Wands & Wizards: The Monster Book of Monsters v0.2

by Murphen44

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Wands & Wizards
The Monster Book of Monsters

Wands & Wizards is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Not approved/endorsed by J.K. Rowling or Warner Bros. Entertainment Inc. Portions of the materials used are property of J.K. Rowling or Warner Bros. Entertainment Inc.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Contents

Credits - Created by u/Murphen44

Version 0.2, published on 6/7/2021

r/WandsAndWizards - Discord Server


Contributors
  • ChaosGenie - Bowtruckles
  • Clayton - Billywigs
  • u/grz_art - Billywigs, Clabberts
  • Ian/Iron Clad Lad - Dragons, Grindylows
  • Jeff Venancio / u/Hageshii01 - Dementors, Phoenixes
  • MadManNBlueBox - Bats (Magical), Bears, Billywigs, Bowtruckles, Diricawls, Goblins, Rats, Yetis
  • u/1d6Adventurers - Nundus

Artwork by

Special Thanks to
  • Everyone who's encouraged me and joined the Wands & Wizards subreddit and Discord
  • Everyone at the Discord of Many Things
  • The Angry GM and his monster building series
  • Jared Ondricek / u/flamableconcrete for image watercolor stains

Made using GMBinder.

Chapter 1: Beasts

A Beast is one of the three classifications used by the Ministry of Magic to catalogue the various magical creatures that inhabit the wizarding world. A Beast is a living thing that is not intelligent enough to abide by wizarding laws, or in other words, anything that does not fit the criteria of a Being. Wild animals and all the creatures students learn about in Care of Magical Creatures are classified as Beasts.

Some creatures appear to fit the qualifications that define a Being and are capable of intelligent speech, such as Acromantulas, Sphinxes, Manticores, and Erklings, but have not been offered Being status due to their extremely violent and even lethal tendencies, which interferes with their role in a lawful society. They are thus classified as Beasts.

Acromantulas


Infant Acromantula

Small


  • Armor Class 15 (Natural Armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 5 (-3) 11 (+0) 4 (-3)

  • Saving Throws Str +1, Dex +5, Wis +2
  • Skills Stealth +7
  • Senses blindsight 10 Ft., darkvision 60 Ft., passive Perception 10
  • Languages Common
  • Challenge 3 (450 XP)

Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula.

Spell Resistant. Any time the acromantula is targeted by a spell that requires a ranged attack roll, the acromantula is unaffected.

Spider Climb. The acromantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the acromantula knows the exact location of any other creature in contact with the same web.

Web Walker. The acromantula ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 9 (2d8) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. It is paralyzed while poisoned in this way.

Chapter 1: Beasts


Young Acromantula

Medium


  • Armor Class 15 (Natural Armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 6 (-2) 11 (+0) 10 (+0)

  • Saving Throws Str +5, Dex +6, Wis +3
  • Skills Stealth +9
  • Senses blindsight 10 Ft., darkvision 60 Ft., passive Perception 10
  • Languages Common
  • Challenge 5 (1,800 XP)

Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula.

Spell Resistant. Any time the acromantula is targeted by a spell that requires a ranged attack roll, the acromantula is unaffected.

Spider Climb. The acromantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The acromantula's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Web Sense. While in contact with a web, the acromantula knows the exact location of any other creature in contact with the same web.

Web Walker. The acromantula ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 18 (4d8) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. It is paralyzed while poisoned in this way.

Deadly Leap. If the acromantula jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 37 (10d6 + 2) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the acromaantula's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the acromantula's space.

Chapter 1: Beasts


Adult Acromantula

Large


  • Armor Class 16 (Natural Armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 17 (+3) 7 (-2) 12 (+1) 14 (+2)

  • Saving Throws Str +7, Dex +7, Wis +4
  • Skills Stealth +10
  • Senses blindsight 10 Ft., darkvision 60 Ft., passive Perception 11
  • Languages Common
  • Challenge 7 (2,900 XP)

Pounce. If the acromantula successfully knocks a target prone with a Deadly Leap attack, the acromantula can use the Frightful Presence or Web action as a bonus action.

Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula.

Spell Resistant. Any time the acromantula is targeted by a spell that requires a ranged attack roll, the acromantula is unaffected.

Spider Climb. The acromantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The acromantula's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Web Sense. While in contact with a web, the acromantula knows the exact location of any other creature in contact with the same web.

Web Walker. The acromantula ignores movement restrictions caused by webbing.

Actions

Deadly Leap. If the acromantula jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 39 (10d6 + 4) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the acromantula's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the acromantula's space.

Frightful Presence (Recharge 6). Each creature of the acromantula's choice that is within 60 feet and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the acromantula's Frightful Presence for the next 24 hours.

Lunging Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 18 (4d8) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target will make death saving throws as usual and remain poisoned for 1 hour, even after regaining hit points. It is paralyzed while poisoned in this way.

Web (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft, one prone target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Chapter 1: Beasts


Alpha Acromantula

Large


  • Armor Class 16 (Natural Armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 10 (+0) 15 (+2) 18 (+4)

  • Saving Throws Str +9, Dex +8, Wis +6
  • Skills Stealth +12
  • Senses blindsight 10 Ft., darkvision 60 Ft., passive Perception 12
  • Languages Common
  • Challenge 10 (5,900 XP)

Pounce. If the acromantula successfully knocks a target prone with a Deadly Leap attack, the acromantula can use the Frightful Presence or Web action as a bonus action.

Soft Underbelly. The Spell Resistant trait does not apply to spells that hit the underside of the acromantula.

Spell Resistant. Any time the acromantula is targeted by a spell that requires a ranged attack roll, the acromantula is unaffected.

Spider Climb. The acromantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The acromantula's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Web Sense. While in contact with a web, the acromantula knows the exact location of any other creature in contact with the same web.

Web Walker. The acromantula ignores movement restrictions caused by webbing.

Actions

Deadly Leap. If the acromantula jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 40 (10d6 + 5) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the acromantula's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the acromantula's space.

Frightful Presence. Each creature of the acromantula's choice that is within 60 feet and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the acromantula's Frightful Presence for the next 24 hours.

Leg Swipe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. The target must make a DC 17 Strength or Dexterity saving throw (target's choice) or be pushed up to 20 feet away and knocked prone.

Lunging Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 18 (4d8) poison damage. The target must make a DC 16 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target will make death saving throws as usual and remain poisoned for 1 hour, even after regaining hit points. It is paralyzed while poisoned in this way.

Web (Recharge 4-6). Melee Weapon Attack: +8 to hit, reach 5 ft, one prone target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Legendary Actions

The acromantula can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The acromantula regains spent legendary actions at the start of its turn.

  • Deadly Leap Attack (Costs 3 Actions). The acromantula jumps up to 30 feet to land in a space that contains one or more other creatures, and uses the Deadly Leap attack. The Pounce trait applies.
  • Leg Swipe Attack. The acromantula makes a leg swipe attack.
  • Web Attack. The acromantula makes a web attack.
Chapter 1: Beasts

Basilisks



Adult Basilisk

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 228 (24d12 + 72)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 16 (+3) 7 (-2) 13 (+1) 7 (-2)

  • Saving Throws Str +11, Con +8, Wis +6
  • Skills Perception +6, Stealth +5
  • Senses passive Perception 16
  • Languages Parseltongue
  • Challenge 13 (10,000 XP)

Agonizing Gaze. If a creature can see the basilisk's eyes and starts its turn within 40 feet of the basilisk, the creature must make a DC 13 Dexterity saving throw to attempt to avert its gaze. If the creature rolls a natural 1 on its saving throw, it instantly dies. If the saving throw fails by 5 or more, the creature looks directly into the basilisk's eyes and it is reduced to 0 hit points. Otherwise, a creature that fails the save catches the gaze of the basilisk indirectly and is petrified until freed by a Mandrake Restorative Draught.

A creature that isn't surprised or incapacitated can decide to avert its eyes at the start of its turn to avoid the saving throw. If it does so, it can't see the basilisk until the start of its next turn, when it can decide to avert its eyes again. If it looks at the basilisk's eyes in the meantime, it must immediately make the save.

If a creature (including the basilisk) looks at the basilisk's eyes indirectly, such as through a reflection or through an opaque material like a ghost's body, the creature must immediately make the save but can only be petrified by the gaze, even if they roll a natural 1 or fail the save by 5 or more.

Fear of Roosters. A basilisk that starts its turn within 120 feet of a rooster must make a DC 20 Wisdom saving throw or become frightened of the rooster for 1 minute. The basilisk can repeat this saving throw at the end of each of its turns, ending this effect on a success. If the basilisk hears the crow of a rooster it must succeed on a DC 25 Constitution saving throw or drop to 0 hit points.

Hold Breath. The basilisk can hold its breath for 1 hour.

Serpent's Eyes. The basilisk has two gleaming yellow eyes. A creature can target the eyes (30 hit points) with any attack that requires an attack roll by imposing disadvantage on the roll made to hit the basilisk. The basilisk's eyes do not benefit from its Spell Resistant trait. Dealing damage to the eyes also deals damage to the basilisk. Once the basilisk's eyes are destroyed, it loses its Agonizing Gaze trait.

Spell Resistant. Ranged spell attacks made against this creature take no effect.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 28 (8d6) poison damage. If the target is a creature, it must make a DC 15 Constitution saving throw or become poisoned. While poisoned, the target must repeat the saving throw, without disadvantage from this poison, at the end of each of its turns, taking 10 (3d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed unless phoenix tears or similar magic are applied to the wound, at which point the target is no longer poisoned.

Multiattack. The basilisk makes two attacks: one with its bite and one with its tail.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Chapter 1: Beasts


Ancient Basilisk

Gargantuan


  • Armor Class 18 (Natural Armor)
  • Hit Points 264 (16d20 + 96)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 22 (+6) 7 (-2) 13 (+1) 7 (-2)

  • Saving Throws Str +15, Con +12, Wis +7
  • Skills Perception +7, Stealth +6
  • Senses passive Perception 17
  • Languages Parseltongue
  • Challenge 18 (20,000 XP)

Death Gaze. If a creature can see the basilisk's eyes and starts its turn within 60 feet of the basilisk, the creature must make a DC 14 Dexterity saving throw to attempt to avert its gaze. If the saving throw fails by 5 or more, the creature looks directly into the basilisk's eyes and instantly dies. Otherwise, a creature that fails the save catches the gaze of the basilisk indirectly and is petrified until freed by a Mandrake Restorative Draught.

A creature that isn't surprised or incapacitated can decide to avert its eyes at the start of its turn to avoid the saving throw. If it does so, it can't see the basilisk until the start of its next turn, when it can decide to avert its eyes again. If it looks at the basilisk's eyes in the meantime, it must immediately make the save.

If a creature (including the basilisk) looks at the basilisk's eyes indirectly, such as through a reflection or through an opaque material like a ghost's body, the creature must immediately make the save but can only be petrified by the gaze, even if they fail the save by 5 or more.

Fear of Roosters. A basilisk that starts its turn within 120 feet of a rooster must make a DC 20 Wisdom saving throw or become frightened of the rooster for 1 minute. The basilisk can repeat this saving throw at the end of each of its turns, ending this effect on a success. If the basilisk hears the crow of a rooster it must succeed on a DC 25 Constitution saving throw or drop to 0 hit points.

Hold Breath. The basilisk can hold its breath for 1 hour.

Serpent's Eyes. The basilisk has two gleaming yellow eyes. A creature can target the eyes (50 hit points) with any attack that requires an attack roll by imposing disadvantage on the roll made to hit the basilisk. The basilisk's eyes do not benefit from its Spell Resistant trait. Dealing damage to the eyes also deals damage to the basilisk. Once the basilisk's eyes are destroyed, it loses its Death Gaze trait.

Spell Resistant. Ranged spell attacks made against this creature take no effect.

Actions

Multiattack. The basilisk makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 42 (12d6) poison damage. If the target is a creature, it must make a DC 20 Constitution saving throw or become poisoned. While poisoned, the target must repeat the saving throw, without disadvantage from this poison, at the end of each of its turns, taking 14 (4d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed unless phoenix tears or similar magic are applied to the wound, at which point the target is no longer poisoned.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.

Chapter 1: Beasts

Bats (Magical)


Mortis Bat

Tiny


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 5 ft., fly 30 ft.

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

  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 2 (1d4) poison damage.


Spectre Bat

Tiny


  • Armor Class 12
  • Hit Points 10 (4d4)
  • Speed 5 ft., fly 30 ft.

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

  • Damage Resistance acid, fire, lightning, thunder; bludgeoning, piercing, and slashing From nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The bat can't use its blindsight while deafened.

Incorporeal Movement. The bat can move through other creatures and objects as if they wer difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Sensitivity. While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature target. Hit: 2 (1d4) piercing damage plus 5 (2d4) necrotic damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Chapter 1: Beasts

Swarm of Mortis Bats

Medium swarm of Tiny beasts


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 0 ft., fly 30 ft.

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

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature target. Hit: 5 (2d4) piercing damage plus 2 (1d4) poison damage, or 2 (1d4) piercing damage plus 2 (1d4) poison damage if the swarm has half of its hit points or fewer.


Swarm of Spectre Bats

Medium swarm of Tiny beasts


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 0 ft., fly 30 ft.

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

  • Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Echolocation. The swarm can't use its blindsight while deafened.

Incorporeal Movement. The swarm can move through objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely 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 a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Life Drain Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature target. Hit: 5 (2d4) piercing damage plus 5 (2d4) necrotic damge, or 2 (1d4) piercing damage plus 2 (1d4) necrotic damage if the swarm has half of its hit points or fewer. The target must make a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Chapter 1: Beasts

Billywigs


Billywig

Tiny


  • Armor Class 14
  • Hit Points 5 (2d4)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 1 (-5) 7 (-2) 4 (-3)

  • Skills Stealth +6
  • Senses passive Perception 8
  • Languages
  • Challenge 1/8 (25 XP)

Evasion. If the billywig is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the billywig instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is a creature, it must make a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature becomes giddy and at the start of its next turn, it suffers the effects of wingardium leviosa for the duration.


Billywig Swarm

Medium swarm of Tiny beasts


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 10 (+0) 1 (-5) 7 (-2) 4 (-3)

  • Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned
  • Senses passive Perception 8
  • 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 Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 15 (6d4) piercing damage, or 7 (3d4) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, it must make a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature becomes giddy and at the start of its next turn, it suffers the effects of wingardium leviosa for the duration.

Chapter 1: Beasts

Bowtruckles


Bowtruckle

Tiny


  • Armor Class 17 (Natural Armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 5 (-3)

  • Saving Throws Dex +4, Wis +3
  • Skills Stealth +6
  • Damage Vulnerabilities fire
  • Senses passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Escape Artist. The bowtruckle has advantage on Dexterity (Sleight of Hand) checks when picking a lock.

False Appearance. While the bowtruckle remains motionless, it is indistinguishable from another branch on a tree.

Nimble Escape. The bowtruckle can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Chapter 1: Beasts

Cerberi



Young Cerberus

Medium


  • Armor Class 16 (Natural Armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 9 (-1)

  • Skills Athletics +7, Perception +9
  • Senses passive Perception 19
  • Languages understands all languages but can't speak
  • Challenge 5 (1,800 XP)

Keen Smell. The cerberus has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spell Resistant. Any time the cerberus is targeted by a spell that requires a ranged attack roll, the cerberus is unaffected.

Three Heads. The cerberus can't be surprised, and it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The cerberus makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Legendary Actions

The cerberus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cerberus regains spent legendary actions at the start of its turn.

  • Bite Attack (Costs 2 Actions). The cerberus makes a bite attack.
  • Detect. The cerberus makes a Wisdom (Perception) check.
  • Move. The cerberus moves up to half its speed.


Adult Cerberus

Large


  • Armor Class 16 (Natural Armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 6 (-2) 16 (+3) 9 (-1)

  • Skills Athletics +11, Perception +11
  • Senses passive Perception 21
  • Languages understands all languages but can't speak
  • Challenge 9 (5,000 XP)

Keen Smell. The cerberus has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spell Resistant. Any time the cerberus is targeted by a spell that requires a ranged attack roll, the cerberus is unaffected.

Three Heads. The cerberus can't be surprised, and it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack. The cerberus makes two bite attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Legendary Actions

The cerberus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cerberus regains spent legendary actions at the start of its turn.

  • Bite Attack (Costs 2 Actions). The cerberus makes a bite attack.
  • Detect. The cerberus makes a Wisdom (Perception) check.
  • Move. The cerberus moves up to half its speed.
Chapter 1: Beasts

Clabberts


Clabbert

Small


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Natural Alarm. When there is a muggle or hostile creature within 50 feet of the clabbert, the pustule on the clabbert's forehead glows red to signal danger. If this activates, the clabbert and friendly creatures that can see the clabbert can't be surprised.

Nimble Escape. The clabbert can take the Disengage or Hide action as a bonus action on each of its turns.

Standing Leap. The clabbert's long jump is up to 15 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

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

Chapter 1: Beasts

Diricawls


Young Diricawl

Tiny


  • Armor Class 12 (Natural Armor)
  • Hit Points 4 (1d4 + 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
5 (-3) 9 (-1) 12 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 12
  • Languages
  • Challenge 0 (10 XP)

Evasion. If the diricawl is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the diricawl instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

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

Teleport (Recharge 4–6). The diricawl magically teleports, along with any equiment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the diricawl can make one beak attack.


Adult Diricawl

Small


  • Armor Class 14 (Natural Armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 12 (+1) 2 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)

Evasion. If the diricawl is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the diricawl instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage.

Teleport (Recharge 4–6). The diricawl magically teleports, along with any equiment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the diricawl can make one beak attack.

Chapter 1: Beasts

Doxies


Doxy

Tiny


  • Armor Class 15 (Natural Armor)
  • Hit Points 10 (4d4 + 0)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 11 (+0) 1 (-5) 12 (+1) 6 (-2)

  • Damage Vulnerabilities bludgeoning
  • Skills Acrobatics +5, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Pack Tactics. The doxy has advantage on an attack roll against a creature if at least one of the doxy's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 5 (2d4) poison damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw, taking the poison damage and becomes poisoned for 1 minute on a failed save, or half as much poison damage and they are not poisoned.

Chapter 1: Beasts

Dragons

Antipodean Opaleye


Antipodean Opaleye Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 18 (+4) 4 (-3) 16 (+3) 12 (+1)

  • Saving Throws Str +4, Con +6
  • Skills Perception +5, Stealth +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Invisibility. The dragon can magically turn invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.


Young Antipodean Opaleye

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 22 (+6) 4 (-3) 16 (+3) 14 (+2)

  • Saving Throws Str +6, Con +9
  • Skills Perception +6, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 7 (2,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility. The dragon can magically turn invisible until it attacks, uses Fire Breath, or until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Chapter 1: Beasts


Adult Antipodean Opaleye

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 22 (+6) 5 (-3) 18 (+4) 16 (+3)

  • Saving Throws Str +8, Con +10
  • Skills Perception +8, Stealth +5
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages
  • Challenge 12 (8400 XP)

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility. The dragon can magically turn invisible until it attacks, uses Fire Breath, or until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Invisible Flight (Costs 2 Actions). The dragon uses its Invisibility and can then fly up to half its flying speed.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Chinese Fireball


Chinese Fireball Wyrmling

Small


  • Armor Class 17 (Natural Armor)
  • Hit Points 45 (6d6 + 24)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 19 (+4) 3 (-4) 10 (+0) 15 (+2)

  • Saving Throws Str +4, Con +6
  • Skills Perception +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Ball (Recharge 5-6). The dragon launches a small ball of fire towards any point within in 60 feet and then explodes into a fiery blast upon impact. Each creature within a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.


Young Chinese Fireball

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 105 (10d8 + 60)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 22 (+6) 3 (-4) 10 (+0) 17 (+3)

  • Saving Throws Str +7, Con +9
  • Skills Perception +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 8 (3,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 4-6). The dragon uses one of the following breath weapons.

  • Fire Ball. The dragon launches a small ball of fire towards any point within in 90 feet and then explodes into a fiery blast upon impact. Each creature within a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
  • Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Chapter 1: Beasts


Adult Chinese Fireball

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 22 (+6) 4 (-3) 12 (+1) 19 (+4)

  • Saving Throws Str +10, Con +11
  • Skills Perception +6
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 13 (10,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 4-6). The dragon uses one of the following breath weapons.

  • Fire Ball. The dragon launches a small ball of fire towards any point within in 120 feet and then explodes into a fiery blast upon impact. Each creature within a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Fire Ball Attack (Costs 3 Actions). The dragon uses its Fire Ball breath weapon, regardless of whether the ability is recharged or not. After this attack, it must be recharged as normal.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Common Welsh Green


Common Welsh Green Wyrmling

Tiny


  • Armor Class 18 (Natural Armor)
  • Hit Points 52 (8d4 + 24)
  • Speed 20 ft., climb 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 2 (-4) 11 (+0) 10 (+0)

  • Saving Throws Str +4, Con +4
  • Skills Perception +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.


Young Common Welsh Green

Small


  • Armor Class 18 (Natural Armor)
  • Hit Points 85 (10d6 + 50)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 20 (+5) 2 (-4) 11 (+0) 12 (+1)

  • Saving Throws Str +6, Con +8
  • Skills Perception +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 6 (2,300 XP)

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Common Welsh Green

Medium


  • Armor Class 18 (Natural Armor)
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 20 (+5) 3 (-4) 13 (+1) 14 (+2)

  • Saving Throws Str +8, Con +9
  • Skills Perception +5
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 10 (5,900 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Hebridean Black


Hebridean Black Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 3 (-4) 13 (+1) 16 (+3)

  • Saving Throws Str +6, Con +6
  • Skills Perception +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.


Young Hebridean Black

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 22 (+6) 3 (-4) 13 (+1) 18 (+4)

  • Saving Throws Str +8, Con +9
  • Skills Perception +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Destructive Breath (Recharge 5-6). The dragon exhales fire and hot gas in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) acid damage on a failed save, or half as much damage of each damage type on a successful one.

Chapter 1: Beasts


Adult Hebridean Black

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 175 (14d12 + 84)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 23 (+6) 4 (-3) 15 (+2) 20 (+5)

  • Saving Throws Str +10, Con +11
  • Skills Perception +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages
  • Challenge 13 (10,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Destructive Breath (Recharge 5-6). The dragon exhales fire and hot gas in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) acid damage on a failed save, or half as much damage of each damage type on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Bite Attack. The dragon makes a bite attack.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Hungarian Horntail


Hungarian Horntail Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 66 (7d8 + 35)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 21 (+5) 2 (-4) 12 (+1) 19 (+4)

  • Saving Throws Str +7, Con +7
  • Skills Perception +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage.


Young Hungarian Horntail

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 125 (10d12 + 60)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 23 (+6) 2 (-4) 12 (+1) 21 (+5)

  • Saving Throws Str +10, Con +10
  • Skills Perception +5
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 9 (5,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Hungarian Horntail

Gargantuan


  • Armor Class 17 (Natural Armor)
  • Hit Points 210 (12d20 + 84)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 25 (+7) 3 (-4) 14 (+2) 23 (+6)

  • Saving Throws Str +12, Con +12
  • Skills Perception +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages
  • Challenge 16 (15,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) piercing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Norwegian Ridgeback


Norwegian Ridgeback Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 51 (6d8 + 24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 19 (+4) 3 (-4) 12 (+1) 17 (+3)

  • Saving Throws Str +6, Con +6
  • Skills Perception +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.


Young Norwegian Ridgeback

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 115 (11d10 + 55)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 3 (-4) 12 (+1) 19 (+4)

  • Saving Throws Str +8, Con +8
  • Skills Perception +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Norwegian Ridgeback

Gargantuan


  • Armor Class 17 (Natural Armor)
  • Hit Points 181 (11d20 + 66)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 22 (+6) 4 (-3) 14 (+2) 21 (+5)

  • Saving Throws Str +11, Con +11
  • Skills Perception +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages
  • Challenge 14 (11,500 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Peruvian Vipertooth


Peruvian Vipertooth Wyrmling

Tiny


  • Armor Class 20 (Natural Armor)
  • Hit Points 36 (8d4 + 16)
  • Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 12 (+1)

  • Saving Throws Str +3, Dex +5
  • Skills Perception +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 2 (450 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. The target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.


Young Peruvian Vipertooth

Small


  • Armor Class 20 (Natural Armor)
  • Hit Points 65 (10d6 + 30)
  • Speed 40 ft., climb 40 ft., fly 100 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 4 (-3) 14 (+2) 14 (+2)

  • Saving Throws Str +6, Dex +7
  • Skills Perception +5
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 7 (2,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes three attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Peruvian Vipertooth

Medium


  • Armor Class 20 (Natural Armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 40 ft., climb 40 ft., fly 100 ft.

STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 18 (+4) 5 (-3) 16 (+3) 16 (+3)

  • Saving Throws Str +8, Dex +9
  • Skills Perception +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages
  • Challenge 12 (8,400 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Romanian Longhorn


Romanian Longhorn Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 57 (6d8 + 30)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 21 (+5) 2 (-4) 11 (+0) 17 (+3)

  • Saving Throws Str +7, Con +7
  • Skills Perception +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.


Young Romanian Longhorn

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 23 (+6) 2 (-4) 11 (+0) 19 (+4)

  • Saving Throws Str +8, Con +9
  • Skills Perception +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 8 (3,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Swooping Charge. The dragon moves up to its flying speed in a straight line and through the space of any creature medium or smaller, targeting each creature it moves through. A creature whose space the dragon enters during this movement is knocked prone and must make a DC 16 Dexterity saving throw, taking 26 (2d20 + 5) piercing damage on a failed save, or half as much damage on a successful one.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Romanian Longhorn

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 189 (14d12 + 98)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 24 (+7) 3 (-4) 13 (+1) 21 (+5)

  • Saving Throws Str +11, Con +12
  • Skills Perception +6
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 14 (11,500 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Swooping Charge. The dragon moves up to its flying speed in a straight line and through the space of any creature large or smaller, targeting each creature it moves through. A creature whose space the dragon enters during this movement is knocked prone and must make a DC 19 Dexterity saving throw, taking 27 (2d20 + 6) piercing damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Swedish Shortsnout


Swedish Shortsnout Wyrmling

Small


  • Armor Class 17 (Natural Armor)
  • Hit Points 45 (7d6 + 21)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 13 (+1)

  • Saving Throws Str +4, Con +5
  • Skills Perception +3
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.


Young Swedish Shortsnout

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 95 (10d8 + 40)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 19 (+4) 3 (-4) 13 (+1) 15 (+2)

  • Saving Throws Str +6, Con +7
  • Skills Perception +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts


Adult Swedish Shortsnout

Large


  • Armor Class 17 (Natural Armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 21 (+5) 4 (-3) 15 (+2) 17 (+3)

  • Saving Throws Str +8, Con +9
  • Skills Perception +6
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 11 (7,200 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Ukrainian Ironbelly


Ukrainian Ironbelly Wyrmling

Medium


  • Armor Class 17 (Natural Armor)
  • Hit Points 105 (10d8 + 60)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 23 (+6) 2 (-4) 10 (+0) 16 (+3)

  • Saving Throws Str +6, Con +8
  • Skills Perception +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 4 (1,100 XP)

Tough Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.


Young Ukrainian Ironbelly

Huge


  • Armor Class 17 (Natural Armor)
  • Hit Points 155 (10d12 + 90)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 28 (+9) 2 (-4) 10 (+0) 18 (+4)

  • Saving Throws Str +9, Con +13
  • Skills Perception +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 9 (5,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its wings.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dragon can't bite another target.

Wing. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Swallow. The dragon makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 7 (2d6) acid damage at the start of each of the dragon's turns.

If the dragon takes 40 damage or more on a single turn, the dragon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon.

Chapter 1: Beasts


Adult Ukrainian Ironbelly

Gargantuan


  • Armor Class 17 (Natural Armor)
  • Hit Points 253 (13d20 + 117)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 28 (+9) 3 (-4) 12 (+1) 20 (+5)

  • Saving Throws Str +11, Con +14
  • Skills Perception +6
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 15 (13,000 XP)

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its wings.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the dragon can't bite another target.

Wing. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Swallow. The dragon makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 14 (4d6) acid damage at the start of each of the dragon's turns.

If the dragon takes 60 damage or more on a single turn, the dragon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Swallow Attack. The dragon makes a swallow attack if there is a creature currently grappled.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Chapter 1: Beasts

Grindylows


Grindylow

Small


  • Armor Class 13
  • Hit Points 7 (3d6 - 3)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 8 (-1) 3 (-4) 8 (-1) 4 (-3)

  • Skills Athletics +3
  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Brittle Bones. When a creature succeeds on its grapple check against the grindylow, the grindylow's hands are broken and it can no longer grapple.

Water Breathing. The grindylow can breathe only underwater.

Actions

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


Swarm of Grindylows

Medium swarm of Small beasts


  • Armor Class 14
  • Hit Points 54 (12d8)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 10 (+0) 3 (-4) 8 (-1) 4 (-3)

  • Skills Athletics +4
  • Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Brittle Bones. When a creature succeeds on its grapple check against the swarm, the swarm's DC to escape from the Strangle action is decreased by 1.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small grindylow. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The grindylow can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage if the swarm has half of its hit points or fewer.

Strangle. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: The creature is grappled (escape DC 14). Until this grapple ends, the target is restrained and the swarm can't strangle another target. After a number of rounds equal to the target's Constitution modifier (minimum of 1 round), the target gains one level of exhaustion at the start of each of its turns. All levels of exhaustion gained this way are removed 1 minute after this grapple ends.

Chapter 1: Beasts

Nundus

Cruel Cats. The nundu is a large creature, native to hot tropical jungles that resembles a leopard with the throat of a pufferfish. It moves silently, despite its size, and is considered by some to be one of the most dangerous creatures alive. The breath of the nundu is toxic and so potent that it can wipe out entire villages of people.

The nundu is extremely hard to subdue, as it is vicious with finely honed instincts. Myths and folklore surround this creature in the regions it resides in, the local residents find the nundu truly terrifying.

Puffed Pride. The nundu appears as a sleek jaguar or panther when stalking prey, but if seen or threatened it inhales air to puff up its throat. When enlarged, it gives the effect of a mane, and the nundu resembles a male lion.

The deadly toxin that the nundu excretes from its spines can be harvested and used in poisons. Not many hunt the nundu due to its ferocity and the fact it provides no edible meat when killed. Only skilled butchers can ascertain which scarce parts of the nundu can be eaten, as even a smallest bite of the wrong part of nundu meat is fatal.


Young Nundu

Medium


  • Armor Class 15 (Natural Armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 17 (+3) 3 (-4) 10 (+0) 7 (-2)

  • Skills Perception +3, Stealth +6
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages
  • Challenge 7 (2,900 XP)

Keen Sight and Smell. The nundu has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pounce. If the nundu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the nundu can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the nundu can long jump up to 30 feet.

Toxic Spines. When a creature within 10 feet of the nundu hits it with a melee attack, the attacker takes 9 (2d8) poison damage. Additionally, when a creature that starts its turn grappling or grappled by the nundu it takes 9 (2d8) poison damage.

Actions

Multiattack. The nundu makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Toxic Breath (Recharge 5-6). The nundu exhales a cloud of poison in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts

Adult Nundu

Large


  • Armor Class 16 (Natural Armor)
  • Hit Points 187 (22d10 + 66)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 17 (+3) 4 (-3) 14 (+2) 7 (-2)

  • Saving Throws Dex +8, Con +7, Wis +6
  • Skills Perception +6, Stealth +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 16
  • Languages
  • Challenge 11 (7,200 XP)

Keen Sight and Smell. The nundu has advantage on Wisdom (Perception) checks that rely on sight or smell.

Legendary Resistance (1/Day). If the nundu fails a saving throw, it can choose to succeed instead.

Pounce. If the nundu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the nundu can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the nundu can long jump up to 30 feet.

Toxic Spines. When a creature within 10 feet of the nundu hits it with a melee attack, the attacker takes 9 (2d8) poison damage. Additionally, when a creature that starts its turn grappling or grappled by the nundu it takes 9 (2d8) poison damage.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Toxic Breath (Recharge 5-6). The nundu exhales a cloud of poison in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.

Chapter 1: Beasts

Phoenixes


Phoenix

Small beast


  • Armor Class 16 (natural armor)
  • Hit Points 55 (10d6 + 20)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 15 (+2) 12 (+1) 18 (+4) 16 (+3)

  • Saving Throw Dex +6, Con +4, Wisdom +6, Cha +5
  • Damage Immunities fire
  • Condition Immunities frightened, petrified
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Understands all human languages but cannot speak
  • Challenge 4 (1,100 XP)

Burning Day. The phoenix is immune to any effect which would kill it outright, such as a basilisk's Death Gaze. If the phoenix is reduced to 0 hit points, its body bursts into flames and it transforms into a phoenix hatchling. Any creature within 5 ft. of the phoenix must make a DC 12 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save or half as much on a successful one.

Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Glow. A phoenix sheds dim light in a 5-foot radius.

Keen Sight and Hearing. The phoenix has advantage on Wisdom (Perception) checks that rely on sight or hearing.

Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.

Powerful Build. The phoenix is considered a Large creature for the purpose of determining its carrying capacity and the weight it can push, drag, or lift.

Actions

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 15 (3d6 + 5) slashing damage.

Fiery Apparition (1/Day). The phoenix teleports itself and any number of creatures it is in physical contact with to any location the phoenix is aware of.

Phoenix Song (Recharge 5-6). The phoenix begins to sing for as long as it is concentrating (as though concentrating on a spell). Any creature of the phoenix's choice that can hear it is immune to being frightened as long as it can hear the song.

Chapter 1: Beasts

Winged Horses


Winged Foal

Medium


  • Armor Class 11
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 3 (-4) 14 (+2) 11 (+0)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Actions

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


Thestral

Large


  • Armor Class 12
  • Hit Points 27 (5d10 + 5)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 5 (-3) 15 (+2) 11 (+0)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Aethonan Winged Horse

Large


  • Armor Class 12
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 4 (-3) 14 (+2) 11 (+0)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 1 (200 XP)

Trampling Charge. If the winged horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the winged horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.


Granian Winged Horse

Large


  • Armor Class 14
  • Hit Points 59 (7d10 + 21)
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 4 (-3) 15 (+2) 13 (+1)

  • Saving Throws Str +5, Dex +6, Wis +4
  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 2 (450 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Chapter 1: Beasts

Abraxan Winged Horse

Huge


  • Armor Class 13
  • Hit Points 73 (7d12 + 28)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 5 (-3) 15 (+2) 13 (+1)

  • Saving Throws Str +7, Dex +5, Wis +4
  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 3 (700 XP)

Trampling Charge. If the winged horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the winged horse can make another attack with its hooves against it as a bonus action.

Actions

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

Chapter 1: Beasts

Yetis


Young Yeti

Large


  • Armor Class 12 (Natural Armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Damage Immunities cold
  • Skills Perception +3, Stealth +3
  • Senses darkvision 30 ft., passive Perception 13
  • Languages Yeti
  • Challenge 3 (700 XP)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Resistant Hide. Any time the yeti is targeted by a spell that requires a ranged attack roll and would apply a condition, roll a d6. On a 1 to 5, the yeti is unaffected by the spell's condition. On a 6, the yeti is affected by the spell's condition.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis for 1 hour.

Chapter 1: Beasts


Adult Yeti

Large


  • Armor Class 12 (Natural Armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 8 (-1) 14 (+2) 7 (-2)

  • Saving Throws Str +7
  • Damage Immunities cold
  • Skills Perception +5, Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Yeti
  • Challenge 5 (1,800 XP)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Resistant Hide. Any time the yeti is targeted by a spell that requires a ranged attack roll and would apply a condition, roll a d6. On a 1 to 5, the yeti is unaffected by the spell's condition. On a 6, the yeti is affected by the spell's condition.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 15 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis for 1 hour.

Legendary Actions

The yeti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yeti regains spent legendary actions at the start of its turn.

  • Claw Attack (Costs 2 Actions). The yeti makes a claw attack.
  • Grapple. The yeti makes a grapple attempt.
  • Leap (Costs 2 Actions). The yeti jumps up to 10 feet.
Chapter 1: Beasts

Chapter 2: Beings

A Being is one of the three classifications used by the Ministry of Magic to catalogue the various magical creatures that inhabit the wizarding world. The definition of a Being is any creature that has sufficient intelligence to understand the laws of the magical community and to bear part of the responsibility in shaping those laws.

All humans are beings, as are goblins, vampires, hags, giants, house-elves, veela, werewolves, merpeople and centaurs.

Goblins


Goblin Banker

Small


  • Armor Class 10
  • Hit Points 21 (6d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 11 (+0) 17 (+3) 13 (+1) 14 (+2)

  • Saving Throws Wis +3
  • Skills Stealth +2
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Common, Gobbledegook
  • Challenge 1/8 (25 XP)

Goblin Cunning. The goblin has advantage on all Intelligence and Wisdom saving throws against magic.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Goblin Guard

Small


  • Armor Class 13(studded leather)
  • Hit Points 27 (6d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 12 (+1) 15 (+2) 14 (+2) 12 (+1)

  • Saving Throws Wis +4
  • Skills Stealth +3, Perception +4
  • Senses darkvision 30 ft., passive Perception 14
  • Languages Common, Gobbledegook
  • Challenge 1/2 (100 XP)

Goblin Cunning. The goblin has advantage on all Intelligence and Wisdom saving throws against magic.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Chapter 2: Beings

Goblin Warrior

Small


  • Armor Class 15 (chain shirt)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 13 (+1)

  • Saving Throws Wis +4
  • Skills Perception +4
  • Senses darkvision 30 ft., passive Perception 14
  • Languages Common, Gobbledegook
  • Challenge 2 (450 XP)

Goblin Cunning. The goblin has advantage on all Intelligence and Wisdom saving throws against magic.

Goblin-Wrought. Any time the goblin is targeted by a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the goblin is unaffected. On a 5 to 6, the goblin is affected by the spell.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its shortsword.

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

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Chapter 2: Beings

Inferi


Inferius

Medium


  • Armor Class 11 (Natural Armor)
  • Hit Points 58 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Wis +2
  • Damage Resistance bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, crippling pain, exhaustion, frightened, incapacitated, poisoned, unconscious
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Legendary Resistance (1/Day). If the inferius fails a saving throw, it can choose to succeed instead.

Undead Fortitude. If damage reduces the inferius to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the inferius drops to 1 hit point instead.

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Fire Vulnerability

Because the majority of effective damage-dealing spells deal fire damage, there is a significant risk of inferi being destroyed quite easily if you add fire vulnerability. However, this is a great way of making your party feel extremely powerful at high levels.

Chapter 2: Beings


Inferi Swarm

Large swarm of Medium beings


  • Armor Class 9
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Str +7, Wis +3
  • Skills Athletics +7
  • Damage Resistance bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, crippling pain, exhaustion, frightened, grappled, incapacitated, paralyzed, poisoned, prone, restrained, stunned, unconscious
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 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 Medium inferius. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The inferi swarm makes two attacks: one with its fist and one with its clutching hands.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Clutching Hands. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained.

Legendary Actions

The inferi swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The inferi swarm regains spent legendary actions at the start of its turn.

  • Detect. The inferi swarm makes a Wisdom (Perception) check.
  • Engulf. If the inferi swarm is currently grappling a creature, the inferi swarm pulls a grappled creature into one of its spaces and the creature is knocked prone.
  • Fist Attack (Costs 2 Actions). The inferi swarm makes a fist attack.

Reactions

Split. When an inferi swarm reaches 60 hit points or fewer, it splits into three individual inferi and each inferius has 30 hit points. When an inferi swarm reaches 30 hit points or fewer, it splits into two individual inferi and each inferius has 20 hit points.

Chapter 2: Beings


Inferi Horde

Huge swarm of Medium brings


  • Armor Class 9
  • Hit Points 152 (16d12 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Str +9, Wis +4
  • Skills Athletics +9, Perception +4
  • Damage Resistance bludgeoning, piercing, slashing
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, crippling pain, exhaustion, frightened, grappled, incapacitated, paralyzed, poisoned, prone, restrained, stunned, unconscious
  • Senses darkvision 30 ft., passive Perception 14
  • Languages
  • Challenge 10 (5,900 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 Medium inferius. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The inferi horde makes four attacks: one with its fists and three with its clutching hands.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Clutching Hands. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained.

Legendary Actions

The inferi horde can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The inferi horde regains spent legendary actions at the start of its turn.

  • Detect. The inferi horde makes a Wisdom (Perception) check.
  • Engulf. If the inferi horde is currently grappling a creature, the inferi horde pulls a grappled creature into one of its spaces and the creature is knocked prone.
  • Fist Attack. The inferi horde makes a fist attack.
  • Move. The inferi horde moves up to half its speed.

Reactions

Split. When an inferi horde reaches 76 hit points or fewer, it splits into two individual inferi swarms and each inferi swarm has 90 hit points. When an inferi horde reaches 30 hit points or fewer, it splits into two individual inferi swarms and each inferi swarm has 61 hit points.

Chapter 2: Beings

Chapter 3: Non-beings

Officially termed "Non-Human Spiritous Apparitions," non-beings is the final category to describe a phenomenom that defies explanation. They are neither spirits nor beasts, and it is believed that non-beings are not even truly alive. There are very few types of non-beings, but their abnormality has earned them wide-reaching reputations.

Chapter 3: Non-Beings

Dementors

"The dementor is among the foulest creatures that walk this earth. They infest the darkest, filthiest places, they glory in decay and despair, they drain peace, hope, and happiness out of the air around them... Get too near a dementor and every good feeling, every happy memory will be sucked out of you."

Dark Entities. Dementors are believed to be formed from the negative emotions of humans, much like poltergeists. Dementors grow like fungi in dark places filled with decay. Large groups of them will be surrounded by a freezing mist that rolls across the countryside like fog, affecting entire populations with their negative energy.

Because dementors are not truly alive, they cannot be forcibly destroyed or killed. A dementor can be driven to flee through spells like the Patronus Charm, but given time, it will eventually gather its strength back.

Depression Manifested. A dementor is best described as depression in a corporeal form. Its very presence drains the warmth and happiness out of anyone unfortunate enough to cross its path, filling them with despair and forcing them to relive their worst memories. This same aura pulls warmth from the air, causing frost to collect on surfaces and nearby water to freeze. Prolonged exposure to a dementor often drives a victim insane. This made dementors extremely effective guards in Azkaban prison, destroying any hope of escape among the inmates.

Dementors are blind, but they can sense the emotions of people around them. They seem to be naturally drawn to individuals who have experienced great suffering or some kind of trauma in their lives. This sense doesn't work very well on animals, which would feel less human, less complex and less appealing. Muggles cannot see dementors, but still suffer their effects and are threatened by them.

Spending time away from a dementor is enough to cure an individual of these negative effects, but eating chocolate is a fast-acting remedy. The chocolate clears the victim's head and returns warmth to their limbs.

Soul Eaters. If dementors relish fear and suffering, the ultimate prize is the consumption of a human soul. If it wishes, a dementor can latch its mouth onto a victim's and suck out that person's soul. Known as the Dementor's Kiss, this leaves the victim in a state "worse than death," an empty shell of a body with no sense of self. Little is known about the true impact of such a loss, but there is no chance of recovery.

When promised suffering and souls, dementors will cooperate and follow orders. No matter how obedient they may appear, they always act in their own self-interest. They do not care who is the victim and will gladly drain the emotions or soul from anyone readily available.

Amortal Nature. A dementor doesn't require air, drink, or sleep. Being starved of human emotions for an extended period may cause a dementor to be unmade, but this has never been witnessed first hand. It's also been speculated that reducing the amount of negative emotion in the world will thin the dementors' numbers. At the very least, this limits the conditions which allow them to multiply, but dementors always seem to form, given enough time.

Chapter 3: Non-Beings


Dementor

Medium non-being, neutral evil


  • Armor Class 13
  • Hit Points 75 (10d8 + 30)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 18 (+4)

  • Saving Throws Dex +6, Cha +7
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, force, lightning, thunder; bludgeoning, piercing, and slashing from magical attacks
  • Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
  • Languages Understands all human languages but cannot speak
  • Challenge 5 (1,800 XP)

Despair Aura. Any being that enters within 60 feet of a dementor for the first time on a turn or starts its turn there must succeed on a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened for as long as it is within 60 feet of a dementor. While it is frightened, a target takes 5 (1d10) psychic damage at the start of each of its turns as it relives its worst memories. A target reduced to 0 hit points as a result of this damage automatically stabilizes. A creature can only suffer this damage once per round. If there are multiple dementors within 60 feet

of the target when it takes this damage, increase the damage by 1 for each other dementor in range. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if any dementors are within line of sight, ending the effect on itself on a success.

Sense Emotions. A dementor's blindsight allows it to feel the emotion of any being within its range. Any attempt by a being to Hide from a dementor while within its blindsight radius automatically fails.

Sunlight Sensitivity. While in sunlight, the dementor has disadvantage on ability checks, and on Wisdom (Perception) checks.

Actions

Drain Emotion. The dementor targets one being it can see within 10 feet of it. The target must make a DC 15 Charisma saving throw, with disadvantage if the target is frightened, taking 21 (4d8 + 3) psychic damage on a failed save and half as much damage on a successful one. A target reduced to 0 hit points as a result of this damage automatically stabilizes.

Kiss. The dementor attempts to sieze hold of one being it can see within 5 feet of it. The target must succeed on a Strength or Dexterity saving throw (target's choice) or be grappled (escape DC 12). As part of this action, and as an action on subsequent turns, the dementor can begin to consume the soul of a grappled target. The target takes 7 (1d6 + 4) necrotic damage and its Strength score is reduced by 1d6. The target's soul is consumed if this reduces its Strength score to 0 or if the target dies as a result of this damage. Otherwise, the reduction lasts until the target finishes a short or long rest. A consumed soul is forever lost, leaving the target in a vegetative state and effectively dead.

Chapter 3: Non-Beings

Mundane Beasts

Apes


Young Ape

Small


  • Armor Class 12
  • Hit Points 18 (4d6 + 4)
  • Speed 25 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +4, Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The ape makes two fist attacks.

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

Rock. Ranged Weapon Attack: +4 to hit, reach 25/50 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Adult Ape

Medium


  • Armor Class 12
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +6, Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, reach 50/100 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Chapter 4: Mundane Beasts

Bears


Bear Cub

Small


  • Armor Class 11 (Natural Armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

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

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

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

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


Adult Black Bear

Medium


  • Armor Class 11 (Natural Armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Chapter 4: Mundane Beasts

Young Polar Bear

Medium


  • Armor Class 12 (Natural Armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., swim 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

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


Adult Brown Bear

Large


  • Armor Class 11 (Natural Armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.



Adult Polar Bear

Large


  • Armor Class 12 (Natural Armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Chapter 4: Mundane Beasts

Birds


Swarm of Tiny Birds

Small swarm of Tiny beasts


  • Armor Class 13
  • Hit Points 16 (9d6-9)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 8 (-1) 2 (-4) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned
  • Senses passive Perception 15
  • 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 Tiny bird. The swarm can't regain hit points or gain temporary hit points.

Actions

Beaks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.


Swarm of Small Birds

Medium swarm of Small beasts


  • Armor Class 14
  • Hit Points 38 (11d8-11)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 9 (-1) 2 (-4) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small bird. The swarm can't regain hit points or gain temporary hit points.

Actions

Beaks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (5d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Chapter 4: Mundane Beasts

Boars

Chapter 4: Mundane Beasts

Deer


Deer (Fawn)

Small


  • Armor Class 11
  • Hit Points 3 (1d6)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 2 (-4) 14 (+2) 5 (-3)

  • Senses passive Perception 12
  • Languages
  • Challenge 0 (10 XP)

Actions

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


Deer (Doe)

Medium


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 2 (-4) 14 (+2) 5 (-3)

  • Senses passive Perception 12
  • Languages
  • Challenge 1/8 (25 XP)

Actions

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


Deer (Buck)

Medium


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 2 (-4) 14 (+2) 5 (-3)

  • Senses passive Perception 12
  • Languages
  • Challenge 1/2 (100 XP)

Charge. If the deer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Chapter 4: Mundane Beasts

Rats


Rat

Tiny


  • Armor Class 10
  • Hit Points 1 (1d4-1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Plague Rat

Tiny


  • Armor Class 10
  • Hit Points 1 (1d4-1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Evasion. If the rat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and contract the plague. Until the plague is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of the plague, the target dies.

Chapter 4: Mundane Beasts

Giant Rat

Small


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Giant Plague Rat

Small


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Evasion. If the rat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and contract the plague. Until the plague is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of the plague, the target dies.

Chapter 4: Mundane Beasts

Snakes


Pit Viper

Small


  • Armor Class 15 (Natural Armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Languages Parseltongue
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Chapter 4: Mundane Beasts

Wolves


Wolf Pup

Small


  • Armor Class 13 (Natural Armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

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

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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


Adult Wolf

Medium


  • Armor Class 14 (Natural Armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone

Chapter 4: Mundane Beasts

Alpha Wolf

Medium


  • Armor Class 14 (Natural Armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

Chapter 4: Mundane Beasts