Expanded Beasts

by Rachayz

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Expanded Beasts

Because there needs to be a little bit of fun in beasts.


Jellyfish

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 10 ft.

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

  • Senses blindsight 10ft. (blind beyond this radius), passive Perception 5
  • Languages
  • Challenge 0 (0 or 10 XP)

Water Breathing. The jellyfish can breathe only underwater.

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the creature must make a DC 9 Constitution saving throw. On failure, it takes 4 (1d6) poison damage.


Axolotl

small beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d6+9)
  • Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Regeneration. The axolotl regains all lost hit points 1 minute after taking damage as long as it has at least 1 hit point. If it is damaged during this minute, the time restarts. If a limb is lost it regains the limb after a long rest.

Water Breathing. The axolotl can breathe only underwater in fresh water.

Actions

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

Funeral Butterfly

Not every beast that hunts seeks to kill. A Funeral Butterfly is a beautiful sight to see, with what seems to be six pure white wings bordered in black hiding a tiny black body within them.

Graveyard Home. Funeral Butterflies make their home in graveyards, and are typically benign creatures. They feed off the emotional sadness of those who visit, fluttering around them but not attacking.

Death Robbers. Funeral Butterflies, when angered by someone disturbing their nest or someone trying to attack them, will attack using their own memories, having known the sadness and anger of many who visit the graveyards. Upon knocking someone unconscious, they draw from their victim every last memory of death. There are stories of people who purposely aggravated Funeral Butterflies to forget a death that they cannot bear to remember. This memory can be restored by a Greater Restoration spell.


Funeral Butterfly

Tiny beast, neutral


  • Armor Class 14
  • Hit Points 8
  • Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 4 (-3) 12 (+1) 13 (+1) 7 (-2)

  • Damage Vulnerabilities Fire
  • Damage Immunities Necrotic
  • Condition Immunities Grappled, Prone, Restrained
  • Senses Passive perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Swarm. A Funeral Butterfly can occupy the same space as another Funeral Butterfly, and move through the space of any small or larger creature, treating the space as difficult terrain.

Actions

Erase. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) psychic damage. This attack deals non-leathal damage, and any creature that drops to 0 hp from this will forget every memory of any death.


Psychedelic Nudibranch

small beast, unaligned


  • Armor Class 12
  • Hit Points 14 (4d4 + 4)
  • Speed 0 ft., swim 20 ft.

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

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

Water Breathing. The nudibranch can breathe only underwater.

Limited Vision. The nudibranch has disadvantage on Wisdom (Perception) checks using sight.

Venomous Appendages. Any creature that attacks the nudibranch while within 5 feet of it takes 7 (2d6) poison damage.

Actions

Nibble. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) poison damage. The nudibranch has advantage on attacks against creatures that are incapacitated by its Flash attack.

Flash (Recharge 6). The nudibranch flashes its vivid colors, forcing all creatures within 30 feet of itself to make a DC 11 Intelligence saving throw. On failure, a creature is incapacitated and its speed is reduced to 0. At the end of the creature's turn it can repeat the save, ending the effect on success.


Giant Worm

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 14 (+2) 1 (-5) 4 (-3) 1 (-5)

  • Damage Resistances Poison
  • Senses blindsight 30 ft., tremorsense 30 ft. (blind beyond this radius), passive Perception 7
  • Languages
  • Challenge 1/2 (100 XP)

Loose Burrow. The worm can only burrow through dirt or similarly dense material.

Tunneler. The worm can burrow at half its burrow speed and leave a 5-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 11 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 3 (1d6) poison damage at the start of each of the worm's turns.
If the worm takes 10 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.


Blasting Shrimp

small beast, unaligned


  • Armor Class 12
  • Hit Points 21 (6d4+6)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 13 (+1) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Water Breathing. The blasting shrimp can breathe only underwater.

Actions

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

Blast (Only usable underwater, Recharge 5-6). The blasting shrimp snaps its claw, causing an incredibly loud and powerful blast. All other creatures within 30 feet of it must succeed on a DC 13 Constitution saving throw or become deafened, take 7 (2d6) bludgeoning damage, and are knocked back 10 feet. The blasting shrimp also is sent flying away, up to 60 feet in any direction of its choice. It is immune to attacks of opportunity while moving in this way.


Flatbird

Small beast, unaligned


  • Armor Class 10
  • Hit Points 22 (4d6 + 8)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

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

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

Flatten. The flatbird can attach itself to a flat surface with at least a 5 foot radius in order to hide. The surface can be at any angle, even upside down. While the flatbird remains motionless, it is indistinguishable from the surface it is on.

Actions

Multiattack. The flatbird makes two attacks: one with its beak and one with its talons.

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

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


Exploding Beetle

small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 27 (6d6 + 6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 5 (-3) 9 (-1) 3 (-4)

  • Saving Throws Dex +4
  • Skills acrobatics +4
  • Damage Resistances fire
  • Senses darkvision 60ft. Passive perception 9
  • Languages -
  • Challenge 1 (200 XP)

Actions

Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) piercing damage, and the target is grappled (escape DC 12). The beetle can only grapple one creature at a time, and when grappling a creature, it can only attack that creature with its Pincer attack.

Explode (Recharge 6). The beetle excretes a highly explosive liquid, causing an explosion on its underside that sends them hurtling away. All creatures within 10 feet of the beetle must make a DC 12 Dexterity saving throw or take 18 (4d8) fire damage, on success taking half the damage. The beetle is immune to this damage.
The beetle is launched to a location up to 20 feet away from it, and any attack of opportunity made against it in this flight is done with disadvantage. If it is grappling a creature that is at most one size larger than it, the target is launched with them.


Giant Jellyfish

medium beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 30 ft.

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

  • Senses blindsight 30ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Water Breathing. The jellyfish can breathe only underwater.

Actions

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, and the creature must make a DC 11 Constitution saving throw. On failure, it takes 14 (4d6) poison damage.


Giant Acidic Spider

medium beast, unaligned


  • Armor Class 13
  • Hit Points 33 (6d8+6)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 4 (-3)

  • Skills Perception +2, Stealth +5
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 1 (200 XP)

Acidic Blood. Whenever the spider takes damage other than psychic, creatures within 5 feet of it take 3 (1d6) acid damage.

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

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

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

Actions

Multiattack. The spider makes two bite attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Blinding Liquid (Recharge 6). Ranged Weapon Attack: +5 to hit, range 20/40 ft., one creature. Hit: 9 (2d8) acid damage, and the creature must make a DC 11 Constitution saving throw or become blinded until the start of the spider's next turn.

Nightmare Spider

The nightmare spider is a very patient hunter, catching its prey in fear rather than webs. If multiple creatures enters its hunting grounds it will seek to inflict as many as it can with its natural neurotoxin before ambushing one and disappearing back into the shadows.


Nightmare Spider

medium beast, unaligned


  • Armor Class 13
  • Hit Points 38 (7d8+7)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 4 (-3)

  • Skills Perception +2, Stealth +8
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Cling to Shadows. The spider has advantage on stealth checks made in dim light and darkness. Making an attack with its neurotoxin does not cause the spider to be revealed.

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

Actions

Multiattack. The spider makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage, and the target must make a DC 12 Constitution saving throw, becoming poisoned and taking 7 (2d6) poison damage on a failed save. On success, the creature is not poisoned and takes half as much damage. Until the poison ends, the creature is frightened of spiders.

Neurotoxin (Recharge 6). Ranged Weapon Attack: +6 to hit, range 20/40 ft., one creature. Hit: the creature takes 1 piercing damage, and becomes frightened of spiders for 1 hour. Each time the creature hits a spider, it can make a DC 11 Wisdom saving throw. On success, the creature is no longer frightened of spiders.


Giant Exploding Beetle

large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 6 (-2) 10 (+0) 3 (-4)

  • Saving Throws Dex +4
  • Skills acrobatics +4
  • Damage Resistances fire
  • Senses darkvision 60ft. Passive perception 10
  • Languages -
  • Challenge 3 (700 XP)

Actions

Multiattack The giant exploding beetle makes two attacks with its pincer, then it uses it's explode attack if it is able.

Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage, and the target is grappled (escape DC 13). The beetle can only grapple one creature at a time, and when grappling a creature, it can only attack that creature with its Pincer attack.

Explode (Recharge 5-6). The beetle excretes a highly explosive liquid, causing an explosion on its underside that sends them hurtling away. All creatures within 10 feet of the beetle must make a DC 13 Dexterity saving throw or take 36 (8d8) fire damage and be knocked prone, on success taking half the damage are not knocked prone. The beetle is immune to this damage.
The beetle is launched to a location up to 20 feet away from it, and any attack of opportunity made against it in this flight is done with disadvantage. If it is grappling a creature that is at most one size larger than it, the target is launched with them.


Enormous Worm

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 73 (7d12+28)
  • Speed 20 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 18 (+4) 3 (-4) 6 (-2) 3 (-4)

  • Damage Immunities poison
  • Condition Immunities prone, poisoned
  • Senses blindsight 60 ft., tremorsense 120 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 4 (1,100 XP)

Loose Burrow. The worm can only burrow through dirt or similarly dense material.

Tunneler. The worm can burrow at half its burrow speed and leave a 10-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. If the target is a medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) poison damage at the start of each of the worm's turns.
If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.


Hippopotamus

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 102 (12d10+36)
  • Speed 90 ft., swim 20ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 8 (-1)

  • Skills athletics +6
  • Senses passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Bottom Treader. The hippopotamus sinks to the bottom of any body of water it is in.

Charge (1/turn). If the hippopotamus moves at least 20 feet straight toward a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) bludgeoning damage, and it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 36 (6d10 + 3) bludgeoning damage at the start of each of its turns. The hippo cannot use its bite attack while grappling a creature in this way.

 

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