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# Aronar's Menagerie
A collection of beasts from CR 1/4 to 6 for use with 5e Dungeons and Dragons. Includes template option for Circle of the Moon druids to further expand options across all levels of play.
### # Contents ###
- ### [
2
Class Options
](#class-options) - #### [
2
Druid
](#druid) - #### [
5
Ranger
](#ranger) - ### [
6
Downtime Activity
](#downtime-activity) - ### [
7
Beasts by CR
](#beasts-by-cr) - ### [
10
Beasts
](#beasts)
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\pagebreak ## Class Options Within these pages, you'll find additional options for druids and rangers. Druids can make use of any beast within this book when using Wild Shape, within the usual restrictions of Wild Shape. Rangers will find a number of CR 1/4 beasts for use with the Ranger's Companion feature. Any spellcaster could also conjure beasts of the appropriate CR, or use the beasts as options of *polymorph* and similar spells. ### Druid While most druids can benefit from the new beasts, the Circle of the Moon druid can choose the following option: #### Primal Forms ###### *2nd-level Circle of the Moon feature, which replaces the Circle Forms feature.* The rites of your circle grant you the ability to transform into more dangerous forms. Starting at 2nd level, you can use your Wild Shape feature to transform into a beast using the Standard Beast stat block. When you reach 4th level, you can also choose to use the stat block for the Aquatic Beast, and at 8th level you can also choose to use the stat block for the Aerial Beast. As you advance in level, you can take on larger forms (as defined on the Form Statistics and Maximum Size table), which affect the form’s statistics as indicated on the Size Statistics table. You can assume a smaller sized form if you choose. When your size affects your damage dice, it only affects attacks which deal bludgeoning, piercing, or slashing damage, including the damage from the Charge trait. In your primal form, you have 3 Hit Dice, which increases as you advance in this class as shown on the Form Statistics and Maximum Size table. When you select the Standard Beast statistics, you must select a movement option from the Standard Beast Movement table. You can’t select an option with a swimming speed unless you are at least 4th level in this class. Your movement option will also determine whether or not you get blindsight or darkvision. Aquatic Beast and Aerial Beast statistics have a predefined movement speed. Your primal form’s attack bonus from proficiency (AB) is +2. When you reach 15th level, the attack bonus increases to +3. You gain a bonus to damage in your primal form (DB) equal to one third your levels in this class when you hit with an attack granted by your primal form. The Form Statistics and Maximum Size table displays these values. > ##### Flavoring Templates > > You can change the descriptive label for a template, such as reskinning the **Tail** action as a bite or tackle. > > You should be able to represent nearly any beast you imagine using the template mechanics and flavored for the particulars of your vision. \columnbreak ##### Form Statistics and Maximum Size | Level | Standard | Aquatic | Aerial | Hit Dice | Attack Bonus | Damage Bonus |:--:|:---:|:---:|:---:|:---:|:---:|:---:| | 2nd | Medium | — | — | 3 | +2 | +0 | | 3rd | Medium | — | — | 3 | +2 | +1 | | 4th | Medium | Medium | — | 3 | +2 | +1 | | 6th | Large | Large | — | 5 | +2 | +2 | | 8th | Large | Large | Small | 5 | +2 | +2 | | 9th | Large | Huge | Medium | 7 | +2 | +3 | | 12th | Huge | Huge | Medium | 9 | +2 | +4 | | 15th | Huge | Gargantuan | Large | 11 | +3 | +5 | | 18th | Huge | Gargantuan | Large | 13 | +3 | +6 | ##### Size Statistics | Size | Speed* | Damage | |:--:|:---:|:---| | Tiny | −10 ft. | half weapon damage die | | Small | −5 ft. | normal weapon damage | | Medium | — | normal weapon damage | | Large | — | one extra die of damage | | Huge | +5 ft. | one extra die of damage, + 2 damage | | Gargantuan | +10 ft. | one extra die of damage, + 5 damage | Speed can never be reduced to less than 10 ft. ##### Standard Beast Movement | Option | Speed | Vision | |:--|:---|:---| | Running | 40 ft. | — | | Climbing | 30 ft, climb 30 ft. | darkvision 60 ft. | | Burrowing | 30 ft. burrow 20 ft. | blindsight 30 ft. | | Amphibious | 30 ft., swim 30 ft. | darkvision 60 ft. | | Waterborne | 10 ft., swim 60 ft. | blindsight 30 ft. | The **standard template** can be used for most beasts, including: bears, boars, crabs, elephants, elk, great cats, horses, rhinoceroses, snakes, spiders, and wolves. The **aquatic template** can be used for most underwater beasts, including: dolphins, fish, manta rays, sharks, and whales. The **aerial template** can be used for all manner of birds and bats.
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\pagebreakNum ___ ___ > ## Standard Beast > *Tiny to Huge beast* > ___ > - **Armor Class** 12 + Dexterity modifier (natural armor) > - **Hit Points** 6 + Constitution modifier per Hit Dice > - **Speed** select one Standard Beast Movement option > ___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|14 + 1/3 level|15 + 1/6 level|14 + 1/3 level| > ___ > **Choose one of these traits.** > > ***Keen Sense.*** You have advantage on Wisdom (Perception) checks that rely on your choice of hearing, sight, or smell. > > ***Scaling.*** You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing. > > **Choose one of these traits.** > > ***Charge.*** You gain the **Gore** action and increase your movement speed by 5 ft. If you move at least 20 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 1d10 damage of the same type as your gore attack. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. > > ***Constrict.*** You gain the **Tail** action or the **Tentacles** and **Ink Cloud** actions. You also increase the Strength and Dexterity scores of your form by 2. When you hit a creature with your bite, tail, or tentacles attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your bite, tail, or tentacles on another target. > > ***Grasp.*** You gain the **Multiattack** and **Pincer** actions and increase your form’s AC by 1. When you hit a target with your claw attack, it is grappled (escape DC equals your spell save DC). You have two pincers, each of which can grapple only one target. > > ***Poisonous.*** You gain the **Venomous Bite** action. > > ***Pounce.*** You gain the **Bite** and **Claw** actions. If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action. > > ***Powerful.*** You gain the **Multiattack**, **Bite**, and **Claw** actions and have a +1 bonus to attack rolls made with your form’s bite and claw attacks. You reduce your movement Speed by 5 ft. (to a minimum of 10 ft.). > > ***Swallow.*** You gain the **Bite** and **Swallow** actions and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit with a bite attack, the target is grappled (escape DC equal to your spell save DC). Until > > this grapple ends, the target is restrained, and you can’t bite another target. > > ***Tackle.*** You gain the **Bite** action and increase the Strength score of your form by 2. If you hit a creature with your bite attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Additionally, you have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated > > ***Trample.*** You have the Hooves action and increase your movement Speed by 10 ft. If you move at least 20 feet straight toward a creature and then hit it with a hooves attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make another hooves attack against it as a bonus action. > > ### Actions > ***Multiattack.*** You make two attacks: if you have the Bite action, you make one with your bite and one with your claw; otherwise you make two claw attacks. > > ***Bite.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage. > > ***Claw.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB slashing damage. > > ***Gore.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning, piercing, or slashing damage. > > ***Hooves.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB bludgeoning damage. > > ***Ink Cloud (Recharges after a Short or Long Rest).*** A cloud of ink with a radius equal to your space extends around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. > > ***Pincer.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d4 + Strength modifier + DB bludgeoning, piercing, or slashing damage. > > ***Swallow.*** You make one bite attack against a creature smaller than you that you are grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 3d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time. > > If you are reduced to 0 hit points, a swallowed creature is no longer restrained and is moved to the nearest unoccupied space from you, but it is prone.
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\pagebreakNum ___ > ***Tail.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning damage. > > ***Tentacles.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 10 ft. (15 ft. if Huge), one target. Hit: 1d8 + Strength modifier + DB bludgeoning damage. > > ***Venomous Bite.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: Size 1d6 + Strength modifier + DB piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 2d6 + 1d6 per 3 levels beyond 3rd you possess in this class poison damage on a failed save, or half as much on a successful one. ___ > ## Aquatic Beast > *Any size beast* >___ > - **Armor Class** 12 + Dexterity modifier (natural armor) > - **Hit Points** 5 + Constitution modifier per Hit Dice > - **Speed** 0 ft., swim 60 ft. >___ > |STR|DEX|CON| > |:---:|:---:|:---:| > |14 + 1/3 level|9 + 1/6 level|15 + 1/3 level| > ___ > ***Aquatic Nature.*** You can breathe air and water. You have blindsight to a distance of 60 ft. if you are Large or smaller or 120ft. if you have Huge or larger. > > **Choose one of these traits.** > > ***Blood Frenzy.*** You gain the Bite action. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points. > > ***Charge.*** You gain the Slam action, increase your form’s AC by 1, and increase the Strength and Constitution scores of your form by 2. If you move at least 20 feet straight toward a target and then hit it with a slam attack on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet from you. >___ > ### Actions > ***Bite.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage. > > ***Slam.*** Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8+ Strength modifier + DB bludgeoning damage. \columnbreak ___ > ## Aerial Beast > *Tiny to Large beast* > ___ > - **Armor Class** 10 + Dexterity modifier > - **Hit Points** 4 + Constitution modifier per Hit Dice > - **Speed** 10 ft., fly 60 ft. >___ > |STR|DEX|CON| > |:---:|:---:|:---:| > |8 + 1/3 level|17 + 1/6 level|11 + 1/3 level| > ___ > ***Flyby.*** You don’t provoke opportunity attacks when you fly out of an enemy’s reach. > > **Choose one of these traits.** > > ***Echolocation.*** You gain blindsight to a distance of 120 ft. You can’t use this blindsight while deafened. > > ***Keen Sight.*** You have advantage on Wisdom (Perception) checks that rely on sight. > > **Choose one of these traits.** > > ***Carry.*** You gain the Multiattack, Beak, and Talons actions and increase the Dexterity score of your form by 2. When you hit a creature with your talons attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your talons on another target. > > ***Flurry.*** You gain the Bite action, increase the Constitution score of your form by 2, and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit a creature with your bite attack, you can make another bite attack against it as a bonus action. > ___ > ### Actions > ***Multiattack.*** You make two attacks: one with your beak and one with your talons. > > ***Beak.*** Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d4 + Dexterity modifier + DB piercing damage. > > ***Bite.*** Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage. > > ***Talons.*** Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage.
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\pagebreakNum ### Ranger Rangers with Beast Master archetype can select the following option. #### Ranger’s Enhanced Companion ###### *3rd-level Beast Master feature, which requires the Ranger’s Companion feature* Your companion has greater resolve. Add your proficiency bonus to your companion’s Strength and Wisdom saving throws if it doesn’t have saving throw proficiencies. It has a hit point maximum equal to the number listed in its stat block or the value from the Beast Master Companion Hit Points table. It gains a number of HD equal to your ranger level that can be spent to heal itself during a short rest. The size of its HD is indicated on the Beast Master Companion Hit Points table. You can select any beast of Medium sized or smaller, or one which can serve as a mount that is one size larger than a normal member of your race, provided it doesn’t have a flying speed. Regardless, the beast must have a CR of 1/4 or less. You can command your beast by taking a bonus action. If you mount your companion beast, you can only command it to take the Dash, Disengage, or Dodge actions. If the companion acts as an uncontrolled mount, it can move, but will only take the Dodge action. Your companion gains the benefits on ability checks from your Favored Terrain feature and against your foes from your Favored Enemy feature. It also benefits from your Foe Slayer or Enhanced Foe Slayer feature. If you take the Favored Foe feature, you can have your beast’s attacks benefit from the feature instead of your own. ##### Beast Master Companion Hit Points | Type | Hit Points | HD Size | |:--|:--:|:--:| | No flying speed | 5 + 5 times your ranger level | d8 | | Flying speed | 4 + 4 times your ranger level | d6 | \columnbreak > ##### Scaling Beasts > > The DM can provide support in changing the statistics of a beast so that is has a CR of 1/4 and can be selected as a companion beast. Often this requires reducing the damage die, Strength or Constitution scores, or removing multiattack. This option enables the ranger to have a beast companion beyond the normal range presented in the *Player's Handbook* and this supplement. \pagebreakNum ## Downtime Activity The following downtime activity is available. #### Taming Wild Beasts With dedicated time and resources, most beasts can be broken and trained. A beast must be kept in captivity during the training. ***Resources.*** The amount of time and resources for taming a beast is dependent on how large the beast is and its challenge rating. The beast must be kept well fed, requiring feed cost for every day it is captive, and double the normal amount during the training time. Herbivores require 5 cp of feed each day (10 cp each day during training), while carnivores require 2 sp of feed each day (4 sp each day during training). If the creature is Tiny, the feed costs can be reduced to half, while a Large beast requires three times the cost, and a Huge beast requires ten times the cost. A Gargantuan beast can’t be tamed under normal circumstances as it is too large to properly handle. You will also have to pay the price for holding and keeping the beast. This requires an additional 3 gp each week the beast is held for maintenance, supervision, and land use fees. The time required to tame a beast of up to 1/2 CR is 5 workweeks. A CR 1 or higher beast requires 5 + 5 times its CR workweeks. If the creature is feral to the point it doesn’t interact with humanoids, double the required time, while if the creature is domesticated or is still a child, halve the required time (rounded up). If the creature is hostile, double the adjusted time. ***Resolution.*** At the end of each consecutive workweek, make a Wisdom (Animal Handling) check. If you don’t have proficiency with Animal Handling, you make this check with disadvantage. The DC for this check is equal to 10 + the CR of the beast. If the beast is hostile, increase the DC by 5. If the beast is domesticated, you make this check with advantage. If the beast isn’t well fed, the check automatically fails. If the check succeeds, you can advance taming one week, or change the beast’s attitude to neutral. Once you have completed the taming progress, the beast’s attitude toward you is friendly and it won’t run away from you. At this point, the beast can used for basic functions it is suited for such as having a dog guard a location, a horse be ridden, or an ox pull a cart. If faced with danger, the beast will flee. You can repeat the training process to teach a beast to be bold enough to enter combat, but when it is injured, you will have to succeed on a Wisdom (Animal Handling) check to prevent it from fleeing. ***Complications.*** During the training, it is common for the beast to lapse to its feral habits. Every 2 workweeks spent taming has a 10 percent of causing a complication. \columnbreak ##### Taming Complications | d6 | Complication | |:--:|:---| | 1 | An interested buyer seeks to possess your beast.* | | 2 | The beast has suffered an injury or infection and needs time to recover. An infection could spread to other beasts, causing burden to other owners who may demand compensation. | | 3 | The beast has reverted to its feral roots and caused an incident that could have resulted in damage to a creature or property or even the death of another creature. | | 4 | The beast escapes its confines and has to be tracked and recaptured. | | 5 | Someone claims your beast has cause an incident and demands its removal.* | | 6 | A fellow tamer approaches you of the possibility of expanding stock, either through capturing more beasts or breeding tamed ones.* | *Might involve a rival. > ##### Taming Nonbeasts > >The DM may allow other creatures to be tamed. In these cases, the time it takes to train and tame the creature is longer (multiply the training time by up to 10) depending on how long it takes the beast to mature. Feed costs for the creature are likely to be higher, especially if the creature requires a more exotic or specialized diet. It is also much harder to break and tame nonbeasts; increase the DC of Wisdom (Animal Handling) checks by 10. > >Monstrosities and other creatures are also more prone to attacking humanoids and domesticated beasts, leading to more severe results when the creature is lose or causes an incident. A creature with high Intelligence and Charisma can actively stymie attempts to tame it, increasing the DC of Wisdom (Animal Handling) checks by the higher of the creature’s Intelligence or Charisma bonus. If the creature has an alignment proclivity*, it may also prove harder to tame, as it is unlikely to change alignments which can cause it to oppose commands and ignore training. > >Nonbeast creatures can also require additional restraints to keep in captivity. Other humanoids are likely to also be very uncomfortable around a creature generally regarded as a monster, so complications can more easily arise where a population is hostile to the creature’s presence. The chance of a complication is 20 percent. > > > >*If following looser alignment mechanics, it is reasonable for a creature to change alignments or simply not have an alignment at all.
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## Beasts by Challenge Rating This roster includes most of the official published beasts for D&D 5e, as well as beasts included in this supplement and the *Psychic and Spiritual Handbook*.
### CR 0 | Creature | Source | |:--|:---| | Baboon | *Monster Manual* | | Badger | *Monster Manual* | | Bat | *Monster Manual* | | Cat | *Monster Manual* | | Crab | *Monster Manual* | | Deer | *Monster Manual* | | Eagle | *Monster Manual* | | Frog | *Monster Manual* | | Giant Fire Beetle | *Monster Manual* | | Goat | *Monster Manual* | | Hawk | *Monster Manual* | | Hyena | *Monster Manual* | | Jackal | *Monster Manual* | | Lizard | *Monster Manual* | | Octopus | *Monster Manual* | | Owl | *Monster Manual* | | Quipper | *Monster Manual* | | Rat | *Monster Manual* | | Raven | *Monster Manual* | | Scorpion | *Monster Manual* | | Sea Horse | *Monster Manual* | | Spider | *Monster Manual* | | Vulture | *Monster Manual* | | Weasel | *Monster Manual* | ### CR 1/4 | Creature | Source | |:--|:---| | Axe Beak | *Monster Manual* | | Boar | *Monster Manual* | | Coastal Shark | *Aronar’s Menagerie* | | Constrictor Snake | *Monster Manual* | | Cow / Ox | *Volo’s Guide to Monsters* | | Dimetrodon | *Volo’s Guide to Monsters* | | Draft Horse | *Monster Manual* | | Elk | *Monster Manual* | | Giant Badger | *Monster Manual* | | Giant Bat | *Monster Manual* | | Giant Centipede | *Monster Manual* | | Giant Frog | *Monster Manual* | | Giant Hornet | *Aronar’s Menagerie* | | Giant Lizard | *Monster Manual* | | Giant Owl | *Monster Manual* | | Giant Poisonous Snake | *Monster Manual* | | Giant Wolf Spider | *Monster Manual* | | Hadrosaurus | *Volo’s Guide to Monsters* | | Lesser Ape | *Aronar’s Menagerie* | | Small Bear | *Aronar’s Menagerie* | | Panther | *Monster Manual* | Pteranodon | *Monster Manual* | Riding Horse | *Monster Manual* | Velociraptor | *Volo’s Guide to Monsters* | War Crab | *Aronar’s Menagerie* | War Dog | *Aronar’s Menagerie* | War Dolphin | *Aronar’s Menagerie* | War Falcon | *Aronar’s Menagerie* | Wolf | *Monster Manual*
### CR 1/8 | Creature | Source | | Creature | Source | | Creature | Source | |:--|:---|:--:|:--|:---|:--:|:--|:---| | Blood Hawk | *Monster Manual* | | Giant Crab | *Monster Manual* | | Mule | *Monster Manual* | | Camel | *Monster Manual* | | Giant Rat | *Monster Manual* | | Poisonous Snake | *Monster Manual* | | Dolphin | *Volo’s Guide to Monsters* | | Giant Weasel | *Monster Manual* | | Pony | *Monster Manual* | | Flying Snake | *Monster Manual* | | Mastiff | *Monster Manual* | | Stirge | *Monster Manual* |
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\pagebreakNum ### CR 1/2 | Creature | Source | |:--|:---| | Ape | *Monster Manual* | Black Bear | *Monster Manual* | Crocodile | *Monster Manual* | Giant Goat | *Monster Manual* | Giant Sea Eel | *Ghosts of Saltmarsh* | Giant Sea Horse | *Monster Manual* | Giant Wasp | *Monster Manual* | Manta Ray | *Aronar’s Menagerie* | Reef Shark | *Monster Manual* | Warhorse | *Monster Manual* ### CR 1 | Creature | Source | |:--|:---| | Brown Bear | *Monster Manual* | Deinonychus | *Volo’s Guide to Monsters* | Dire Bee | *Aronar’s Menagerie* | Dire Wolf | *Monster Manual* | Giant Bombardier Beetle | *Aronar’s Menagerie* | Giant Eagle | *Monster Manual* | Giant Hyena | *Monster Manual* | Giant Mantis | *Aronar’s Menagerie* | Giant Octopus | *Monster Manual* | Giant Seal | *Aronar’s Menagerie* | Giant Spider | *Monster Manual* | Giant Toad | *Monster Manual* | Giant Vulture | *Monster Manual* | Lion | *Monster Manual* | Steeltusk Boar | *Aronar’s Menagerie* | Tiger | *Monster Manual* | Zathrax | *Aronar’s Menagerie* \columnbreak ### CR 2 | Creature | Source | |:--|:---| | Allosaurus | *Monster Manual* | Aurochs | *Volo’s Guide to Monsters* | Cephalotops | *Aronar’s Menagerie* | Dire Centipede | *Aronar’s Menagerie* | Dire Rat | *Aronar’s Menagerie* | Dire Wasp | *Psychic and Spiritual Handbook* | Giant Boar | *Monster Manual* | Giant Constrictor Snake | *Monster Manual* | Giant Crayfish | *Tales from the Yawning Portal* | Giant Elk | *Monster Manual* | Giant Turtle | *Aronar’s Menagerie* | Hunter Shark | *Monster Manual* | Plesiosaurus | *Monster Manual* | Polar Bear | *Monster Manual* | Quetzalcoatlus | *Volo’s Guide to Monsters* | Rhinoceros | *Monster Manual* | Saber-toothed Tiger | *Monster Manual* | Winged Kite | *Aronar’s Menagerie* ### CR 3 | Creature | Source | |:--|:---| | Ankylosaurus | *Monster Manual* | Diamondback Slider | *Aronar’s Menagerie* | Dire Ape | *Psychic and Spiritual Handbook* | Dire Mantis | *Psychic and Spiritual Handbook* | Dire Viper | *Psychic and Spiritual Handbook* | Dire Weaver Spider | *Aronar’s Menagerie* | Giant Scorpion | *Monster Manual* | Great Shark | *Aronar’s Menagerie* | Hippopotamus | *Aronar’s Menagerie* | Illhound | *Aronar’s Menagerie* | Jubjub | *Aronar’s Menagerie* | Killer Whale | *Monster Manual* | Ogre Horse | *Aronar’s Menagerie* | Sanguine Weasel | *Aronar’s Menagerie*
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\pagebreakNum ### CR 4 | Creature | Source | |:--|:---| | Coral Whale | *Aronar’s Menagerie* | Dire Hawk | *Aronar’s Menagerie* | Dire Snapping Turtle | *Psychic and Spiritual Handbook* | Dire Widow | *Aronar’s Menagerie* | Elephant | *Monster Manual* | Flaying Strider | *Aronar’s Menagerie* | Giant Coral Snake | *Ghosts of Saltmarsh* | Giant Manta Ray | *Aronar’s Menagerie* | Giant Subterranean Lizard | *Tales from the Yawning Portal* | Giant Wolverine | *Aronar’s Menagerie* | Razortusk | *Aronar’s Menagerie* | Sand Toad | *Aronar’s Menagerie* | Slaughter Mantis | *Aronar’s Menagerie* | Stegosaurus | *Volo’s Guide to Monsters* | Terrorhowl | *Aronar’s Menagerie* ### CR 5 | Creature | Source | |:--|:---| | Bloodhorn | *Aronar’s Menagerie* | Brontosaurus | *Volo’s Guide to Monsters* | Dire Iguana | *Aronar’s Menagerie* | Dire Tiger | *Aronar’s Menagerie* | Giant Crocodile | *Monster Manual* | Giant Shark | *Monster Manual* | Giant Squid | *Aronar’s Menagerie* | Giant Stag Beetle | *Aronar’s Menagerie* | Ironback | *Aronar’s Menagerie* | Moonscythe Hound | *Aronar’s Menagerie* | Scylla Crab | *Aronar’s Menagerie* | Triceratops | *Monster Manual* \columnbreak ### CR 6 | Creature | Source | |:--|:---| | Devil Ray | *Aronar’s Menagerie* | Dire Hippopotamus | *Aronar’s Menagerie* | Dire Scorpion | *Aronar’s Menagerie* | Giant Cave Bear | *Aronar’s Menagerie* | Great Coiled Serpent | *Aronar’s Menagerie* | Great Gorilla | *Aronar’s Menagerie* | Great Whale | *Aronar’s Menagerie* | Mammoth | *Monster Manual* | Shrieker Rat | *Aronar’s Menagerie* | Thunder Beetle | *Aronar’s Menagerie* | Venomous Lache | *Aronar’s Menagerie*
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## Beasts This roster contains statistics for additional animals and other critters. The stat blocks are organized alphabetically by creature name.
___ > ## Bloodhorn > *Huge beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 95 (10d12 + 30) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |24 (+7)|8 (−1)|16 (+3)|5 (−3)|12 (+1)|5 (−3)| >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Charge.*** If the bloodhorn moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away and knocked prone. > > ***Crushing Trample.*** The bloodhorn can enter a prone Large or smaller sized creature’s space, but can’t stay there. The first time it enters a prone creature’s space, that creature take 9 (2d8) bludgeoning damage. > > ### Actions > ***Gore.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage. A massive wooly rhinoceros, the **bloodhorn** is known and feared for being fiercely protective of its territory. \columnbreak ___ > ## Cephalotops > *Medium beast, neutral* >___ > - **Armor Class** 13 > - **Hit Points** 33 (6d8 + 6) > - **Speed** 10 ft., swim 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|16 (+3)|12 (+1)|8 (−1)|10 (+0)|6 (−2)| >___ > - **Skills** Perception +2, Stealth +5 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** understands Aquan and Common, but can’t speak them > - **Challenge** 2 (450 XP) >___ > ***Devour.*** When the cephalotops has grappled a creature with its tentacles, it can make a bite attack against it as a bonus action. > > ***Hold Breath.*** While out of water, the cephalotops can hold its breath for 1 hour. > > ***Water Breathing.*** The cephalotops can breathe only underwater. > > ### Actions > ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. > > ***Tentacles.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the cephalotops can’t use its tentacles on another target. > > ***Corrosive Ink Cloud (Recharges after a Short or Long Rest).*** A 5-foot radius cloud of ink extends around the cephalotops if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. Each creature which starts its turn within the ink takes 5 (1d8) acid damage. After releasing the ink, the cephalotops can use the Dash action as a bonus action. A **cephalotops** is a squid-like creature has a mass of barbed tentacles surrounding a savage maw.
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\pagebreakNum ___ > ## Coastal Shark > *Medium beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 0 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |12 (+1)|13 (+1)|12 (+1)|2 (−4)|12 (+1)|4 (−3)| >___ > - **Skills** Perception +3 > - **Senses** blindsight 30 ft., passive Perception 13 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Blood Fury.*** The shark deals an extra 3 (1d6) piercing damage with its bite attack against any creature that doesn’t have all its hit points. > > ***Water Breathing.*** The shark can breathe only underwater. > > ### Actions > ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Found in the deepest fathoms, the **devil ray** is a monstrous fish adept at lurking along the seabed. ___ > ## Coral Whale > *Huge beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 136 (16d12 + 32) > - **Speed** 0 ft., swim 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |20 (+4)|10 (+0)|15 (+2)|3 (−4)|12 (+1)|7 (−2)| >___ > - **Skills** Perception +3 > - **Senses** blindsight 120 ft., passive Perception 13 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Charge.*** If the whale moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away. > > ***Echolocation.*** The whale can’t use its blindsight while deafened. > > ***Hold Breath.*** The whale can hold its breath for 30 minutes. > > ***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing. > > ### Actions > ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. ___ ___ > ## Devil Ray > *Huge beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 133 (14d12 + 42) > - **Speed** 0 ft., swim 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |17 (+3)|15 (+2)|16 (+3)|2 (−4)|12 (+1)|6 (−3)| >___ > - **Skills** Perception +4, Stealth +5 > - **Senses** blindsight 120 ft., passive Perception 14 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Dart Away.*** When the ray first grapples a creature smaller than it, it can use the Dash action as a bonus action. > > ***Hold Breath.*** While out of water, the ray can hold its > > > breath for 30 minutes. > > ***Still.*** While motionless, the ray has advantage on Dexterity (Stealth) checks. > > ***Water Breathing.*** The ray can breathe only underwater. > > ### Actions > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the ray can’t use its bite on another target. > > ***Sting.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature which fails its saving throw is also paralyzed for 1 minute, but makes a new saving throw at the end of each of its turns, ending the paralyzed condition on a successful save.
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\pagebreakNum ___ ___ > ## Diamondback Slider > *Medium beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 75 (10d8 + 30) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|13 (+1)|17 (+3)|2 (−4)|10 (+0)|5 (−3)| >___ > - **Skills** Perception +2 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** — > - **Challenge** 3 (200 XP) > > ### Actions > ***Multiattack.*** The slider makes two attacks: one with its bite and one with its tail. > > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage. > > ***Tail.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone. A **diamondback slider** is a large lizard prized for its sturdy scales used in crafting armor and shields. ___ > ## Dire Bee > *Small beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 17 (5d6) > - **Speed** 10 ft., fly 50ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |10 (+0)|14 (+2)|10 (+0)|1 (−5)|10 (+0)|3 (−4)| >___ > - **Senses** passive Perception 10 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Pack Tactics.*** The dire bee has advantage on attack rolls against a creature if at least one of the dire bee’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > > ### Actions > ***Sting.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one. \columnbreak ___ > ## Dire Centipede > *Medium beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 36 (8d8) > - **Speed** 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|15 (+2)|11 (+0)|1 (−5)|10 (+0)|2 (−4)| >___ > - **Skills** Perception +2 > - **Senses** blindsight 60 ft., passive Perception 12 > - **Languages** — > - **Challenge** 2 (450 XP) >___ > ***Rapid Crawling.*** The centipede can enter another creature’s space, but it can’t stay there. > > ***Stable Stance.*** The centipede makes ability checks and saving throws against the prone condition with advantage. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
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\pagebreakNum ___ ___ > ## Dire Hawk > *Large beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 76 (9d10 + 27) > - **Speed** 10 ft., fly 80 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |22 (+6)|15 (+2)|16 (+3)|2 (−4)|14 (+2)|6 (−2)| >___ > - **Skills** Perception +4 > - **Senses** passive Perception 14 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Multiattack.*** The hawk makes two attacks: one with its beak and one with its talons. > > ***Beak.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. > > ***Talons.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and if the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the hawk can’t use its talons on another target. ___ > ## Dire Hippopotamus > *Huge beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 189 (18d12 + 72) > - **Speed** 30 ft., swim 40ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |23 (+6)|10 (+0)|19 (+4)|3 (−4)|12 (+1)|4 (−3)| >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Hold Breath.*** The hippopotamus can hold its breath for 5 minutes. > > ### Actions > ***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the hippopotamus can’t use its bite on another target. \columnbreak ___ > ## Dire Iguana > *Large beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 114 (12d10 + 48) > - **Speed** 50 ft., climb 30 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |21 (+5)|15 (+2)|19 (+4)|1 (−5)|11 (+0)|2 (−4)| >___ > - **Skills** Perception +3 > - **Senses** darkvision 120ft., passive Perception 13 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Hold Breath.*** The iguana can hold its breath for 30 minutes. > > ### Actions > ***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 5) piercing damage.
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\pagebreakNum ___ ___ > ## Dire Rat > *Medium beast, unaligned* >___ > - **Armor Class** 14 > - **Hit Points** 33 (6d8 + 6) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|18 (+4)|13 (+1)|8 (−1)|12 (+1)|7 (−2)| >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 2 (450 XP) >___ > ***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell. > > ***Pack Tactics.*** The rat has advantage on attack rolls against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > > ### Actions > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical or psionic means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies. ___ > ## Dire Scorpion > *Large beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|12 (+1)|17 (+3)|1 (−5)|9 (−1)|3 (−4)| >___ > - **Senses** blindsight 60 ft., passive Perception 9 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ### Actions > ***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting. > > ***Claw.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target. > > ***Sting.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. \columnbreak ___ > ## Dire Tiger > *Huge beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 105 (10d12 + 36) > - **Speed** 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |22 (+6)|14 (+2)|18 (+4)|3 (−4)|12 (+1)|8 (−1)| >___ > - **Skills** Perception +4, Stealth +5 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell. > > ***Pounce.*** If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. > > ### Actions > ***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. > > ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
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\pagebreakNum ___ > ## Dire Weaver Spider > *Large beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 68 (8d10 +24) > - **Speed** 40 ft., climb 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|16 (+3)|17 (+3)|2 (−4)|11 (+0)|4 (−3)| >___ > - **Skills** Stealth +7 > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Ambusher.*** In the first round of combat, the spider has advantage on attack rolls against any creature it surprised. > > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > > ### Actions > ***Attack.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. > > ***Web.*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by the webbing. As an action, the restrained creature can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). If a creature restrained by the webbing is hit by this attack again, the web increases its hit points by 10 and the DC of the Strength check is increased by 2 to a maximum of 20. \columnbreak ___ > ## Dire Widow > *Medium beast, neutral evil* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 36 (8d8) > - **Speed** 30 ft., climb 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |13 (+1)|19 (+4)|10 (+0)|8 (−1)|13 (+1)|7 (−2)| >___ > - **Skills** Stealth +8 > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 11 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Spider Climb.*** The widow 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 widow knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The widow ignores movement restrictions caused by webbing. > > ### Actions > ***Attack.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. If the save is failed, it takes 33 (6d10) poison damage and is poisoned. As long as a creature is poisoned from this attack, it is paralyzed. If the save succeeds, the creature only takes half the damage. At the end of each of its turns, a poisoned creature makes anew saving throw, ending the poisoned condition on a success. > > ***Web (Recharge 5-6).*** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by the webbing. As an action, the restrained creature can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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\pagebreakNum ___ ___ > ## Flaying Strider > *Large beast, unaligned* >___ > - **Armor Class** 14 > - **Hit Points** 75 (10d10 + 20) > - **Speed** 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |17 (+3)|18 (+4)|15 (+2)|6 (−2)|12 (+1)|7 (−2)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Breakaway.*** When the strider hits a creature with a beak attack, it doesn’t provoke opportunity attacks from that creature for the rest of the turn. > > ***Mobile.*** When the strider takes the Dash action, difficult terrain doesn’t cost it extra movement on that turn. > > ***Serrated Beak.*** A creature hit by the beak attack of the strider must make a Constitution saving throw, bleeding on a failed save. A bleeding creature loses 4 (1d8) hit points from blood loss at the start of each of its turns until it regains hit points. A creature can also use its action to make a DC 12 Wisdom (Medicine) check, ending the bleeding on a success. A creature only takes damage from a strider’s bleeding effect once each round. > > ### Actions > ***Multiattack.*** The strider makes two beak attacks. > > ***Beak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. A long-legged bird that is a brutal hunter, the **flaying strider** has a serrated edge along its beak for tearing flesh. ___ > ## Giant Bombardier Beetle > *Medium beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 39 (6d8 + 12) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |13 (+1)|10 (+0)|14 (+2)|1 (−5)|10 (+0)|3 (−4)| >___ > - **Senses** blindsight 30 ft., passive Perception 10 > - **Languages** — > - **Challenge** 1 (450 XP) >___ > ### Actions > ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. > > ***Acid Spray (Recharge 5-6).*** The beetle releases a 10-foot cone of acid. Each target within the cone takes 13 (3d8) acid damage. A creature must make a DC 12 Dexterity saving throw, taking only half the damage on a successful save. \columnbreak ___ > ## Giant Cave Bear > *Huge beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 138 (12d12 + 60) > - **Speed** 40 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |25 (+7)|10 (+0)|21 (+5)|2 (−4)|13 (+1)|7 (−2)| >___ > - **Skills** Perception +4 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** — > - **Challenge** 6 (2,300 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: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. > > ***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
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\pagebreakNum ___ > ## Giant Hornet > *Small beast, unaligned* >___ > - **Armor Class** 13 > - **Hit Points** 10 (3d6) > - **Speed** 10 ft., fly 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |9 (−1)|16 (+3)|10 (+0)|1 (−5)|10 (+0)|3 (−5)| >___ > - **Senses** passive Perception 10 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ### Actions > ***Sting.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one. ___ > ## Giant Manta Ray > *Huge beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 104 (11d12 + 33) > - **Speed** 0 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |19 (+4)|11 (+0)|16 (+3)|7 (−2)|12 (+1)|5 (−3) >___ > - **Skills** Perception +5 > - **Senses** blindsight 60 ft., passive Perception 15 > - **Languages** ¬understands Aquan and Common, but can’t speak them > - **Challenge** 4 (1,100 XP) >___ > ***Swimby.*** The ray doesn’t provoke opportunity attacks when it swims out of an enemy’s reach. > > ***Water Breathing.*** The ray can breathe only underwater. > > ### Actions > ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. \columnbreak ___ > ## Giant Mantis > *Small beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 22 (5d6 + 5) > - **Speed** 20 ft., fly 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |13 (+1)|17 (+3)|13 (+1)|2 (−4)|12 (+1)|5 (−3) >___ > - **Skills** Perception +3, Stealth +5 > - **Senses** blindsight 30 ft., passive Perception 13 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Camouflage.*** When the mantis lies motionless, it has advantage on Dexterity (Stealth) checks to hide. > > ***Consume.*** While a creature is grappled by the mantis, the mantis can make a bite attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The mantis makes two claw attacks. > > ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. > > ***Claw.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target is grappled (escape DC 14). The mantis has two claws, each of which can grapple only one target.
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\pagebreakNum ___ > ## Giant Seal > *Medium beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 38 (7d8 + 7) > - **Speed** 20 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|13 (+1)|12 (+1)|4 (−3)|12 (+1)|7 (−2) >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Hold Breath.*** The seal can hold its breath for 1 hour. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. > > ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. ___ > ## Giant Stag Beetle > *Large beast, unaligned* >___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 119 (14d10 + 42) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |21 (+5)|10 (+0)|17 (+3)|1 (−5)|10 (+0)|4 (−3) >___ > - **Senses** blindsight 30 ft., passive Perception 10 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Charge.*** If the beetle moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. > > ### Actions > ***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. \columnbreak ___ > ## Giant Squid > *Huge beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 82 (11d12 + 11) > - **Speed** 10 ft., swim 60ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |20 (+5)|14 (+2)|13 (+1)|4 (−3)|10 (+0)|4 (−3) >___ > - **Skills** Perception +3 > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Hold Breath.*** While out of water, the squid can hold its breath for 1 hour. > > ***Jet.*** While in water, the squid can take the Dash or Disengage action using a bonus action. > > ***Water Breathing.*** The squid can breathe only underwater. > > ### Actions > ***Multiattack.*** The squid makes two tentacles attacks, or one with its beak and one with its tentacles. > > ***Beak.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. > > ***Tentacles.*** Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). The squid can grapple up to two targets with its tentacles. During its turn, the squid can position one target it grapples in reach of its beak attack. > > ***Ink Cloud (Recharges after a Short or Long Rest).*** A 20-foot radius cloud of ink extends around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
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\pagebreakNum ___ > ## Giant Turtle > *Medium beast, unaligned* >___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 52 (8d8 + 16) > - **Speed** 20 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|10 (+0)|15 (+2)|3 (−4)|12 (+1)|5 (−3) >___ > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** — > - **Challenge** 2 (450 XP) >___ > ***Hold Breath.*** The turtle can hold its breath for 1 hour. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. ___ > ## Giant Wolverine > *Large beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 45 (6d10 + 12) > - **Speed** 40 ft., burrow 10 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|13 (+1)|15 (+2)|2 (−4)|12 (+1)|5 (−3) >___ > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Frenzy.*** The wolverine has advantage on melee attack rolls when it has fewer than half its hit points. > > ***Keen Smell.*** The wolverine has advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Multiattack.*** The wolverine 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: 18 (4d6 + 4) piercing damage. > > ***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) slashing damage. \columnbreak ___ > ## Great Coiled Serpent > *Huge beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 76 (9d12 + 18) > - **Speed** 30 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |19 (+4)|15 (+2)|14 (+2)|6 (−2)|13 (+1)|7 (−2) >___ > - **Skills** Perception +4 > - **Senses** blindsight 30 ft., passive Perception 14 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ### Actions > ***Multiattack.*** The serpent makes three attacks: one with its bite, one with its coils, and one with its tail. > > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much on a successful one. > > ***Coils.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the serpent can’t use its coils on another target. > > ***Tail.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be knocked prone. > > ***Swallow.*** The serpent makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the serpent, and it takes 10 (3d6) acid damage at the start of each of the serpent’s turns. The serpent can have only one target swallowed at a time. > > If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
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\pagebreakNum ___ > ## Great Gorilla > *Huge beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 157 (15d12 + 60) > - **Speed** 50 ft., climb 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |22 (+6)|13 (+1)|19 (+0)|6 (−2)|11 (+0)|7 (−2) >___ > - **Skills** Athletics +9 > - **Senses** passive Perception 10 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ### Actions > ***Multiattack.*** The gorilla makes two fist attacks. > > ***Fist.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage. > > ***Rock.*** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. ___ > ## Great Shark > *Huge beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 66 (7d12 + 21) > - **Speed** 0 ft., swim 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |21 (+5)|13 (+1)|17 (+3)|1 (−5)|10 (+0)|4 (−3) >___ > - **Skills** Perception +2 > - **Senses** blindsight 60 ft., passive Perception 12 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Blood Frenzy.*** The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. > > ***Water Breathing.*** The shark can breathe only underwater. > > ### Actions > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. \columnbreak ___ > ## Great Whale > *Gargantuan beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 200 (16d20 + 32) > - **Speed** 0 ft., swim 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |23 (+6)|10 (+0)|15 (+2)|3 (−4)|12 (+1)|7 (−2) >___ > - **Skills** Perception +4 > - **Senses** blindsight 120 ft., passive Perception 14 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Echolocation.*** The whale can’t use its blindsight while deafened. > > ***Hold Breath.*** The whale can hold its breath for 30 minutes. > > ***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing. > > ### Actions > ***Slam.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. > ##### Variant: Great Sperm Whale > Some deep ocean whales have teeth and can bite a target. A great sperm whale has a challenge rating of 6 (2,300 XP) and has the following action in addition to the its slam attack. > > ***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
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\pagebreakNum ___ ___ > ## Hippopotamus > *Large beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 102 (12d10) > - **Speed** 25 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|10 (+0)|17 (+3)|3 (−4)|12 (+1)|4 (−3) >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Hold Breath.*** The hippopotamus can hold its breath for 5 minutes. > > ### Actions > ***Attack.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the hippopotamus can’t use its bite on another target. ___ > ## Illhound > *Medium beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 45 (7d8 + 14) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |13 (+1)|14 (+2)|14 (+2)|2 (−4)|12 (+1)|4 (−3) >___ > - **Skills** Perception +3 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Savage Attacks.*** If the hound hits a target with its bite attack, it can make a bite attack as a bonus action against a second target, provided it is within reach. > > ***Toxic Venom.*** At the start of each of its turns, a creature poisoned by the hound must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw, or it is poisoned for 1 minute. An **illhound** is a venomous dog with a tight muscular frame. \columnbreak ___ > ## Ironback > *Large beast, unaligned* >___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 114 (12d10 + 48) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |17 (+3)|10 (+0)|19 (+4)|5 (−3)|13 (+1)|7 (−2) >___ > - **Skills** Perception +4 > - **Senses** passive Perception 14 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Charge.*** If the ironback moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > ***Keen Smell.*** The ironback has advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. > > ***Slam.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. > > ***Curl Up.*** The ironback curls into a ball, increasing its AC by 6 until it takes a bonus action to unroll itself. A mammal with an armored shell, the **ironback** is normally timid, preferring to roll into a ball to endure attack.
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\pagebreakNum ___ ___ > ## Jubjub > *Large beast, unaligned* >___ > - **Armor Class** 14 > - **Hit Points** 52 (7d10 + 14) > - **Speed** 20 ft., fly 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|18 (+4)|15 (+2)|4 (−3)|12 (+1)|7 (−2) >___ > - **Skills** Perception +3 > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** understands Common, but can’t speak it > - **Challenge** 3 (700 XP) >___ > ***Keen Smell and Sight.*** The jubjub has advantage on Wisdom (Perception) checks that rely on smell or sight. > > ***Relentless (Recharges after a Short or Long Rest).*** If the jubjub takes 12 damage or less that would reduce it to 0 > - **Hit Points**, it is reduced to 1 hit point instead. > > ### Actions > ***Multiattack.*** The jubjub makes two attacks: one with its beak and one with its talons. > > ***Beak.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. > > ***Talons.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the jubjub can’t use its talons on another target. A **jubjub** has a beak filled with teeth. Fur lines its head, neck, and tail. ___ > ## Lesser Ape > *Small beast, unaligned* >___ > - **Armor Class** 13 > - **Hit Points** 9 (2d6 + 2) > - **Speed** 30 ft., climb 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|16 (+3)|13(+1)|6 (−2)|12 (+1)|7 (−2) >___ > - **Skills** Athletics +4, Perception +3 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ### Actions > ***Fist.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. > > ***Rock.*** Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. \columnbreak ___ > ## Manta Ray > *Large beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 27 (5d10) > - **Speed** 0 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|11 (+0)|10 (+0)|1 (−5)|12 (+1)|2 (−4) >___ > - **Skills** Perception +5 > - **Senses** blindsight 60 ft., passive Perception 15 > - **Languages** — > - **Challenge** 1/2 (100 XP) >___ > ***Swimby.*** The ray doesn’t provoke opportunity attacks when it swims out of an enemy’s reach. > > ***Water Breathing.*** The ray can breathe only underwater. > > ### Actions > ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
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\pagebreakNum ___ > ## Moonscythe Hound > *Large beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |19 (+4)|14 (+2)|16 (+3)|4 (−3)|11 (+0)|5 (−3) >___ > - **Skills** Perception +6, Stealth +5 > - **Senses** passive Perception 16 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Nimble Escape.*** The hound can take the Disengage or Hide action as a bonus action on each of its turns. > > ***Relentless (Recharges after a Short or Long Rest).*** If the hound takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ### Actions > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hound can make one claw attack against it as a bonus action. > > ***Claws.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. \columnbreak ___ > ## Ogre Horse > *Large beast, unaligned* >___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 47 (5d10 + 20) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |21 (+5)|11 (+0)|19 (+4)|2 (−4)|12 (+1)|7 (−2) >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Trampling Charge.*** If the horse moves at least 20 feet 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 horse can make another hooves attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The horse makes two attacks: one with its bite and one with its hooves. > > ***Bite.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. > > ***Hooves.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) bludgeoning damage. A heavy duty horse, the **ogre horse** is often maligned for its misshapen form.
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\pagebreakNum ___ > ## Razortusk > *Large beast, chaotic neutral* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 94 (9d10 +45) > - **Speed** 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |19 (+4)|15 (+2)|21 (+5)|6 (−2)|12 (+1)|7 (−2) >___ > - **Skills** Perception +3, Stealth +4 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Charge.*** If the razortusk moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 5 feet away and knocked prone. > > ***Relentless (Recharges after a Short or Long Rest).*** If the razortusk takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ***Breakaway.*** When the razortusk hits a creature with its tusk attack, it doesn’t provoke opportunity attacks from that creature for the rest of the turn. > > ### Actions > ***Gore.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. A **razortusk** is a savage boar that doesn’t hesitate to attack creatures larger than it. \columnbreak ___ > ## Sand Toad > *Large beast, unaligned* >___ > - **Armor Class** 11 > - **Hit Points** 76 (9d10 + 27) > - **Speed** 30 ft., burrow 10 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |15 (+2)|13 (+1)|16 (+3)|4 (−3)|12 (+1)|3 (−4) >___ > - **Skills** Stealth +3 > - **Senses** darkvision 120 ft., passive Perception 11 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Amphibious.*** The toad can breathe air and water. > > ***Standing Leap.*** The toad’s long jump is up to 20 feet long and its high jump is up to 10 feet, with or without a running start. > > ***Venom Hide.*** The first time each round a creature touches the toad, it must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one. If the toad is grappling a creature, it makes its save at the start of each of the toad’s turn. > > ### Actions > ***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 9 (2d8) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target. > > ***Swallow.*** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. > > If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
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\pagebreakNum ___ > ## Sanguine Weasel > *Medium beast, unaligned* >___ > - **Armor Class** 14 > - **Hit Points** 27 (5d8 + 5) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|18 (+4)|13 (+1)|8 (−1)|12 (+1)|5 (−3) >___ > - **Skills** Perception +3, Stealth +6 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** — > - **Challenge** 3 (700 XP) >___ > ***Blood Frenzy.*** The weasel has advantage on melee attack rolls against any creature that doesn’t have all its hit points. > > ***Keen Hearing and Smell.*** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### Actions > ***Multiattack.*** The weasel makes two bite attacks. > > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. ___ > ## Scylla Crab > *Large beast, unaligned* >___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 30 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |21 (+5)|13 (+1)|17 (+3)|4 (−3)|15 (+2)|5 (−3) >___ > - **Skills** Stealth +4 > - **Senses** blindsight 30 ft., passive Perception 12 > - **Languages** — > - **Challenge** 5 (1,800 XP) >___ > ***Amphibious.*** The crab can breathe air and water. > > ### Actions > ***Multiattack.*** The crab makes two claw attacks. > \columnbreak ___ > ***Claw.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. ___ > ## Shrieker Rat > *Medium beast, unaligned* >___ > - **Armor Class** 15 > - **Hit Points** 58 (9d8 + 18) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |11 (+0)|20 (+5)|15 (+2)|7 (−2)|13 (+1)|7 (−2) >___ > - **Condition Immunities** blinded, deafened > - **Skills** Perception +4 > - **Senses** blindsight 30 ft., tremorsense 60 ft. (blind beyond this radius), passive Perception 14 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Keen Smell.*** The rat has advantage on Wisdom (Perception) checks that rely on smell. > > ***Nimble Escape.*** The rat can take the Disengage or Hide action as a bonus action on each of its turns. > > ***Pack Tactics.*** The rat has advantage on attack rolls against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > > ### Actions > ***Multiattack.*** The rat 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: 12 (2d6 + 5) piercing damage. > > ***Claws.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. > > ***Shriek (Recharge 5-6).*** The rat emits a shriek audible within 300 feet of it. Each creature within 30 feet of the rat which can hear it must make a DC 13 Constitution saving throw. If the save is failed, the creature takes 28 (8d6) thunder damage and is deafened for 1 minute. If the save succeeds, it only takes half the damage. The piercing squeals of a **shrieker rat** are dire warnings to farmers and ranchers.
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\pagebreakNum ___ ___ > ## Slaughter Mantis > *Large beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 90 (12d10) > - **Speed** 30 ft., fly 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |19 (+4)|13 (+1)|15 (+2)|2 (−4)|14 (+2)|5 (−3) >___ > - **Skills** Perception +4, Stealth +3 > - **Senses** blindsight 30 ft., passive Perception 14 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Consume.*** While a creature is grappled by the mantis, the mantis can make a bite attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The mantis makes two claw attacks. > > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. > > ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14). The mantis has two claws, each of which can grapple only one target. ___ > ## Small Bear > *Medium beast, unaligned* >___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 19 (3d8 +6) > - **Speed** 40 ft., climb 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|10 (+0)|14 (+2)|2 (−4)|12 (+1)|7 (−2) >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. > > ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. \columnbreak ___ > ## Steeltusk Boar > *Medium beast, unaligned* >___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 26 (4d8 +8) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |17 (+3)|10 (+0)|14 (+2)|2 (−4)|11 (+0)|5 (−3) >___ > - **Senses** passive Perception 10 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Charge.*** If the boar moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Relentless*** (Recharges after a Short or Long Rest). If the boar takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ### Actions > ***Gore.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
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\pagebreakNum ___ ___ > ## Terrorhowl > *Medium beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |18 (+4)|15 (+2)|16 (+3)|2 (−4)|10 (+0)|7 (−2) >___ > - **Skills** Perception +2 > - **Senses** passive Perception 12 > - **Languages** — > - **Challenge** 4 (1,100 XP) >___ > ***Keen Hearing.*** The terrorhowl has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Pack Tactics.*** The terrorhowl has advantage on attack rolls against a creature if at least one of the terrorhowl’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > > ### Actions > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the terrorhowl can make another bite attack against it as a bonus action. > > ***Howl (Recharge 5-6).*** Each creature within 30 feet of the terrorhowl must succeed on a DC 10 Wisdom saving throw or become frightened by it for one minute. At the end of each of its turns, the creature makes a new save, ending the frightened condition on a successful save. A terrorhowl isn’t frightened by the howl of another terrorhowl. ___ > ## Thunder Beetle > *Huge beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 115 (11d12 + 44) > - **Speed** 50 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |22 (+6)|12 (+1)|19 (+4)|1 (−5)|7 (−2)|4 (−3) >___ > - **Senses** blindsight 60 ft., passive Perception 8 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Trampling Charge.*** If the beetle 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 18 Strength saving throw or be knocked prone. If the target is prone, the beetle can make another claw attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The beetle makes two attacks, one with its bite and one with its claw. > > ***Bite.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. > > ***Claw.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) piercing damage. A lizard with a snake-like torso and elongated tail, the **venomous lache** is a predator found near riverbanks and lakes. \columnbreak ___ > ## Venomous Lache > *Huge beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 76 (9d12 + 18) > - **Speed** 40 ft., climb 30 ft., swim 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |17 (+3)|15 (+2)|15 (+2)|2 (−4)|11 (+0)|5 (−3) >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 6 (2,300 XP) >___ > ***Amphibious.*** The lache can breathe air and water. > > ***Wall Climb.*** The lache can climb difficult surfaces without needing to make an ability check. > > ### Actions > ***Multiattack.*** The lache makes two attacks, one with its bite and one with its tail. > > ***Bite.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. > > ***Tail.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the lache can’t use its tail on another target. \columnbreak
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\pagebreakNum ___ > ## War Crab > *Medium beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 30 ft., Swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|15 (+2)|13 (+1)|1 (−5)|9 (−1)|3 (−4) >___ > - **Skills** Stealth +4 > - **Senses** blindsight 30 ft., passive Perception 9 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Amphibious.*** The crab can breathe air and water. > > ### Actions > ***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target. ___ > ## War Dog > *Medium beast, unaligned* >___ > - **Armor Class** 12 > - **Hit Points** 13 (2d8 + 4) > - **Speed** 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|14 (+2)|14 (+2)|4 (−3)|12 (+1)|7 (−2) >___ > - **Skills** Perception +5 > - **Senses** passive Perception 15 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Keen Hearing and Smell.*** The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### Actions > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. \columnbreak ___ > ## War Dolphin > *Medium beast, unaligned* >___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 0 ft., swim 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |14 (+2)|14 (+2)|13 (+1)|6 (−2)|12 (+1)|7 (−2) >___ > - **Skills** Perception +3 > - **Senses** blindsight 60 ft., passive Perception 13 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Charge.*** If the dolphin moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. > > ***Hold Breath.*** The dolphin can hold its breath for 30 minutes. > > ### Actions > ***Slam.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ___ > ## War Falcon > *Tiny beast, unaligned* >___ > - **Armor Class** 13 > - **Hit Points** 5 (2d4) > - **Speed** 10 ft., fly 60 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |6 (−2)|17 (+3)|10 (+0)|3 (−4)|14 (+2)|6 (−2) >___ > - **Skills** Perception +4 > - **Senses** passive Perception 14 > - **Languages** — > - **Challenge** 1/4 (50 XP) >___ > ***Flyby.*** The falcon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. > > ***Keen Sight.*** The falcon has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) slashing damage.
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\pagebreakNum ___ > ## Winged Kite > *Medium beast, unaligned* >___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 39 (6d8 + 12) > - **Speed** 30 ft., fly 30 ft., swim 30 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |13 (+1)|19 (+4)|15 (+2)|4 (−3)|13 (+1)|6 (−2) >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** — > - **Challenge** 2 (450 XP) >___ > ***Hold Breath.*** The kite can hold its breath for 10 minutes. > > ***Keen Smell.*** The kite has advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Multiattack.*** The kite makes three attacks: two with its claws and one with its bite. > > ***Bite.*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. > > ***Claw.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. A **winged kite** is a large lizard with wings that allows it to glide while hunting. \columnbreak ___ > ## Zathrax > *Small beast, unaligned* >___ > - **Armor Class** 13 > - **Hit Points** 18 (4d8) > - **Speed** 20 ft., fly 40 ft. >___ > |STR|DEX|CON|INT|WIS|CHA| > |:-:|:-:|:-:|:-:|:-:|:-:| > |10 (+0)|17 (+3)|11 (+0)|7 (−2)|13 (+1)|8 (−1) >___ > - **Skills** Perception +5 > - **Senses** passive Perception 15 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Keen Sight.*** The zathrax has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Multiattack.*** The zathrax makes two attacks: one with its beak and one with its talons. > > ***Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. > > ***Talons.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. A **zathrax** is an odd bird, possessing an extra set of wings.
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