Bears
Bears are one of the largest and most dangerous of all mammalian predators on the Material Plane. They are known for their sheer strength and fearless defiance against anything that stands in their way. Their primary weapons are their sharp fangs and their powerful claws, capable to cleaving a humanoid in half.
When one is attacked by a bear, it will often be a fight to the death as bears will rarely back down from a threat, especially when its young or home is threatened. However, bears tend to only attack whenever hunting or if it feels threatened. Despite, their intimidating persona, bears have been known to be tamed as extremely fierce but loyal battle companions.
Grizzly Bear
Grizzlies are probably the most common of all bears on the Material Plane. Although they mostly have fur in shades of brown or gray, some variants have been known to have striped or spotted patterns or even somewhat exotic fur colors such as orange or gold.
Polar Bear
The polar bear primarily lives in frigid regions of the world making use of its white fur. This fur not only insulates it from the extreme cold but also serves as natural camouflage causing the bear to easily sneak up on its victims. Its claws are also especially suited for its snowy environment allowing it to move with ease.
Panda Bear
Panda bears are probably the most comedic in appearance of all bears with its striped body and eye spots resembling a mask. Most panda variants come in shades of black or white but they have been known to sport combinations of there colors such as red and orange. Panda however are quite distinct from other bears as their diet consists primarily of plants, particularly of bamboo. Additionally, whereas most bears are characterized by their fearlessness, the panda is known for its laziness. This laziness is so extreme that they can be unresponsive to the effects of certain druidic magics.
Dire Bears
Dire bears are the largest of their kin. They are mountains of muscle and fur withi bony protrusions sticking for its shoulders and spine. Thankfully like their smaller kin, these titans only seem to be aggressive when threatened or actively hunting. Otherwise, it will leave humanoids unbothered.
Some cultures view these creatures as ancient guardians of the forest or divine aspects. Many druidic tribes set up shrines to give tribute and even communicate with these creatures.
Grizzly Bear
Large Beast, Unaligned
- Armor Class 13 (Natural Armor)
- Hit Points 51 (6d10+18)
- Speed 40ft., 30ft. climb, 30ft. swim
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2(-4) 18 (+4) 7 (-2)
- Saving Throws Strength +6, Constitution +5
- Skills Athletics +6, Perception +8
- Senses darkvision 60ft., passive Perception 18
- Challenge 2 (450 xp)
Keen Smell The bear has advantage on Wisdom(Perception) checks relying on smell
Dauntless The bear has advantage on saving throws against being frightened
Endurance When the bear fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.
Actions
Multiattack. The bear can make one bite attack and two claw attacks
Bite. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 10 (1d10+4) Piercing damage
Claw. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 9 (1d8+4) slashing damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.
Polar Bear
Large Beast, Unaligned
- Armor Class 13 (Natural Armor)
- Hit Points 51 (6d10+18)
- Speed 40ft., 30ft. climb, 30ft. swim
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2(-4) 18 (+4) 7 (-2)
- Saving Throws Strength +6, Constitution +5
- Skills Athletics +6, Perception +8
- Senses darkvision 60ft., passive Perception 18
- Damage Resistances Cold
- Challenge 2 (450 xp)
Keen Smell The bear has advantage on Wisdom(Perception) checks relying on smell
Dauntless The bear has advantage on saving throws against being frightened
Endurance When the bear fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.
Snow Camouflage The polar bear has advantage on Dexterity(Stealth) checks when icy or snowy terrain or whenever it is obscured by light snowfall. While in these conditions, the Polar bear can use its bonus action to Hide
Ice Walk The bear can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions
Multiattack. The bear can make one bite attack and two claw attacks
Bite. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 10 (1d10+4) Piercing damage
Claw. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 9 (1d8+4) slashing damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.
Panda Bear
Large Beast, Unaligned
- Armor Class 13 (Natural Armor)
- Hit Points 34 (4d10+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2(-4) 18 (+4) 7 (-2)
- Saving Throws Constitution +5
- Skills Perception +8
- Senses passive Perception 18
- Damage Resistances Cold
- Challenge 1 (200 xp)
Keen Smell The bear has advantage on Wisdom(Perception) checks relying on smell
Endurance When the bear fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.
Floral Feeder If the panda takes the Attack action against a plant, the bear can make an additional bite attack against it.
Lazy The bear has advantage on saving throws against being charmed.
Actions
Multiattack. The bear can make one bite attack and two claw attacks
Bite. Melee Weapon Attack,+6 to hit , 5ft., one target. Hit: 7 (1d6+4) Piercing damage
Claw. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 7 (1d4+4) slashing damage.
Dire Bear
Huge Beast, Unaligned
- Armor Class 15 (Natural Armor)
- Hit Points 115 (10d12+50)
- Speed 40ft., 30ft. climb, 30ft. swim
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 21 (+5) 2(-4) 18 (+4) 7 (-2)
- Saving Throws Strength +10, Constitution +8
- Skills Athletics +6, Perception +8
- Senses darkvision 60ft., passive Perception 18
- Challenge 6 (2300 xp)
Keen Smell The bear has advantage on Wisdom(Perception) checks relying on smell
Siege Monster The bear deals double damage to buildings and objects
Relentless When reduced to 0 hitpoints, the bear can make a DC 10 Constitution saving throw to regain 1 hitpoint. Upon each successful save, the DC increases by 5. This DC resets after a short or long rest.
Dauntless The bear has advantage on saving throws against being frightened
Endurance When the bear fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.
Actions
Multiattack. The bear can make one bite attack and two claw attacks
Bite. Melee Weapon Attack, +10 to hit , 5ft., one target. Hit: 16 (2d8+7) Piercing damage
Claw. Melee Weapon Attack , +10 to hit , 5ft., one target. Hit: 14 (1d12+7) slashing damage. If the target is a creature, it must succeed a DC 18 Strength saving throw or be knocked prone.
Cats
Cats are one of the most common of mammilian predators on the Material Plane. They come in many sizes and colors ranging from the tiny housecat to the magnificent tiger.
Regardless of its size, their are expert predators at heart relying on their innate cunning and the element of surprise to capture their prey.
Housecat
Housecats are probably one of the most popular pets on the Material Plane. Despite being largely domesticated by humanoids, they still retain a lot of natural independence often leaving their owner's residence to embark on their own escapades.
As a result, many cats can seem to be somewhat fickle companions as they prefer to want attention on their own terms when its convenient for them
Jaguar
Jaguars are the smallest of all the predatory cats. They make up for their smaller size for their prowess as an ambush predator. The jaguar relies on its superior agility and surprising climbing speed to get in the optimal position for a first strike.
The jaguar is a calculating predator attacking creatures it thinks it could easily take. The jaguar prefers to hunt prey that is separated and isolated from its group. To prevent from getting injured, the jaguar's aims for a single killing blow. The quicker it can kill its prey, the more time it has to take it prize to a safe location away from other larger predators. If it is not able to kill its prey in one strike, the jaguar is more than content to quickly retreat and patiently stalk its prey again until it lets its guard down.
Lynx
Whereas the jaguar lurks in the darkest of jungles, the lynx excels in the craggy environment of jagged cliffs or mountainsides. Its paws are especially suited for climbing such perilous terrain with ease. On the rare chance that it does lose its footing, its superior reflexes often allow it to harmlessly land on its feet
Night Panther
The night panther is closely related to the jaguar. In fact, both species share a lot of the same qualities and even tactics. However the primary difference between these creatures is that the night panther prefers to only hunt under the cover of darkness. For this reason, night panthers have migrated to the perpetual darkness of the Underdark where they are free to prowl without restraint.
While under the shroud of darkness, the night panther is an unsurpassed ambush predator. Its coat has the unique ability to merge into the shadow making it invisible even to creatures capable of seeing in the dark. The vision of the night cat is unique amongst all cats as it has the ability to perceive even through magically created darkness.
Because of these abilities, these panthers are prized companions for many adventurer thanks to their surperior stealth and versatility.
Snow Leopard
The snow leopard makes its home in arctic climates. Its speckled fur oten takes on various hues of white, blue,or silver that allow it to blend into its icy environment. Although such a coat is common for animals living in such an environment, the snow leopard's coat has the unique ability to seemingly vanish, especially under the cover of snowfall. Because of this ability, snow leopards are often known to hunt during heavy snowfall and even blizzards.
Dunerunner Panther
The dunerunner panther's most potent weapon is not its stealth, but its speed. Few beasts of the Material plane can rival the speed o the dunerunner panther as it is able to outrun even the fastest of airborne beasts.
However, just like its cousins, the dunerunner still relies on the element of surprise to kill its prey in one strike to prevent from getting hurt. Thankfully, its speed provides it enough momentum to slam into its prey like a bullet, knocking it to the ground. Hopefully, such an ambush is able to take down its prey.
If its hunt begins to go poorly, it can easily make a quick escape thanks to its unrivaled agility.
Lion
The lion is one of the largest and most powerful of all predatory cats. Lions are much more dangerous than their smaller kin thanks to their superior strength and endurance coupled with their ambush and stealth tactics.
However, what makes them particularly deadly is that they are largely cooperative hunters. Lions tend to hunt in prides consisting of 9(2d8) members. However, the largest of prides have been known to contain 18(4d8) members. This population often does not count the litter of cubs protected by each of its members.
As a result, lions fearlessly hunt any creature they desire using their numbers and strength to their advantage. They have been known to hunt megafauna such as elephants and even dinosaurs (herbivorous and carnivorous alike).
Tiger
Barring the sabertooth, the tiger is largest of all cats. Unlike its counterpart, the lion, the tiger is largely solitary relying on its sheer strength and the element of surprise to bring down its prey. Despite its large size, it is perfectly adapted to stalk its prey as its striped fur allows it to blend into the tall grasses. Unlike the panther, the tiger will not flee if its prey puts up a fight, instead it matches its prey with its own ferocity and power.
Housecat
Tiny Beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 3 (1d4)
- Speed 30ft.
STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 6(-2) 12 (+1) 7 (-2)
- Saving Throws Dexterity +4
- Skills Acrobatics +6, Stealth +4, Perception +5
- Senses darkvision 60ft., passive Perception 15
- Challenge 0 (10 xp)
Keen Smell The cat has advantage on Wisdom(Perception) checks relying on smell
Agile Feet When the cat takes fall damage, it can make a DC 10 Dexterity saving throw. On a successful saving throw, the cat takes no damage; on a failed saving throw it takes half damage. The DC for this save increases by 1 for every 10ft. the cat fall over 30ft. Regardless if the roll is a failure or success, the cat does not fall prone.
Cat's Luck When the cat rolls a 1 on an attack roll, ability check, or saving throw, it can reroll taking the new result.
Actions
Claw Melee Weapon Attack , +4 to hit, 5ft., one target. Hit: 1 slashing damage
Jaguar
Medium Beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 22(4d8+4)
- Speed 50ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 6(-2) 16 (+3) 7 (-2)
- Skills Acrobatics +4, Stealth +6, Perception +7
- Senses darkvision 60ft., passive Perception 17
- Challenge 1 (200 xp)
Keen Smell The jaguar has advantage on Wisdom(Perception) checks relying on sight and smell
Natural Camouflage The jaguar has advantage on Dexterity (Stealth) checks when obscured by ample plant life.
Ambusher The jaguar has advantage on intiative checks and has advantage on attack rolls against surprised creatures
Sneak Attack When the jaguar has advantage on attack rolls or attacks a surprised, it can deal an additional 7(2d6) damage once on its turn.
Pounce If the jaguar 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 12 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action.
Actions
Multiattack The jaguar can make a bite and two claw attacks
Bite Melee Weapon Attack , +4 to hit, 5ft., one target. Hit: 6 (1d6+2) piercing damage
Claw Melee Weapon Attack , +4 to hit, 5ft., one target. Hit: 5 (1d4+2) slashing damage
Night Panther
Shadow Sight The night panther can see in magical darkness.
Shadow Skulker The panther is invisible to creatures that rely on darkvision to see it while it is in dim light or darkness.
Lynx
Sure Footed The lynx has advantage on Strength and Dexterity saving throws against effects that would knock it prone
Stony Camouflage The lynx has advantage on Dexterity(Stealth) checks when in rocky terrain. While in these conditions, the lynx can use its bonus action to Hide
Agile Feet When the lynx takes fall damage, it can make a DC 10 Dexterity saving throw. On a successful saving throw, the cat takes no damage; on a failed saving throw it takes half damage. The DC for this save increases by 1 for every 10ft. the cat fall over 30ft. Regardless if the roll is a failure or success, the lynx does not fall prone.
Snow Leopard
- Damage Resistances Cold
Ice Walk The leopard can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Sight The leopard's vision is not hindered by fog or extreme snowfall.
Snow Camouflage The snow leopard has advantage on Dexterity(Stealth) checks when in snowy terrain or obscured in ample snowfall. While in these conditions, the snow cat can use its bonus action to Hide and is considered invisible to creatures that rely on vision to see it.
Dunerunner Panther
Sprinter The panther can use its bonus action to take the Dash action
Sprinting Pounce If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target takes an additional 7(2d6) damage and must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action
Lion
large Beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 45(6d10+12)
- Speed 50ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 15 (+2) 6(-2) 16 (+3) 7 (-2)
- Skills Acrobatics +4, Athletics +5, Stealth +6, Perception +7
- Senses darkvision 60ft., passive Perception 17
- Challenge 2 (450 xp)
Keen Smell The lion has advantage on Wisdom(Perception) checks relying on sight and smell
Ambusher The panther has advantage on intiative checks and has advantage on attack rolls against surprised creatures
Pack Tactics When the lion has advantage on attack rolls against creatures within 5ft. of one of the lion's allies that are not incapacitated
Pounce If the lion 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 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Actions
Multiattack The lion can make a bite and two claw attacks
Bite Melee Weapon Attack , +5 to hit, 5ft., one target. Hit: 8 (1d8+3) piercing damage
Claw Melee Weapon Attack , +5 to hit, 5ft., one target. Hit: 7 (1d6+3) slashing damage.
Tiger
large Beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 51(6d10+18)
- Speed 50ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 6(-2) 16 (+3) 7 (-2)
- Skills Acrobatics +4, Athletics +6, Stealth +6, Perception +7
- Senses darkvision 60ft., passive Perception 17
- Challenge 2 (450 xp)
Keen Smell The tiger has advantage on Wisdom(Perception) checks relying on sight and smell
Natural Camouflage The tiger has advantage on Dexterity (Stealth) checks when obscured by ample plant life.
Ambusher THe tiger has advantage on initiative checks and has advantage on attack rolls against surprised creatures
Sneak Attack When the tiger has advantage on attack rolls or attacks a surprised, it can deal an additional 7(2d6) damage once on its turn.
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, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions
Multiattack The tiger can make a bite and two claw attacks
Bite Melee Weapon Attack , +6 to hit, 5ft., one target. Hit: 10 (1d10+4) piercing damage
Claw Melee Weapon Attack , +6 to hit, 5ft., one target. Hit: 9 (1d8+4) slashing damage.
Canines
The canine has been the most widely domesticated of all carnivores on the Material Plane. They are valued for their keen sense of smell and their cooperative tactics while hunting. However, their best trait is their sense of loyalty to their pack which makes them easily trainable into a dependable companion.
Dog
Dogs are the most common of all canines as most of their kind has been largely domesticated by humanoids. They are known for their extremely friendly persona making them an extremely popular choice for pets only rivaled by that of the housecat. They still retain some aspects of their pack-like bond making them very loyal companions often warning their owners of dangers or even coming to their aid in times of need.
Wolf
The wolf is the wild cousin of the domesticated dog. Wolves tend to live in large packs consisting of up to 11 (2d10) members at a time. The packs not only help each other during hunts but also serves as protection and a community to raise you. Each pack is ruled by an alpha which serves which able to rally its pack to bring down much larger prey.
While hunting, their prefered tactic is to incite chaos amongst their prey by isolating weaker prey from the group while stronger opponents are relentless harried by hit and run tactics.
Although, wolves are wild by nature, they are able to be tamed. However, this process is a little more intensive as their predatory nature must be channeled in a constructive way lest they decide to turn on their masters.
Snow Wolf
The snow wolf is a breed of wolves that primarily live in snowy environemnts. Their white coats allow them to seemingly vanish amongst the snowscape, only to reappear in large numbers next to their prey.
It is said that the howls of snow wolves often are a sign of an oncoming blizzard as their packs tend to hunt much more frequently during heavy snowfall or blizzards.
Dog
Small Beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 7 (2d6)
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 11 (+0) 3(-4) 17 (+3) 6 (-2)
- Skills Perception +7
- Senses passive Perception 17
- Challenge 1/8 (25 xp)
Keen Smell and Hearing The dog has advantage on Wisdom(Perception) checks relying on smell and hearing
Pack Tactics When the dog has advantage on attack rolls against creatures within 5ft. of one of the dog's allies that are not incapacitated
Loyal While within 30ft. of an ally that it can see, it has advantage on saving throws against being charmed or frightened.
Actions
Bite Melee Weapon Attack , +3 to hit, 5ft., one target. Hit: (4)1d4+1 piercing damage. Creatures must succeed a DC 11 Strength saving throw or be knocked prone
Wolf
medium beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 17(3d8+3)
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 3(-4) 17 (+3) 6 (-2)
- Skills Athletics +4, Stealth +4, Perception +7
- Senses darkvision 60ft., passive Perception 17
- Challenge 1/2 (50 xp)
Keen Smell and Hearing The wolf has advantage on Wisdom(Perception) checks relying on smell and hearing
Pack Tactics When the wolf has advantage on attack rolls against creatures within 5ft. of one of the wolf's allies that are not incapacitated
Pack Bond While within 30ft. of an ally that it can see, it has advantage on saving throws against being charmed or frightened.
Actions
Bite Melee Weapon Attack , +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. Creatures must succeed a Strength save of 12 or fall prone
Howl A creature within 60ft. of the wolf that can hear it must succeed a DC 11 Wisdom saving throw or become frightened for one minute. While frightened in this manner, the wolf and it's allies have advantage on attack rolls against that creature. Creatures can repeat its saving throw at the end of each of its turns. Upon a success, the creature is immune to being frightened in this manner for the next 24 hours.
Snow Wolf
- Damage Resistances Cold
Ice Walk The wolf can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Sight The wolf's vision is not hindered by fog or extreme snowfall.
Snow Camouflage The wolf has advantage on Dexterity(Stealth) checks when in snowy terrain or obscured in ample snowfall. While in these conditions, the snow cat can use its bonus action to Hide and is considered invisible to creatures that rely on vision to see it.
Hyenas
Despite its appearance, the hyena is not a type of canine, but rather a unique breed of carnivore in itself. They do share some qualities of wolves such as their tendency to hunt in large swarms, typically consisting of 14 (4d6) members at a time.
The defining quality of a hyena is their brutal savagery. These creature are extremely aggressive predators using their brutal jaws to crush and gnaw their bones of their prey. They can seem particularly cruel to a wounded creature seemingly crippling it, crushing or dismemvering its limbs in an attempt to slowly killing its quarry. Such acts of violence seem to spur its fellow pack members into a bloody frenzy.
Despite their aggression, they are quite lazy predators, instead preferring to scavenge and steal prey from other predators. This tactics makes them despised by other predators, especially lions, often erupting into small skirmishes over prey.
However, their hyenas are notoriously known for their cackle. They use their horrific cackles to unnerve and disorient their prey giving their allies the opportunity to gain the upper hand on their opponent.
Dire Hyena
The dire hyena, also known as a worg, is the apex and most dangerous of their kind. This predator is much more brutal than its smaller kin. Unlike its relatives, it is an active predator, actively pursuing prey in small packs of 5 (1d8) members. However, they will not pass up the opportunity to bully an rival predators to steal its prey. If possible, it will attempt to kill that predator feasting on it along with its stolen quarry.
Their presence also seems to attract their presence of smaller hyenas hoping to get an easy meal and muscle to chase off rivals. Oftentimes, dire hyenas are accompanied by small squads of 7 (2d6) hyenas in its wake.
Because of their ferocity, dire hyenas and their smaller kin are values battle mounts by races such as gnolls. However, they are quite tempermental creatures and will often turn on their masters if msitreated or underfed.
Hyena
medium beast, Unaligned
- Armor Class 12(Natural Armor)
- Hit Points 20(3d8+6)
- Speed 40ft.
STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 2(-4) 12 (+1) 15 (+2)
- Skills Athletics +4, Perception +5, Intimidation +6
- Senses darkvision 60ft., passive Perception 15
- Damage Resistances Poison, Necrotic
- Challenge 1/2 (50 xp)
Scavenger The hyena has advantage on saving throws against being poisoned or diseased
Keen Smell The hyena has advantage on Wisdom (Perception) checks relying on smell.
Bloodlust When the hyena makes a bite attack against a creature below its hitpoint maximum, it can make an additional bite attack.
Rampage When it reduces a creature to 0 hitpoints and deals a critical hit, it can use its reaction to move up to 20ft. to make another bite attack
Pack Tactics When the hyena has advantage on attack rolls against creatures within 5ft. of one of the hyena's allies that are not incapacitated
Brutal The hyena can deal a critical hit on a 19-20. When it deals a critical hit, it can triple the die instead.
Aggressive The hyena can move up to its movement as a bonus action.
Actions
Bite Melee Weapon Attack , +4 to hit, 5ft., one target. Hit: 7 (2d4+2) piercing damage.
Mocking Cackle A creature within 30ft. that can hear the hyena must succeed a DC 12 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this manner, the creature suffers disadvantage on all attack rolls, ability checks, and saving throws for the duration. On a successful saving throw, creatures are immune to being frightened in this manner for 24 hours.
Dire Hyena
large beast, Unaligned
- Armor Class 15(Natural Armor)
- Hit Points 63(6d10+30)
- Speed 40ft.
STR DEX CON INT WIS CHA 20(+5) 11 (+0) 19 (+4) 2(-4) 12 (+1) 15 (+2)
- Skills Athletics +7, Perception +5, Intimidation +6
- Senses darkvision 60ft., passive Perception 15
- Damage Resistances Poison, Necrotic
- Challenge 3 (700 xp)
Scavenger The hyena has advantage on saving throws against being poisoned or diseased
Keen Smell The hyena has advantage on Wisdom (Perception) checks relying on smell.
Bloodlust When the hyena makes a bite attack against a creature below its hitpoint maximum, it can make an additional bite attack.
Rampage When it reduces a creature to 0 hitpoints and deals a critical hit, it can use its reaction to move up to 20ft. to make another bite attack
Pack Tactics When the hyena has advantage on attack rolls against creatures within 5ft. of one of the hyena's allies that are not incapacitated
Brutal The hyena can deal a critical hit on a 18-20. When it deals a critical hit, it can triple the die instead.
Aggressive The hyena can move up to its movement as a bonus action.
Actions
Bite Melee Weapon Attack , +7 to hit, 5ft., one target. Hit: 15 (4d4+5) piercing damage.
Mocking Cackle A creature within 30ft. that can hear the hyena must succeed a DC 15 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this manner, the creature suffers disadvantage on all attack rolls, ability checks, and saving throws for the duration. On a successful saving throw, creatures are immune to being frightened in this manner for 24 hours.
Dire Badger
Of all animals on the Material Plane, the badger and the rest of its kin are the most fearless. They do not let their size act as a hindrance in the face of danger. When threatened, the badger would rather die than retreat. In battle, it becomes an unstoppable storm of fur and claws driving away even the largest of foes. The more wounds the badger takes, the more its fury builds making even harder to deal with. The ferocity even gives it seemingly supernatural endurance giving it the capability to shrug off otherwise lethal blows.
Because of their defiance against larger creatures, many small races such as gnomes and halfings treat this create with reverence using it as city symbols or taming them as battle mounts.
Dire Wolverine
The wolverine is the heavily built relative of the badger. Its body is seemingly made of pure muscle granting its the strength and endurance of creatures many times its size.
Dire Mongoose
Although badgers and their kin tend to be dauntless by nature, the mongoose is the true daredevil of its kin. It tends to be much more aggressive than its relatives challenging any creature to combat to prove its superiority, especially those larger than it. This recklessness is further fueled by the fact that its a natural immunity to deadly toxins and an uncannny resilience to shrug off debilitating effects.
Dire Meerkat
Although most badgers are solitary by nature, the meerkat relies lives in large communities of up to 11 (2d10) members. Unlike their smaller variants, dire meerkats are very territorial guarding their networks of subterranean tunnels with the natural ferocity of a badger. In fact, meerkats have been so protective of their homes that they often have engaged in small "wars" for territory against rival meerkat tribes.
Dire Skunk
The skunk is probably the least aggressive of all of its kin, but it rarely has the need to be aggressive as most creatures give it a wide berth thanks to perpetual miasma that surrounds it. The skunk naturally releases numerous nauseated odors around it causing cretures near it to erupt into uncontrollable wretching.
If this defense mechanism doesn't deter predators, it can emit a much more potent spray that has been known to be quite lethal to humanoids. If for some reason a predator still foolishly wishes to attack the skunk, it erupts into a feral fury that all badgers are known for.
Dire Badger Template
medium beast, Unaligned
- Armor Class 13(Natural Armor)
- Hit Points 30(4d8+12)
- Speed 30ft., burrow 30ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 17 (+3) 2(-4) 12 (+1) 5 (-3)
- Skills Athletics +7, Perception +5,
- Senses darkvision 60ft., passive Perception 15
- Damage Resistances Poison, Necrotic
- Challenge 2 (450 xp)
Keen Smell The badger has advantage on Wisdom (Perception) checks relying on smell.
Defiant The badger has advantage on saves against being frightened and charmed. Upon a success, it is immune to being frightened or charmed by that creature for the next 24 hours.
Fury When the badger takes damage, it can use its reaction to make a claw attack against that creature. It make this reaction once on every creatures turn.
Wounded Fury When below half its hitpoint maximum, the badger can hit all creatures in range when it makes a claw attack.
Relentless When reduced to 0 hitpoints, the badger can make a DC 10 Constitution saving throw to regain 1 hitpoint. Upon each successful save, the DC increases by 5. This DC resets after a short or long rest.
Actions
Multiattack The badger can make a bite and two claw attacks
Bite Melee Weapon Attack , +5 to hit, 5ft., one target. Hit: 8 (2d4+3) piercing damage.
Claw Melee Weapon Attack , +5 to hit, 5ft., one target. Hit: 7 (1d6+3) slashing damage.
Wolverine
Powerful Build The wolverine can count as one size larger when determining your grappling, carrying capacity and the weight you can push, drag, or lift.
Rage The wolverine has advantage on Strength ability checks and saving throws
Endurance When the wolverine fails a Constitution saving throw that deals damage, it takes half damage. On a successful save, it takes no damage.
Mongoose
- Damage Immunities Poison
- Condition Immunities Diseased, Poisoned
Resilience At the start of each of its turns, the Mongoose can end one of the following effects: blinded, deafened, paralyzed, or stunned.
Reckless The mongoose can choose to have advantge on attack rolls until the start of its next turn. However, attacks against it have advantage.
Aggressive The mongoose can move up to its movement as a bonus action.
Meerkat
Pack Tactics When the Meerkat has advantage on attack rolls against creatures within 5ft. of one of the hyena's allies that are not incapacitated
Nimble The Meerkat can move within the space of a Large or smaller creature without suffering penalties to its movement speed. It can also move outside the reach of a creature without provoking opportunity attacks.
Skunk
- Damage Immunities Poison
- Condition Immunities Poisoned
Stench Creatures within 10ft. of the skunk while it is not must succeed a DC 13 Constitution saving throw or become poisoned until the end of its next turn. While poisoned in this manner, it cannot take an action as it spends its turn wretching. Upon a success, it takes is immune to being poisoned in this manner for 24 hours.
Poison Spray(Recharge 5-6) Creatures within 20ft. cone centered on the skunk must succeed a DC 13 Constitution saving throw or take 14 (4d6) poison damage and become poisoned until the end of its next turn. While poisoned in this manner, it cannot take an action as it spends its turn wretching. On a successful saving throw, it takes half damage and is not poisoned.
Art Credits
Cover Art: Markella Stav
Battle Bear: Duong ct
Cat : Apofiss
Wolf Pup: Rudy Siswanto
Hyena Pack: Winona Nelson
Dire Wolverine: Helder Almeida
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