perception 10
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages Understands Aquan but cannot speak it
  • Challenge 2 (450 XP)

Colossal. The Whale occupies a 25 ft. long, 15 ft. diameter Cylinder.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest 50 miles.

Hold Breath. The Whale can hold it's breath for 45 minutes, but only underwater. The Whale can only go 15 minutes comfortably, however.

Swimming Leap. With a 30 ft. swimming start, the Whale can High Jump up to 30 ft.

Roaming Slumber. While Unconscious due to sleep, the Whale can still Swim, and uses it's full Swim Speed if possible, and can remove the Unconscious Condition as an Action. The Whale has Advantage on Checks and Saves to resist becoming Unconscious.

Actions

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Bludgeoning damage.

Swallow Whole. Melee Weapon Attack: +9 to hit, reach 5 ft., one Huge or Smaller target. Hit: The Target is captured inside the Whale's mouth, and is Blinded. Large targets are Restrained, and Huge Targets are Grappled (escape DC 19). A Swallowed Target has Full Cover against Attacks and other effects outside the Whale.

Swallow. Everything inside the Whale's mouth receives 5 (1d10) Bludgeoning damage (except the Whale's tongue) as the Whale either attempts to swallow it's prey, or expunges it out of it's mouth, which it does when a Medium or Larger Target was caught inside the Whale's mouth. Successfully Swallowed prey receive 1 Acid damage at the beginning of each hour.

Whale Song. The Whale sings, usually for 1 (1d2) minutes. During this time, Creatures within 10 ft. of the Whale receive 1 (1d2) Thunder damage. Any Creature within 1,000 ft. of the Whale that can hear very low frequencies is Deafened, or that uses Tremorsense is Blinded. The Whale Song travels at 3,400 mph, and can be heard audibly (by Creatures which can hear it) up to 3,000 miles away. For the Song to be understandable, however, the recipient must be within 800 miles of the Whale.

The Pygmy Toothless Whale actually represent two species of Whale, the Pygmy Right Whale and the Minke Whale. Either of these typically weigh 20,000 pounds (10 tons) and are about 20 ft. long, but are otherwise typically unremarkable.


Whale, Sky

Gargantuan Beast, Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 165 (10d20+60)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
26(+8) 8(-1) 23(+6) 6(-2) 10(+0) 4(-3)

  • Skills Acrobatics +2, Survival +0
  • Senses Passive Perception
  • Time Active Any time
  • Temperament Passive, Skittish
  • Languages Understands Auran but cannot speak it
  • Challenge ( XP)

Colossal. The Whale occupies a 500 ft. long, 100 ft. diameter Cylinder.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest mile.

Hazey Camouflage. While touching it, the Whale is indistinguishable from clouds, steam, fog or similar weather events. This excludes, for example, volcanic ash clouds and many kinds of man-made haze.

Ponderous. The Whale cannot take the Dash Action for more than 5 total minutes each day.

Roaming Slumber. While Unconscious due to sleep, the Whale can still Fly, and uses it's full Flying Speed if possible, and can remove the Unconscious Condition as an Action. The Whale has Advantage on Checks and Saves to resist becoming Unconscious.

Siege Monster. The Whale deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (2d12+8) Piercing damage and the Whale can Grapple the Target as part of the attack.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (1d20+8) Bludgeoning damage.

Swallow Whole. Melee Weapon Attack: +11 to hit, reach 0 ft., one Gargantuan or Smaller target. Hit: The Target is captured inside the Whale's mouth, and is Blinded. Huge targets are Restrained, and Gargantuan Targets are Grappled (escape DC 21). A Swallowed Target has Full Cover against Attacks and other effects outside the Whale.

Swallow. Everything inside the Whale's mouth receives 13 (2d12) Bludgeoning damage (except the Whale's tongue) as the Whale either attempts to swallow it's prey, or expunges it out of it's mouth, which it does when a Medium or Larger Target was caught inside the Whale's mouth. Successfully Swallowed prey receive 1 Acid damage at the beginning of each hour.

Commune. The Whale telepathically communes with others of it's species up to 3,000 miles away.

Sky Whales superficially resemble Blue Whales, but float through the air as if swimming in water. These large beasts feast on flocks of birds, particularly favoring Seagulls and Swallows. When killed, they tend to hang in the air, floating at their original altitude, and are extremely hard to hunt or study as a result.


Whale, Sperm

Gargantuan Beast, Neutral


  • Armor Class 14 (thick hide)
  • Hit Points 77 (5d20+25)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
24(+7) 10(+0) 21(+5) 6(-3) 14(+2) 4(-3)

  • Skills Athletics +9, Survival +0
  • Senses Blindsight 300 ft., Passive Perception 12
  • Time Active Any time
  • Temperament Passive
  • Languages Understands Aquan but cannot speak it
  • Challenge 5 (1,800 XP)

Colossal. The Whale occupies a 55 ft. long, 25 ft. diameter Cylinder.

Echolocation. The Whale's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest 50 miles.

Hold Breath. The Whale can hold it's breath for 90 minutes, but only underwater. Afterwards the Whale can only hold it's breath for 5 (3d2+1) minutes until it has breathed 5 (3d2+1) times.

Keen Hearing and Sight. The Whale has Advantage on Perception Checks that rely on hearing and sight.

Strange Slumber. While Unconscious due to sleep, the Whale positions itself vertically, as if it were standing on it's hind fins. The Wale wakes after 15 (1d10+10) minutes, gets a breath of air, and repositions itself about 15 ft. under the water.

Swimming Leap. With a 60 ft. swimming start, the Whale can High Jump up to 30 ft.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) Piercing damage and the Whale can Grapple the Target as part of the attack.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (1d20+7) Bludgeoning damage.

Swallow. If the Whale is already Grappling a Huge or Smaller Target, the Whale Swallows it, dealing 11 (2d10) Bludgeoning damage to it. The Target is Blinded, Grappled & Restrained. At the end of 3 rounds, an affected Target is released from the Grapple & is deposited in the Whale's stomach. Swallowed prey receive 1 Acid damage at the beginning of each hour.

Swallow Whole. Melee Weapon Attack: +10 to hit, reach 5 ft., one Medium or Smaller target. Hit: The Target receives 11 (2d10) Bludgeoning damage, and is Blinded, Grappled & Restrained. At the end of 3 rounds, an affected Target is released from the Grapple & is deposited in the Whale's stomach. Swallowed prey receive 1 Acid damage at the beginning of each hour.

Commune. The Whale creates a series of very low sounds, usually for 1 (1d2) minutes. Any Creature within 1,000 ft. of the Whale that can hear very low frequencies is Deafened, or that uses Tremorsense is Blinded. The noises travel at 3,400 mph, and can be heard audibly (by Creatures which can hear it) up to 3,000 miles away. For the communication to be understandable, however, the recipient must be within 800 miles of the Whale.

Sperm Whales are named after an organ in their block-shaped head filled with sperm-like white gunk, the purpose of which is not fully understood, first seen when whale spears punctured it during hunting. Sperm Whales are one of the few Toothed Whales, and use both their teeth & their large brains - the largest on earth - to great effect for self defense.

The head shape, s-shaped blowhole which basts water at a 45° forward angle, and grey, wrinkled appearance make it easily recognizable. Sperm Whale eats about a ton (2,000 pounds) of fish, squid or other marine fare each day, and typically measure 50 ft. in length while weighing about 40 tons (80,000 pounds).



Whale, Sperm {Dire}

Gargantuan Monstrosity, Neutral Evil


  • Armor Class 15 (thick hide)
  • Hit Points 185 (10d20+80)
  • Speed 15 ft., swim 50 ft.

STR DEX CON INT WIS CHA
27(+8) 12(+1) 26(+8) 6(-3) 10(+0) 12(+1)

  • Saving Throws Con +12, Cha +9
  • Skills Athletics +12, Intimidation +5, Stealth +5, Survival +0
  • Damage Resistances Bludgeoning, Fire, Piercing
  • Damage Immunities Cold
  • Condition Immunities Deafened
  • Senses Blindsight 600 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Territorial
  • Languages Aquan
  • Challenge ( XP)

Colossal. The Whale occupies a 85 ft. long, 35 ft. diameter Cylinder.

Dauntless. The Whale has Advantage on Checks & Saves to resist being Frightened or Charmed.

Echolocation. The Whale's Blindsight relies on hearing, and can't use it's Blindsight while Deafened.

Geolocation. The Whale always knows it's location relative to the planet to within the nearest mile.

Hold Breath. The Whale can hold it's breath for 2 hours.

Keen Hearing and Sight. The Whale has Advantage on Perception Checks that rely on hearing and sight.

Legendary Resistance. (2/Day) If the Whale fails a Saving Throw, it can choose to succeed instead.

Strange Slumber. While Unconscious due to sleep, the Whale positions itself vertically, as if it were standing on it's hind fins. The Wale wakes after 15 (1d10+10) minutes, gets a breath of air, and repositions itself about 15 ft. under the water.

Swimming Leap. With a 90 ft. swimming start, the Whale can High Jump up to 170 ft. If it does so, the Whale lands 60 ft. ahead of where it leapt from, receiving 52 (5d20) Bludgeoning damage (Resistance already factored). Every 5 ft. square area where it lands takes 7 (2d6) Bludgeoning Damage.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (2d20+8) Piercing damage and the Whale can Grapple the Target as part of the attack.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (2d20+8) Bludgeoning damage.

Swallow. If the Whale is already Grappling a Huge or Smaller Target, the Whale Swallows it, dealing 11 (2d10) Bludgeoning damage to it. The Target is Blinded, Grappled & Restrained. At the end of 3 rounds, an affected Target is released from the Grapple & is deposited in the Whale's stomach. Swallowed prey receive 1 Acid damage at the beginning of each hour.

Swallow Whole. Melee Weapon Attack: +12 to hit, reach 5 ft., one Medium or Smaller target. Hit: The Target is Blinded, Grappled & Restrained. At the end of 3 rounds, an affected Target is released from the Grapple & is deposited in the Whale's stomach, a 30 by 20 ft. wide oval.

Roar. The Whale roars, and does not need to breath during this time. Creatures in a 60 ft. Cone must attempt a DC 19 Constitution Saving Throw, an affected Target receiving 13 (2d12) Thunder damage, is Deafened, and is pushed back 11 (2d10) ft. if it fails, or receives half as much damage, is not Deafened and is pushed only half as much on a success. Creatures that are Deafened can reattempt the Save at the end of each hour afterward, ending the effect on themselves on a success. Creatures which fail this Save three times are permanently Deafened.

Creatures which begin their turn or entering the Cone during it's duration have Disadvantage on attempting their Constitution Save and any Wisdom (Perception) checks. Creatures with Tremorsense cannot sense anything within a 60 ft. radius of the Whale, as it's drowned out by the Whale's Roar. Creatures within that radius have Disadvantage on Perception Checks using their Tremorsense to sense anything beyond it.

The Roar is audible for 50 miles, but below water, the Roar travels 3,400 mph, and can be heard audibly up to 4,000 miles away. For the communication to be understandable, however, the recipient must be underwater and within 1,000 miles of the Whale.

The Sperm Whale's natural aggression is taken to the extreme in the case of Dire Sperm Whales, who are extremely territorial towards literally anything half their size or larger. Seemingly, this, the yellow glowing eyes, and the oddly pure white coloration have evolved to warm predators of the wreckless abandon these creatures throw themselves into combat with, regularly leaping whole-bodily out of the water to crash into ships.


Wolf

Medium Beast, Unaligned


  • Armor Class 12 (dexterous)
  • Hit Points 5 (1d8+1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13(+1) 14(+2) 12(+1) 4(-3) 15(+2) 7(-2)

  • Skills Investigation -1, Perception +4, Stealth +4
  • Senses Passive Perception 14
  • Time Active Day, Any time
  • Temperament Passive, Territorial
  • Languages Canine
  • Challenge 1 (200 XP)

Superior Hearing, Sight and Smell. The Wolf receives an additional +1 bonus on Perception checks which use any of it's sense of hearing, sight or smell, as well as has Advantage on Perception Checks which rely on either hearing, sight or smell. In addition, the Wolf can smell food or potential prey buried under 5 ft. or less of snow with Disadvantage.

Merciless. The Wolf can make a Bite attack as a Bonus Action against Prone Targets.

Pack Tactics. The Wolf has Advantage on an Attack Roll against a Creature if at least 1 of the Wolf's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pounce. If the Wolf moves at least 20 ft. straight toward a Target and then hits it with a Bite attack on the same turn, the Target must succeed on either a DC 11 Strength or Dexterity Saving Throw or be knocked Prone.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Piercing damage.

Humanity has had little exposure to Wolves within the last several centuries, and it's easy to forgot how brutal, terrifying, and vicious a hunting pack of Wolves can be. In silence, a Wolf can hear your heartbeat from several paces away. A Wolf can see you in near total darkness. A single Wolf weighs over 100 pounds, and many times they'll work in cadence to pull down an animal. That's hundreds of pounds of weight hanging on by some spare few teeth.

Beyond this, your average Wolf is as long as a human is tall, and comes up to your waist without even standing on it's hind legs. Wolves can hear as far as six miles away in the forest and ten miles in the open.


Wolf {Dire}

Large Beast, Unaligned


  • Armor Class 14 (dexterous)
  • Hit Points 37 (5d10+10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 15(+2) 3(-4) 15(+2) 8(-1)

  • Skills Investigation -2, Perception +4, Stealth +4
  • Senses Darkvision 60 ft., Passive Perception 13
  • Time Active Nocturnal, Twilight
  • Temperament Aggressive
  • Languages Canine, Understands Common but cannot speak it
  • Challenge 2 (450 XP)

Keen Sight and Smell. The Wolf has Advantage on Perception Checks that rely on sight or smell.

Merciless. The Wolf can make a Bite attack as a Bonus Action against Prone Targets.

Pack Tactics. The Wolf has Advantage on an Attack Roll against a Creature if at least 1 of the Wolf's allies is within 5 ft. of the Targeted Creature and the ally isn't Incapacitated.

Pounce. If the Wolf moves at least 20 ft. straight toward a Target and then hits it with a Claws attack on the same turn, that target must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Actions

Multiattack. The Wolf makes two attacks: One with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6) Piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) Slashing damage.


Wolf-In-Sheep's-Clothing

Medium Plant, Neutral Evil


  • Armor Class 14 (natural armor)
  • Hit Points 51 (6d8+24)
  • Speed 5 ft., burrow 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
18(+4) 18(+4) 18(+4) 7(-2) 10(+0) 13(+1)

  • Skills Animal Handling +4, Deception +5, Insight +4, Medicine +4, Nature +2, Performance +5
  • Damage Vulnerabilities Fire, Necrotic
  • Damage Resistances Bludgeoning, Psychic
  • Condition Immunities Blinded, Exhausted, Prone
  • Senses Blindsight 120 ft., Passive Perception 10
  • Time Active Any time
  • Temperament
  • Languages Wolf-in-Sheep's-Clothing, Any one other
  • Challenge 5 (1,800 XP)

Corpse Lure. By setting a corpse atop its stump and riddling the body with small, extruded filaments, the Wolf-in-Sheep's-Clothing can crudely maneuver the corpse like a puppet. The corpse cannot leave the stump or perform complex actions, but puts on a good Facsimile of life. The corpse must be Small or Smaller.

When a Wolf-in-Sheep's-Clothing does this, a viewer within 20 ft. of it can detect that the "animal" is dead with a DC 15 Perception Check.

False Appearance. While motionless, the Wolf-in-Sheep's-Clothing is indistinguishable from a Tree stump, usually with some small animal atop it.

Splinters. When the Wolf-In-Sheep's-Clothing lands a Critical Hit on a Small or Larger Target, it doesn't deal double damage. Instead, it leaves behind a small sliver of itself embeded in the Target, and usually ceases to attack the Target unless provoked.

The Splinter begins to grow & mature over time, eventually consuming the Host's body, becoming a young, fully grown Wolf-In-Sheep's-Clothing. It takes 2 weeks to consume a Small Host's body, or an additional 2 weeks for each Size category Larger the Host is. While it does so, the Host suffers mounting pain as the Wolf-In-Sheep's-Clothing reconstitutes the Host's flesh into bark, and is likely to die well before the process is complete.

The maturing Wolf-In-Sheep's-Clothing usually begins to gain Consciousness about one quarter of the way through the process, using it's new flesh to strangle it's Host if it can to prevent it from killing it as it matures.

Strange Psyche. The Wolf-in-Sheep's-Clothing's Alien mind makes it Resistant to Psychic damage (already factored in).

Actions

Multiattack. The Wolf-In-Sheep's-Clothing makes two Tentacle attacks against a single Target. If both Attacks are successful, the Target is Restrained.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) Piercing damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d4+4) Bludgeoning damage and the Target is Grappled (escape DC 18). Grappled or Restrained Targets are drawn 10 ft. towards the Wolf-in-Sheep's-Clothing at the end of each of the Target's Turns.

A Wolf-in-Sheep’s-Clothing appears at first to be little more than a *Tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the animal is in fact long dead, given false life by tendrils springing up through its form, but by then it’s too late, as the Wolf-In-Sheep’s-Clothing drags the would-be hunter into its waiting maw.

Though intelligent, these monsters see little need for the company of others. Their method of reproduction is as hideous as their tactic of using corpses as lures, for any shrapnel left implanted in living flesh begins to eat into the host, consuming it to eventually become it's own Wolf-In-Sheep's-Clothing.

A Wolf-in-Sheep’s-Clothing is usually about 4 to 5 ft. across and weighs about 200 pounds.


Wolverine

Small Beast, Unaligned


  • Armor Class 11 (thick hide)
  • Hit Points 9 (2d6+2)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
5(-3) 12(+1) 13(+1) 3(-4) 12(+1) 7(-2)

  • Saving Throws Str +0, Dex +4, Cha +1
  • Skills Athletics +0, Investigation -1
  • Senses Darkvision 10 ft., Passive Perception 11
  • Time Active Night, Any time
  • Temperament Passive, Territorial
  • Languages
  • Challenge 1/8 (25 XP)

Keen Smell. The Wolverine has Advantage on Perception Checks that rely on smell. In addition, the Wolverine can smell food or potential prey buried under 10 ft. or less of snow without impediment, and up to 20 ft. of snow with Disadvantage.

Rage. When the Wolverine takes damage, it flies into a Rage at the start of it's next turn, attacking heedlessly of risk. During this time, it's Temperament changes to Aggressive, it has Advantage on Checks & Saves to resist being Frightened, and can make a Claw attack as a Bonus Action each turn.

Relentless. (1/Day) If the Wolverine would take 8 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

*Stocky. The Wolverine is considered to be a Medium animal for the purpose of determining it's Carrying Capacity.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d2) Slashing damage.

Wolverines dwell in mountainous terrain, scavenging just as often as hunting with extremely broad territories for their size. Despite being the size of a dog, it's not unheard of for one to take down a Deer when forced into hunting. Despite this, they are intelligent to find new territory when wolves move into their hunting grounds. During the summer mating season, Wolverines mark themselves and their territory with a pungent smell, giving them the nickname "skunk bears" and "nasty cats".


Wolverine {Dire}

Large Beast, Unaligned


  • Armor Class 12 (thick hide)
  • Hit Points 25 (3d10+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16(+3) 14(+2) 16(+3) 4(-4) 13(+1) 14(+2)

  • Saving Throws Str +6, Dex +4, Cha +5
  • Skills Athletics +6, Investigation -1, Perception +4, Stealth +4
  • Senses Darkvision 30 ft., Passive Perception 11
  • Time Active Night, Any time
  • Temperament Territorial
  • Languages
  • Challenge 3 (700 XP)

Charge. If the Wolverine moves at least 20 ft. straight toward a Target and then successfully hits it with a Claw attack on the same turn, that Target must succeed on a DC 16 Strength Saving Throw or be knocked Prone. If the Target is Prone, the Wolverine can make one Claw attack against it as a Bonus Action.

Rage. When the Wolverine takes damage, it flies into a Rage at the start of it's next turn, attacking heedlessly of risk. During this time, it's Temperament changes to Aggressive, it has Advantage on Checks & Saves to resist being Frightened, and can make a Claw attack as a Bonus Action each turn.

Relentless. (1/Day) If the Wolverine would take 15 damage or less that would reduce it to 0 Hit Points, it is instead reduced to 1 Hit Point.

Superior Sense of Smell. The Wolverine receives an additional +2 bonus on Perception checks which use it's sense of smell, as well as has Advantage on Perception Checks which rely on smell. In addition, the Wolverine can smell food or potential prey buried under 10 ft. or less of snow without impediment, and up to 20 ft. of snow with Disadvantage.

*Stocky. The Wolverine is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Actions

Multiattack. The Wolverine makes two attacks: one with it's Bite and one with it's Claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) Piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) Slashing + 6 (1d6+3) Bludgeoning damage.

Dire Wolverines could easily be mistaken for a squat Brown Bear, but in fact are highly intelligent, somewhat more than the average Dog, and far more ferocious in defending their territory. However, the rare wolverine pup can be tamed from birth to make a loyal companion.


Worm, Frost

Huge Monstrosity, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 138 (12d12+60)
  • Speed 35 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
26(+8) 13(+1) 21(+5) 3(-4) 16(+3) 21(+5)

  • Saving Throws Cha +8
  • Skills Athletics +11, Intimidation +8, Performance +8
  • Damage Vulnerabilities Fire
  • Damage Immunities Cold
  • Condition Immunities Prone, Unconscious
  • Senses Darkvision 120 ft., Passive Perception 13
  • Time Active Night
  • Temperament Aggressive
  • Languages
  • Challenge 11 (7,200 XP)

Camouflage. The Worm has Advantage on Stealth Checks in snowy conditions.

Death Throes. When the Worm dies, it explodes, and each Creature within 100 ft. of it must attempt a DC 23 Dexterity Saving Throw, receiving 42 (12d6) Cold + 28 (8d6) Piercing damage on a failure, or half as much damage on a success.

Fearless. The Worm has Advantage on Checks and Saves to resist being Frightened.

Frigid Body. A Creature which touches the Worm or hits it with a Melee Attack while within 5 ft. of it receives 10 (3d6) Cold damage (already factored into attacks).

Mindless. The Worm does not sleep, and cannot fall Unconscious.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (2d12+8) Piercing + 19 (4d6+5) Cold damage. The Worm can choose to Grapple (escape DC 21) the Target as part of the attack.

Blizzard Breath. (Recharge 5-6) The Worm exhales an icy blast in a 45 ft. cone. Each Creature in that area must attempt a DC 19 Constitution Saving Throw, taking 50 (10d8+5) cold damage on a failure, or half as much on a success.

Constrict. If the Worm is already Grappling a Target, it begins crushing the Target with it's body. Until this Grapple ends, Target receives 34 (4d12+8) Bludgeoning + 19 (4d6+5) damage at the start of each of the Worm's turns and is Restrained. Medium or Smaller Targets are Incapacitated. The Worm can Constrict only one Target at a time.

Swallow. The Worm makes one Bite attack against one Medium or Smaller Grappled Target. If the attack succeeds, the Target is Swallowed and the Grapple ends. A new Grapple (escape DC 21) then begins, and the Target is Blinded & Restrained. The Swallowed Target has Total Cover against Attacks and other effects outside the Worm. The Target receives 3 (1d6) Acid + 15 (3d6+5) Cold damage at the start of each of the Worm's turns. The Worm can only have four Targets Swallowed at a time.

Trill. The Worm raises it's mouth to the sky and begins to cry out. Every Creature within 100 ft. of the Worm that can hear the Trill must succeed on a DC 18 Wisdom Saving Throw or remain motionless until the Trill ends. The Worm must take an Action on it's subsequent turns to continue trilling, and cannot move. It can stop singing at any time. The Trill ends if the Worm is Stunned.

With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, Frost Worms are one of the many apex predators of the frozen places in the world. In the Worms’ far-reaching hunting grounds, they fear only the Remorhaz, for the heat generated by an enraged Remorhaz causes intense pain to a Frost Worm.

This extreme aversion to heat, as well as it's freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology: veins that run with magically cold blood. This creature’s ichor is clear, but infused with such sub-freezing temperatures such that the monster’s flesh can freeze water in the skin of creatures that touch it. When a Frost Worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave Frost Worms well enough alone.

An adult Frost Worm is about 35 ft. long and weighs somewhere abouts 8,000 pounds.


Wrap Root

Small Plant, Unaligned


  • Armor Class 3 (tough fibers)
  • Hit Points 1 (1d2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14(+2) 1(-5)

  • Damage Vulnerabilities Fire
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Stunned, Unconscious
  • Senses
  • Time Active
  • Temperament
  • Languages
  • Challenge 0 (10 XP)

Reactions

Wrap. When the Wrap Root is touched by a Creature, it explodes into fibers and clouds of spores, Lightly Obscuring a 10 ft. radius for the next minute (10 rounds). Creatures within 5 ft. of the Wrap Root must succeed on a DC 20 Dexterity Saving Throw, or be Grappled and receive 1 (1d2) Bludgeoning damage. Breathing the spores for more than 3 total rounds chokes the lungs, and causes affected Targets to Suffocate.

Wrap Root is deadly, responding to the slightest disturbance by exploding into a nest of choking, cotton-like fibers and spores, which it also conveniently uses to reproduce, catching on the wind to find new places to populate. It preys on animals, waiting for them to die, decompose & fertilize it's roots.

The plant itself is chest-high, wood-like, containing the massive pressures build up inside it's small, leafy trunk.


Wyvern

Large Monstrosity, Unaligned


  • Armor Class 13 (thick hide)
  • Hit Points 110 (13d10+39)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19(+4) 10(+0) 16(+3) 4(-3) 12(+1) 8(-1)

  • Saving Throws Str +7
  • Skills Athletics +7, Intimidation +4, Perception +4, Survival +4
  • Senses Lowlight Vision, Darkvision 120 ft., Passive Perception 14
  • Time Active Day
  • Temperament Aggressive
  • Languages
  • Challenge 6 (2,300 XP)

Merciless. The Wyvern can make a single Attack as a Bonus Action against Prone Targets.

Relentless. (1/Day) When the WYvern receives 15 Damage or less which would reduce it to 1 Hit Point, it can choose to instead be reduced to 1 Hit Points.

Wingspan. While in flight, the Wyvern is considered Huge except for determining Carrying Capacity.

Actions

Multiattack. The Wyvern makes one Stinger Attack and one Bite or Claw Attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) Piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d10) Piercing damage and the Wyvern can attempt to Grapple (escape DC 17) the Target.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d10) Piercing damage and the Target must attempt a DC 16 Constitution Saving Throw, receiving 24 (7d6) Poison damage if it fails, or half as much if it succeeds.

Dive. The Wyvern tucks in it's wings and moves downwards up to 150 ft.


Yellow Musk Creeper

Medium Plant, Unaligned


  • Armor Class 6 (tough fibers)
  • Hit Points 60 (11d8+11)
  • Speed 5 ft., Climb 5 ft.

STR DEX CON INT WIS CHA
12(+1) 3(-4) 12(+1) 1(-5) 10(+0) 3(-4)

  • Condition Immunities Blinded, Deafened, Exhaustion, Prone
  • Senses Blindsight 30 ft., Passive Perception 10
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 2 (450 XP)

False Appearance. While the Creeper remains motionless, it is indistinguishable from an ordinary flowering vine.

Regeneration. The Creeper regains 10 Hit Points at the start of it's turn. If the Creeper takes Fire, Necrotic, or Radiant damage, this trait doesn't function at the start of it's next turn. The Creeper Dies only if it starts it's turn with 0 Hit Points and doesn't Regenerate.

Actions

Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (3d8) Psychic damage. If the Target is a Humanoid that drops to 0 Hit Points as a result of this attack, it dies and is implanted with a Yellow Musk Creeper Bulb. Unless the Bulb is destroyed, the corpse animates as a Yellow Musk Zombie, of if the corpse is target by the spell Remove Curse or similar magic before it reanimates.

Yellow Musk. (3/Day) The Creeper's flowers release a strong musk that targets all Humanoids within 30 ft. of it. Each Target must succeed on a DC 11 Wisdom Saving Throw or become Charmed by the Creeper for 1 minute. A Target Charmed in this way does nothing on it's turn except move as close as it can to the Creeper, and can repeat the Save at the end of each of it's turns, ending the effect on itself on a success.


Yellow Musk Zombie

Medium Undead, Unaligned


  • Armor Class 9
  • Hit Points 33 (6d8+6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13(+1) 9(-1) 12(+1) 1(-5) 6(-2) 3(-4)

  • Condition Immunities Charmed, Exhaustion
  • Senses Blindsight 30 ft., Passive Perception 8
  • Time Active Any time
  • Temperament
  • Languages
  • Challenge 1/4 (50 XP)

Undead Fortitude. If Damage reduces the Zombie to 0 Hit Points, it makes a Constitution Saving Throw with a DC of 5 + the Damage taken, unless the Damage is Fire or from a Critical Hit. On a Success, the Zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) Bludgeoning damage.


Zephyr Dancer

Medium Fey, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8(-1) 19(+4) 12(+1) 2(-4) 10(+0) 7(-2)

  • Skills Acrobatics +7, Performance +1
  • Senses Passive Perception 10
  • Time Active Day
  • Temperment Skittish
  • Languages
  • Challenge 1/4 (50 XP)

Enchanted Presence. Attacks made with Magical effects within 30 ft. of the Zephyr Dancer have Advantage, and Creatures attempting to resist Magical effects have Disadvantage. Other magic-affecting effects are determined by the DM.

Ethereal. The Zephyr Dancer is only semi-corporeal, and hard to visually pinpoint, giving it a +3 bonus to it's AC (already factored in).

Ethereal Sight. The Zephyr Dancer can see into the Ethereal Plane up to 10 ft. away.

Fantastical Appearance. Creatrues which can see the Zyphyr Dancer must succeed on a DC 11 Wisdom Saving Throw, or be Stunned by the Zephyr Dancer's beauty. This effect ends if an affected Target is attacked, spoken to or otherwise disturbed.

Weightless. The Zephyr Dancer only falls at a rate of 1 ft. per round, and treats liquid as if it were solid.

Actions

Zap. Melee Magical Attack: +2 to hit, reach 5 ft., one target. Hit: 0 (1d2-1) Force damage and the Target must attempt a DC 20 Constitution Saving Throw or be Paralyzed for 1 round.

Zyphyr Dancers are wondrous Creatures which seemingly bleed into our reality like streaks of light, leaving neon trails of glowing light where they were and producing them just before where they are. Almost incorporeal like mist, Zyphyr Dancers are a mystery as to their biology and feeding habits, but their presence has a strange, magic-heightening effect.


Zorbo

Small Beast, Unaligned


  • Armor Class See the Natural Armor Feature
  • Hit Points 27 (6d6+6)
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
13(+1) 11(+0) 13(+1) 3(-4) 12(+1) 7(-2)

  • Skills Athletics +3
  • Senses Passive Perception 11
  • Time Active Any time
  • Temperament Aggressive
  • Languages
  • Challenge 1/2 (100 XP)

Magic Resistance. The Zorbo has Advantage on Saving Throws against Spells and other magical effects.

Natural Armor. The Zorbo magically absorbs the natural strength of it's surroundings, adjusting it's Armor Class based on the material it is Standing or Climbing on.

Material AC
Dirt 17
Metal 19
Stone 17
Wood 15

Actions

Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) Slashing damage, and if the Target is a Creature wearing or carrying any magical or non-magical item which improves it's AC, it must make a DC 11 Dexterity Saving Throw. On a failed Save, one such item (Target's choice) magically deteriorates, taking permanent and cumulative -1 penalty to the AC it offers, and the Zorbo gains a +1 bonus to AC until the start of it's next turn. Armor reduced to an AC of 10 or alternative item that drops to a 0 AC increase is destroyed.

A Zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a Koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A Zorbo alters it's natural armor to match it's surroundings, and it can weaken and destroy armor, shields, and protective magic items with it's sharp claws.


Small Beast, Unaligned


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws
  • Skills
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Senses Passive Perception
  • Time Active
  • Temperament
  • Languages
  • Challenge

Actions

Multiattack.

. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: () damage.

 

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