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Maraudig with Monsters
Wizarding World 5e 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.
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### # Contents ###
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Chapter 1: Beasts
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Billywig
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Cerberus
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Unicorn
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Chapter 2: Beings
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Chapter 3: Non-Beings
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Chapter 4: Mundane Beasts
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Chapter 5: Spirits
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> ##### Credits - Created by grzart > Version 0.1 > ___ > ##### Wands & Wizards > Created by /u/Murphen44 > >
r/WandsAndWizards
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Discord Server
> ___ > ##### Cover Art Credit > * Sam Rowan -
ArtStation
> ___ > ##### Resources used > * Wands & Wizards -
Monster Book of Monsters
> * Dungeon Master's Guide (DMG) > * Icewind Dale: Rime of the Frostmaiden (IDRotF) > * Monster Manual (MM) > * Mythic Odysseys of Theros (MOT) > * Volo's Guide to Monsters (VGM) > ___ > Made using
GMBinder
. \pagebreakNum # Fantastic Beasts Loosely defined, a Beast was a magical creature that did not have sufficient intelligence to understand the laws of the magical community, nor bear part of the responsibility in shaping those laws. This definition was laid down by Minister for Magic Grogan Stump in 1811, and the Beast Division was formed as part of the Department for the Regulation and Control of Magical Creatures. ## Care of Magical Creatures The following section provides stat blocks for exotic pets, from the Ragamuffin Background, and companion creatures, suitable for the Creature Care specialist. ___ > ## Bowtruckle >*Tiny plant, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 1 (1d4-1) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|13 (+1)|8 (-1)|5 (-3)|10 (+0)|3 (-4)| >___ > - **Saving Throws** Dex +4 > - **Skills** Sleight of Hand +4 > - **Damage Vulnerabilities** fire > - **Senses** passive Perception 9 > - **Languages** — > - **Challenge** 0 > ___ > ***Evasion.*** If the bowtruckle 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. > > ***Plant Camouflage.*** The bowtruckle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. > ### Actions > ***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. \columnbreak ___ > ## Chupacabra >*Tiny monstrosity, neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 16 (3d4+9) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|15 (+2)|11 (+0)|10 (+0)|10 (+0)|7 (-2)| >___ > - **Senses** darkvision 60 ft. > - **Languages** — > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. Instead, at the start of each of the chupacabra's turns, the target must succeed on a DC 13 Constitution saving throw or lose 5 (1d4) hit points due to blood loss, and the chupacabra regains hit points equal to that amount. > The chupacabra can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the chupacabra. \pagebreakNum ___ > ## Clabbert >*Small beast, unaligned* > ___ > - **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)| >___ > - **Languages** — > - **Challenge** 0 (10 XP) > ___ > ***Mask of the Wild.*** The clabbert can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. > > ***Standing Leap.*** The clabbert's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. > > ***Sense Danger.*** The pustule on the clabbert's forehead glows red when danger is near. When there is a muggle or hostile creature within 50 feet of the clabbert, it sheds bright light in a 10 foot radius and dim light for an additional 10 feet. The clabbert and creatures friendly to it can't be surprised. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 - 1) piercing damage. ___ > ## Demiguise >*Small beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 3 (1d6) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|11 (+0)|6 (-2)|12 (+1)|6 (-2)| >___ > - **Skills** Insight +3 > - **Languages** — > - **Challenge** 1/4 (50 XP) > ___ > ***Precognitive Sight.*** The demiguise can't be surprised, and has advantage on Initiative checks. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage. > > ***Invisibility.*** The demiguise magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the demiguise wears or carries is invisible with it. > ### Reactions > ***Portent (3/day).*** When the demiguise or a creature it can see makes an attack roll, a saving throw, or an ability check, the demiguise can cause the roll to be made with advantage or disadvantage. \pagebreakNum Diricrawl Doxy Fairy Fire Crab, mature Gnome Grindylow Hedgehog Hippogriff (Egg, Chick, Young, Adult) Imp Jackalope Jarvey Kneazle Lizard Mooncalf Murtlap Niffler (baby, full) Owl Pixie Plimpy Porlock Puffskein Rat Raven Salamander Snake Spider Streeler Three-headed dog (puppy, full) Toad Unicorn (foal, pony, full) Vampyr Mosp \pagebreakNum ___ > ## Giant Squid >*Gargantuan beast, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 138 (12d20+12) > - **Speed** 20 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|13 (+1)|5 (-3)|10 (+0)|4 (-3)| >___ > - **Saving Throws** Str +6; Dex +3 > - **Languages** — > - **Challenge** 6 (2,300 XP) > ___ > ***Hold breath.*** While out of water, the squid can hold its breath for 1 hour. > > ***Water breathing.*** The squid can breathe only underwater. > ### Actions > ***Multiattack.*** The squid makes three tentacle attacks. > > ***Tentacle.*** *Melee Weapon Attack:* +6 to hit, reach 30 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the squid can't use its tentacles on another target. > > ***Ink cloud (Recharges after a Short or Long Rest).*** While underwater, the squid expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action. ___ > ## Swooping Evil >*Small beast (dark), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 54 (12d6+12) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|12 (+1)|13 (+1)|12 (+1)|14 (+2)| >___ > - **Skills** Stealth +5 > - **Languages** — > - **Challenge** 2 (450 XP) > ___ > ***Cocoon.*** As a bonus action, the swooping evil can furl its wings and shrink into a cocoon. >
While a cocoon, the swooping evil is Tiny, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only actions it can take are a bonus action to hide or a bonus action to emerge. > > ***Tough Hide.*** Any time the swooping evil is targeted by a spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the giant is unaffected. > ### Actions > ***Multiattack.*** The swooping evil makes two attacks with its tail, or one attack with its bite and one with its tail. > > ***Bite.*** *Attack Style:* *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become memory drained until it finishes a short or long rest or until it benefits from a heal spell. >
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. >
At the end of this hour, the target's memory of the encounter with the swooping evil is permanently eliminated, as though with the obliviate spell. > > ***Tail.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8 + 3) slashing damage.