Compendium of Beasts: Part I

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Compendium of Beasts

Part I

Laserllama Compendium of Beasts v1.8.0

The following Beasts are presented in order of ascending CR. These Beasts are meant to be used with laserllama content in place of those in the Monster Manual & Player's Handbook. The Beasts included here have been redesigned to be more dynamic in play.

CR 0

badger
bat
cat
chicken
crab
fox
firefly
fish
frog
goat
hare

lizard
monkey
octopus
owl
raven
rodent
scorpion
spider
tortoise
vulture

CR ⅛

alligator turtle
beetle (giant)
camel
crab (giant)
dolphin
hawk
heron
hunting dog
llama
mule


rodent (giant)
viper
wild dog

CR ¼

badger (giant)
boa constrictor
boar
centipede (giant)
chicken (giant)
electric eel
falcon
fish (giant)
frog (giant)
lizard (giant)
ox
panther
stag
wolf
wolf spider (giant)

CR ½

black bear
cheetah
chimpanzee
emu
goat (giant)
horse
komodo dragon
reef shark
soldier ant (giant)
tortoise (giant)
walrus
wasp (giant)

New Rules for Beasts

Multiple creatures included in the Laserllama Compendium
of Beasts
use the new and alternate rules detailed below:

Adjusted Challenge Ratings

Challenge Ratings (CR) have been updated to reflect the threat that such a Beast would pose to four adventurers of that level.

Beast Subtypes

Like other types of monsters (notably fiends), the Beasts here now each have one of the following subtypes: Aquatic, Avian, Brute, Carnivore, Reptilian, or Vermin.

Though, legends speak of extinct Beasts that might exist in the remote parts of the wild world with the Ancient subtype.

Recharge Features

If you use a feature to take on the shape of a creature with a Recharge feature (either on a d6 roll of 5-6 or after a short or long rest), you do not regain the use of that feature until the specified recharge condition is met, even if you revert to your normal form then take on the shape of that creature again.

Size: Diminutive

Diminutive is a new size category for creatures smaller than Tiny. Diminutive creatures are smaller than 1 x 1 foot, and include vermin, rodents, insects, and other small creatures.

If you use a feature to take on the shape of a Diminutive creature, such as the polymorph LL spell or the Druid's Wild Shape, you immediately revert to your normal form when you take any amount of damage or when you fail a saving throw.

Challenge Rating:0

Beasts of Challenge Rating 0 include the most common and plentiful Beasts that exist on the Material Plane. Beasts of CR 0 are not a threat unless encountered in large groups.

When a creature casts the find familiar spell, they can also select any CR 0 Beast from this Compendium, in addition to the normal options included with the find familiar spell.

Badger
cr 0

Tiny Beast (Vermin), Neutral


    AC 10
    Initiative +0 (10)
  • HP 3 (1d4 +1)
  • Speed 20 ft., burrow 5 ft.

MODSAVE
Str4-3-3
Int2-4-4
MODSAVE
Dex11+0+0
Wis12+1+1
MODSAVE
Con12+1+1
Cha5-3-3

  • Condition Immunities Frightened, Poisoned

  • Senses darkvision 30 ft.

Traits

Keen Smell. The Badger has advantage on all Wisdom ability checks that rely on its sense of smell.

Actions

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

Bonus Actions

Aggressive. The Badger takes the Dash action as a bonus action, but it must end this movement closer to a hostile creature that it can see or smell.

Bat
cr 0

Diminutive Beast (Vermin), Neutral


    AC 12
    Initiative +2 (12)
  • HP 1 (1)
  • Speed 5 ft., fly 30 ft.

MODSAVE
Str2-4-4
Int2-4-4
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con8-1-1
Cha4-3-3

  • Senses Blindsight 60 ft.

Traits

Echolocation. When the Bat makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.

Actions

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

Cat
cr 0

Tiny Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 2 (1d4)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str3-4-4
Int3-4-4
MODSAVE
Dex15+2+4
Wis12+1+1
MODSAVE
Con10+0+0
Cha7-2-2

  • Skills Perception +3, Stealth +4

  • Senses Darkvision 30 ft.

Traits

Keen Smell. The Cat has advantage on all Wisdom ability checks that rely on its sense of smell.

Pounce. When the Cat moves at least 20 ft. in a straight line, then hits a creature equal to its size or smaller with
a Claw attack, the target is knocked Prone.

Actions

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

Reactions

Reflexive Fall. When the Cat falls, it can use its reaction
to reduce any falling damage by its Dexterity score. If it reduces this damage to 0, the Cat lands on its feet.

Chicken
cr 0

Tiny Beast (Avian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 1 (1d4 -1)
  • Speed 20 ft.

MODSAVE
Str2-4-4
Int2-4-4
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con8-1-1
Cha4-3-3

Traits

Limited Flight. If the Chicken falls at least 10 feet it can glide 2 feet horizontally for every 1 foot it falls. When the Chicken uses this trait, a Medium or smaller creature can hold on to the Chicken's feet to glide along with it.

Actions

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

Crab
cr 0

Tiny Beast (Aquatic), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 2 (1d4)
  • Speed 5 ft., swim 30 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex11+0+0
Wis8-1-1
MODSAVE
Con10+0+0
Cha2-4-4

Traits

Amphibious. The Crab can breathe both air and water.

Bottom Feeder. Underwater, the Crab has advantage on Perception checks to smell creatures within 120 feet of it that are below their hit point maximum. The Crab also automatically succeeds on Perception checks to smell dead creatures within 1 mile it is while underwater.

Natural Camouflage. The Crab has advantage on Stealth checks to Hide while underwater or when it is covered with sand, mud, or dirt.

Pincer. When the Crab hits a target with its Claw attack it can automatically Grapple the target (escape DC 6). If the target is larger than the Crab, its speed is not reduced to 0, but the Crab automatically moves with the target.

Actions

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage, and it uses Pincer.

Fox
cr 0

Tiny Beast (Carnivore), Neutral


    AC 13
    Initiative +3 (13)
  • HP 2 (1d4)
  • Speed 30 ft., burrow 5 ft.

MODSAVE
Str2-4-4
Int3-4-4
MODSAVE
Dex16+3+3
Wis12+1+1
MODSAVE
Con11+0+0
Cha6-2-2

  • Skills Perception +3, Stealth +5

Traits

Keen Hearing. The Fox has advantage on all Wisdom ability checks that rely on its sense of hearing.

Actions

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

Bonus Actions

Scamper. The Fox takes the Disengage or Hide action.

Firefly
cr 0

Diminutive Beast (Vermin), Neutral


    AC 10
    Initiative +0 (10)
  • HP 1 (1)
  • Speed 10 ft., fly 20 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex11+0+0
Wis8-1-1
MODSAVE
Con8-1-1
Cha2-4-4

  • Skills Acrobatics +2

Traits

Agile. The Firefly has advantage on all Dexterity ability checks and saving throws while using its flying speed.

Actions

Illumination. The Firefly emits (or ends) bright light in a 10-foot radius and dim light 10 feet beyond that.

Fish
cr 0

Diminutive Beast (Aquatic), Neutral


    AC 13
    Initiative +3 (13)
  • HP 1 (1)
  • Speed 0 ft., swim 40 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex16+3+3
Wis8-1-1
MODSAVE
Con9-1-1
Cha2-4-4

  • Senses Darkvision 60 ft.

Traits

Aquatic. The Fish can only breathe underwater.

Bottom Feeder. Underwater, the Fish has advantage on Perception checks to smell creatures within 120 feet of it that are below their hit point maximum. The Fish also automatically succeeds on Perception checks to smell dead creatures within 1 mile it is while underwater.

Shimmering Camouflage. The Fish has advantage on Stealth checks to hide while it is underwater.

Frog
cr 0

Diminutive Beast (Reptilian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 1 (1)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

MODSAVE
Str1-5-5
Int1-5-5
MODSAVE
Dex13+1+1
Wis8-1-1
MODSAVE
Con8-1-1
Cha3-4-4

  • Skills Stealth +3

Traits

Amphibious. The Frog can breathe both air and water.

Standing Leap. The Frog can do a long jump of 10 ft.
and a standing jump of 5 ft. without a running start.

Goat
cr 0

Medium Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 4 (1d8)
  • Speed 30 ft., climb 20 ft.

MODSAVE
Str11+0+2
Int2-4-4
MODSAVE
Dex10+0+0
Wis10+0+0
MODSAVE
Con11+0+0
Cha5-3-3

  • Skills Athletics +3

Traits

Ram. When the Goat moves at least 20 ft. in a straight line, then hits a creature with a Headbutt attack, it rolls one bonus damage die, and if the target is equal to the Goats size or smaller it is knocked back 10 ft. in a line.

Sure-Footed. The Goat has advantage on saving throws to resist being knocked Prone or moved against its will.

Actions

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

Hare
cr 0

Tiny Beast (Brute), Neutral


    AC 13
    Initiative +5 (15)
  • HP 1 (1d4 -1)
  • Speed 20 ft., burrow 5 ft.

MODSAVE
Str1-5-5
Int2-4-4
MODSAVE
Dex17+3+3
Wis11+0+0
MODSAVE
Con9-1-1
Cha4-3-3

  • Skills Perception +2, Stealth +5

  • Senses Darkvision 30 ft.

Traits

Keen Hearing. The Hare has advantage on all Wisdom ability checks that rely on its sense of hearing.

Standing Leap. The Hare can do a long jump of 10 ft.
and a standing jump of 5 ft. without a running start.

Bonus Actions

Scamper. The Hare can Dash, Disengage or Hide.

Lizard
cr 0

Diminutive Beast (Reptilian), Neutral


    AC 10
    Initiative +0 (10)
  • HP 1 (1)
  • Speed 20 ft., climb 20 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex11+0+0
Wis8-1-1
MODSAVE
Con10+0+0
Cha3-4-4

  • Skills Stealth +2

Traits

Cold-Blooded. If the Lizard takes cold damage its speed is halved and it cannot take reactions until the end of its next turn.

Natural Camouflage. The Lizard has advantage on Stealth checks to Hide in natural environments.

Sticky Grip. The Lizard can climb up sheer surfaces and upside down without making an ability check.

Actions

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

Reactions

Shed Tail (1/day). When the Lizard is Grappled or takes damage it can shed its tail to automatically escape from the Grapple or reduce the triggering damage to 0.

Monkey
cr 0

Tiny Beast (Brute), Neutral


    AC 12
    Initiative +2 (12)
  • HP 2 (1d4)
  • Speed 25 ft., climb 30 ft.

MODSAVE
Str8-1-1
Int4-3-3
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con10+0+0
Cha6-2-2

  • Skills Acrobatics +6, Sleight of Hand +4

Traits

Nimble. The Monkey adds double its Proficiency Bonus to any Acrobatics checks it makes (included above).

Opposable Thumbs. The Monkey can manipulate tools and objects as well as a Commoner, though it cannot wield weapons, shields, or complex artisan's tools.

Prehensile Tail. The Monkey can use its tail to hold Tiny objects and grab surfaces to aid in climbing.

Actions

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

Octopus
cr 0

Small Beast (Aquatic), Neutral


    AC 12
    Initiative +2 (12)
  • HP 3 (1d6)
  • Speed 5 ft., swim 30 ft.

MODSAVE
Str4-4-4
Int6-2-2
MODSAVE
Dex15+2+2
Wis10+0+0
MODSAVE
Con11+0+0
Cha4-3-3

  • Skills Sleight of Hand +4, Stealth +4

  • Senses Darkvision 60 ft.

Traits

Aquatic. The Octopus can only breathe underwater.

Hold Breath. The Octopus can hold its breath for up to 30 minutes while it is out of the water.

Oozing Form. The Octopus can move through gaps as narrow as 1-inch wide without having to squeeze.

Underwater Camouflage. The Octopus has advantage on Stealth checks made to Hide while it is underwater.

Actions

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage. If the target is equal to its size or smaller it is Grappled (escape DC 12) and the Octopus can only attack it with this Tentacle.

Reactions

Ink Cloud (1/short or long rest). When the Octopus is
targeted by an attack it can see while it is underwater,
it can fill its space with ink, then move up to its speed without provoking opportunity attacks. The ink heavily obscures its space for 1 minute or until it is dispersed.

Owl
cr 0

Small Beast (Avian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 1 (1d4 -1)
  • Speed 5 ft., fly 60 ft.

MODSAVE
Str3-4-4
Int2-4-4
MODSAVE
Dex13+1+1
Wis12+1+1
MODSAVE
Con8-1-1
Cha7-2-2

  • Skills Perception +5, Stealth +3

  • Senses Darkvision 120 ft.

Traits

Hunter's Sight. The Owl adds double its Proficiency Bonus to Perception checks that rely on its sense of sight (included above).

Nocturnal Hunter. While in dim light or darkness, the Owl has advantage on Stealth checks and it does not provoke opportunity attacks when it flies out of an enemy's reach.

Actions

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

Raven
cr 0

Tiny Beast (Avian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 1 (1d4 -1)
  • Speed 10 ft., fly 50 ft.

MODSAVE
Str2-4-4
Int6-2-2
MODSAVE
Dex14+2+2
Wis12+1+1
MODSAVE
Con8-1-1
Cha4-3-3

  • Skills Perception +3

Traits

Mimicry. The Raven can perfectly mimic simple sounds
it has heard, like a person's voice or an animal chittering. A successful DC 10 Insight check reveals this mimicry.

Actions

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

Rodent
cr 0

Diminutive Beast (Vermin), Neutral


    AC 10
    Initiative +2 (12)
  • HP 1 (1)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

MODSAVE
Str2-4-4
Int2-4-4
MODSAVE
Dex11+0+0
Wis10+0+0
MODSAVE
Con9-1-1
Cha4-3-3

  • Skills Sleight of Hand +2, Stealth +2

  • Senses Darkvision 30 ft.

Traits

Keen Smell. The Rodent has advantage on all Wisdom ability checks that rely on its sense of smell.

Actions

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

Bonus Actions

Scamper. The Rodent can Dash, Disengage, or Hide.

Reskinning Beast Statblocks

Many of the stat blocks in this Compendium can be used to represent multiple Beasts.

For example, the Raven stat block can be used for songbirds, parrots, or other birds.

Similarly, the Rodent stat block can be used to represent the multitude of small furry mammals: mice, rats, squirrels, hedgehogs, ferrets, etc.

Scorpion
cr 0

Diminutive Beast (Vermin), Neutral


    AC 11 (natural armor)
    Initiative +0 (10)
  • HP 1 (1)
  • Speed 10 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex11+0+0
Wis8-1-1
MODSAVE
Con8-1-1
Cha1-5-5

  • Senses Blindsight 10 ft.

Traits

Pincer. If the Scorpion hits a target with its Claw attack it can automatically Grapple the target (escape DC 6). If the target is larger than the Scorpion, its speed isn't reduced to 0, but the Scorpion automatically moves with it.

Actions

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

Stinger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage. On hit, the target must make a Constitution saving throw (DC 9) or it takes 1d6 poison damage and is Poisoned until its next turn ends.

Spider
cr 0

Diminutive Beast (Vermin), Neutral


    AC 12
    Initiative +2 (12)
  • HP 1 (1)
  • Speed 20 ft., climb 20 ft.

MODSAVE
Str1-5-5
Int1-5-5
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con8-1-1
Cha2-4-4

  • Skills Stealth +4

  • Senses Darkvision 30 ft.

Traits

Arachnid. The Spider can climb sheer surfaces, upside down, and along webs without an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.

Venomous (Recharge 5-6). If the Spider hits a creature with its Bite attack it can force it to make a Constitution saving throw (DC 9). On a failure it is Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes 1d4 poison damage. A creature reduced to 0 hit points by this venom is stable, but it is Paralyzed until it regains hit points.

Actions

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

Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 10 ft., forming a continuous line of webbing from where it is standing to the target.

Tortoise
cr 0

Tiny Beast (Reptilian), Neutral


    AC 16 (natural armor)
    Initiative -3 (7)
  • HP 4 (1d4 +2)
  • Speed 20 ft.

MODSAVE
Str11+0+0
Int4-3-3
MODSAVE
Dex4-3-3
Wis8-1-1
MODSAVE
Con14+2+2
Cha3-4-4

Traits

Sturdy. The Tortoise has advantage on saving throws to resist being moved against its will.

Actions

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

Withdraw. The Tortoise recedes into its shell gaining a +2 bonus to its Armor Class but its speed becomes 0.
As an action, it can emerge and return to normal.

Vulture
cr 0

Small Beast (Avian), Neutral


    AC 10
    Initiative +0 (10)
  • HP 4 (1d6 +1)
  • Speed 5 ft., fly 60 ft.

MODSAVE
Str7-2-2
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con13+1+1
Cha4-3-3

  • Skills Perception +3

Traits

Carrion Sense. The Vulture has advantage on Perception checks to smell any creatures within 120 feet of it that are below their hit point maximum. It also automatically succeeds on Perception checks to smell dead creatures that are within 1 mile of it.

Keen Sight & Smell. The Vulture has advantage on all Wisdom ability checks that rely on its sight or smell.

Actions

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

Reactions

Opportunist. When a creature within 30 feet that the Vulture can see is hit by an attack, the Vulture can move up to half its speed and make a Beak attack against it.

Challenge Rating:⅛

Beasts of Challenge Rating ⅛ include common Beasts that are hardy, trainable by humanoids, or potentially dangerous should they catch a group of adventurers unaware.

Alligator Turtle
cr ⅛

Small Beast (Reptilian), Neutral


    AC 15 (natural armor)
    Initiative +1 (11)
  • HP 13 (3d6 +3)
  • Speed 20 ft., swim 30 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex12+1+1
Wis10+0+0
MODSAVE
Con13+1+1
Cha3-4-4

  • Skills Stealth +3

Traits

Hold Breath. The Alligator Turtle can hold its breath for up to 1 hour.

Natural Camouflage. The Alligator Turtle has advantage on Stealth checks to Hide in water, mud, and swamps.

Strong Jaws. If the Alligator Turtle hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 12). When Grappling a creature it cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage. If it is Grappled
by the Alligator Turtle, it takes a bonus 1d4 damage.

Beetle, Giant
cr ⅛

Small Beast (Vermin), Neutral


    AC 13 (natural armor)
    Initiative +0 (10)
  • HP 13 (3d6 +3)
  • Speed 30 ft., climb 30 ft., fly 30 ft.

MODSAVE
Str13+1+1
Int1-5-5
MODSAVE
Dex11+0+0
Wis6-2-2
MODSAVE
Con12+1+1
Cha2-4-4

Traits

Limited Flight. If the Beetle ends its turn while flying it falls to the ground, but it takes no falling damage.

Actions

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

Reactions

Reflective Carapace. If a creature makes a melee attack against the Beetle, the Beetle can unfurl its reflective wings to impose disadvantage on the triggering attack.

Camel
cr ⅛

Large Beast (Brute), Neutral


    AC 9
    Initiative -1 (9)
  • HP 15 (2d10 +4)
  • Speed 50 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex8-1-1
Wis8-1-1
MODSAVE
Con14+2+4
Cha5-3-3

  • Resistances Fire

  • Immunities Exhaustion

Traits

Desert Dweller. The Camel has advantage on all saving throws to resist hostile effects of desert environments.
It can also survive up to 15 days without food or water.

Actions

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

Spit. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: The creature has disadvantage on attack rolls against all targets other than the Camel until the beginning of the Camel's next turn.

Crab, Giant
cr ⅛

Medium Beast (Aquatic), Neutral


    AC 15 (natural armor)
    Initiative +2 (12)
  • HP 13 (3d8)
  • Speed 25 ft., swim 30 ft.

MODSAVE
Str13+1+1
Int1-5-5
MODSAVE
Dex15+2+2
Wis9-1-1
MODSAVE
Con11+0+0
Cha3-4-4

  • Skills Stealth +4

  • Senses Blindsight 30 ft.

Traits

Amphibious. The Crab can breathe both air and water.

Bottom Feeder. Underwater, the Crab has advantage on Perception checks to smell creatures within 120 feet of it that are below their hit point maximum. The Crab also automatically succeeds on Perception checks to smell dead creatures within 1 mile it is while underwater.

Natural Camouflage. The Crab has advantage on Stealth checks to Hide while underwater or when it is covered with sand, mud, or dirt.

Pincer. When the Crab hits a creature equal to its size (or smaller) with its Claw attack it can automatically Grapple the target (escape DC 11).

Actions

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

Dolphin
cr ⅛

Medium Beast (Aquatic), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 11 (2d8 +2)
  • Speed 0 ft., swim 60 ft.

MODSAVE
Str14+2+2
Int7-2-2
MODSAVE
Dex13+1+1
Wis12+1+1
MODSAVE
Con13+1+1
Cha7-2-2

  • Skills Acrobatics +3

  • Senses Blindsight 60 ft.

Traits

Charge. If the Dolphin moves 20 ft. in a line then hits a creature equal to its size (or smaller) with its Slam, it is Stunned until the start of the Dolphin's next turn.

Echolocation. When the Dolphin makes a Perception check using its hearing, it treats a roll of 9 or lower on the d20 as a 10. The Dolphin loses this benefit and its Blindsight if it is Deafened.

Hold Breath. The Dolphin can hold its breath for up to 30 minutes while it is underwater.

Pack Tactics. The Dolphin has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Dolphin.

Actions

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

Hawk
cr ⅛

Tiny Beast (Avian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 7 (3d4)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str5-3-3
Int3-4-4
MODSAVE
Dex15+2+2
Wis14+2+2
MODSAVE
Con8-1-1
Cha5-3-3

  • Skills Acrobatics +4, Perception +6

Traits

Hunter's Senses. The Hawk adds double its Proficiency Bonus to its Perception checks (included above).

Pack Tactics. The Hawk has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Hawk.

Actions

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

Heron
cr ⅛

Small Beast (Avian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 7 (2d6)
  • Speed 10 ft., fly 40 ft.

MODSAVE
Str4-3-3
Int5-3-3
MODSAVE
Dex15+2+2
Wis14+2+2
MODSAVE
Con8-1-1
Cha6-2-2

  • Skills Perception +6, Stealth +4

Traits

Ambush Hunter. The Heron has advantage on Stealth checks to Hide in marshes and swamps, and creatures have disadvantage on any ability check made to detect the Heron while it is standing still.

Ambush Strike. If the Heron hits a creature with its Beak attack while it is unaware of the Heron, the attack deals a bonus 2d4 damage on hit.

Hunter's Sight. The Heron adds double its Proficiency Bonus to Perception checks that rely on its sense of sight (included above).

Actions

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

Hunting Dog
cr ⅛

Medium Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 11 (2d8 +2)
  • Speed 40 ft.

MODSAVE
Str13+1+1
Int5-3-3
MODSAVE
Dex14+2+2
Wis12+1+1
MODSAVE
Con12+1+1
Cha7-2-2

  • Skills Perception +3

Traits

Keen Hearing & Smell. The Hunting Dog has advantage on Wisdom ability checks that rely on hearing or smell.

Loyal. The Hunting Dog has advantage on saving throws to resist the Charmed and Frightened conditions while there is a conscious allied creature within 30 feet of it.

Strong Jaws. If the Hunting Dog hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 11). When Grappling a creature it cannot use its Bite attack on other targets.

Actions

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

Llama
cr ⅛

Medium Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 13 (2d8 +4)
  • Speed 40 ft.

MODSAVE
Str13+1+1
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con15+2+2
Cha7-2-2

  • Skills Athletics +3

Traits

Beast of Burden. The Llama counts as one size larger for the purposes of determining its carrying capacity.

Sure-Footed. The Llama has advantage on saving throws to resist being knocked prone or moved against its will.

Actions

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

Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one target. Hit: The creature has disadvantage on attack rolls against all targets other than the Llama until the beginning of the Llama's next turn.

Legends tell of a powerful fey creature spoken of in whispers as the Laser Llama. The legends say this mythical llama can fly and conjure blasts of pure radiance to smite its foes...

Mule
cr ⅛

Medium Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 13 (2d8 +4)
  • Speed 40 ft.

MODSAVE
Str15+2+4
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con15+2+2
Cha7-2-2

  • Skills Athletics +3

Traits

Beast of Burden. The Mule counts as one size larger for the purposes of determining its carrying capacity.

Sure-Footed. The Mule has advantage on saving throws to resist being knocked prone or moved against its will.

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 +1) bludgeoning damage.

Reactions

Kick. When a creature the Mule can see enters its reach, it can make one Hooves attack against it.

Rodent, Giant
cr ⅛

Small Beast (Vermin), Neutral


    AC 12
    Initiative +2 (12)
  • HP 7 (2d6)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

MODSAVE
Str7-2-2
Int2-4-4
MODSAVE
Dex15+2+4
Wis10+0+0
MODSAVE
Con11+0+0
Cha4-3-3

  • Skills Sleight of Hand +4, Stealth +4

  • Senses Darkvision 60 ft.

Traits

Keen Smell. The Rodent has advantage on all Wisdom ability checks that rely on its sense of smell.

Pack Tactics. The Rodent has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Rodent.

Actions

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

Bonus Actions

Scamper. The Rodent can Dash, Disengage, or Hide.

Viper
cr ⅛

Tiny Beast (Reptilian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 7 (3d4)
  • Speed 30 ft., swim 30 ft.

MODSAVE
Str2-4-4
Int1-5-5
MODSAVE
Dex15+2+2
Wis10+0+0
MODSAVE
Con11+0+0
Cha3-2-2

  • Skills Stealth +4

Traits

Cold-Blooded. When the Viper takes cold damage its speed is halved and it cannot take reactions until the
end of its next turn.

Thermal Vision. The Viper knows the exact location of any warm-blooded creatures within 30 feet of it.

Venomous (Recharge 5-6). If the Viper hits a creature with a Strike attack it can force it to make a Constitution saving throw (DC 10). On a failure, the creature takes 2d4 poison damage and is Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes an additional 1d4 poison damage.

Actions

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

Wild Dog
cr ⅛

Medium Beast (Carnivore), Neutral


    AC 11
    Initiative +1 (11)
  • HP 11 (2d8 +2)
  • Speed 50 ft.

MODSAVE
Str11+0+0
Int3-4-4
MODSAVE
Dex13+1+1
Wis12+1+1
MODSAVE
Con12+1+1
Cha6-2-2

  • Skills Perception +3

Traits

Keen Hearing & Smell. The Wild Dog has advantage on Wisdom ability checks that rely on hearing or smell.

Pack Tactics. The Wild Dog has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Wild Dog.

Actions

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

Reactions

Opportunist. When a creature that the Wild Dog can see within 30 feet is hit by an attack, the Wild Dog moves up to half its speed and make a Bite attack against it.

Challenge Rating:¼

Beasts of Challenge Rating ¼ include large and potentially dangerous herbivores, along with small predators which are deadly to common folk, and pose a risk to adventurers.

Badger, Giant
cr ¼

Medium Beast (Vermin), Neutral


    AC 10
    Initiative +0 (10)
  • HP 13 (2d8 +4)
  • Speed 30 ft., burrow 10 ft.

MODSAVE
Str13+1+1
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con15+2+2
Cha5-3-3

  • Immunities Frightened, Poisoned

  • Senses Darkvision 60 ft.

Traits

Keen Smell. The Badger has advantage on all Wisdom ability checks that incorporate its sense of smell.

Actions

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

Bonus Actions

Aggressive. The Badger takes the Dash action, but it must end its movement closer to a hostile creature that it can see or smell.

Boa Constrictor
cr ¼

Large Beast (Reptilian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 13 (2d10 +2)
  • Speed 30 ft., climb 20 ft., swim 30 ft.

MODSAVE
Str15+2+2
Int1-5-5
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con12+1+1
Cha3-4-4

Traits

Cold-Blooded. If the Boa Constrictor takes cold damage its speed is halved and it cannot take reactions until the
end of its next turn.

Serpentine. The Boa Constrictor counts as two sizes smaller for the purposes of moving through passages.

Thermal Vision. The Boa Constrictor knows the exact location of any warm-blooded creatures within 30 feet.

Actions

Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage. This attack has advantage against Grappled creatures.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 +2) bludgeoning damage and the target is Grappled (escape DC 12). While Grappled, the target is Restrained and it can't Grapple another target.

Crush. The Boa Constrictor forces one creature that it is Grappling to make a Strength saving throw (DC 12). On
a failure, the creature suffers one level of Exhaustion.

Boar
cr ¼

Medium Beast (Brute), Neutral


    AC 11 (natural armor)
    Initiative +0 (10)
  • HP 16 (3d8 +3)
  • Speed 40 ft.

MODSAVE
Str13+1+1
Int2-4-4
MODSAVE
Dex11+0+0
Wis9-1-1
MODSAVE
Con12+1+1
Cha5-3-3

Traits

Thick Hide. Whenever the Boar takes damage it reduces it by its Constitution modifier (1). Force, psychic, and radiant damage ignore this feature.

Trampling Charge. When the Boar moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with its Tusk attack, it is knocked Prone. The Boar can then use its bonus action to use its Stomp against it.

Relentless (1/day). When the Boar would be reduced to
0 points, but not killed outright, it falls to 1 hit point.

Actions

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

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

Centipede, Giant
cr ¼

Small Beast (Vermin), Neutral


    AC 13 (natural armor)
    Initiative +2 (12)
  • HP 13 (3d6 +3)
  • Speed 30 ft., climb 30 ft.

MODSAVE
Str5-3-3
Int1-5-5
MODSAVE
Dex14+2+2
Wis7-2-2
MODSAVE
Con12+1+1
Cha3-4-4

  • Senses Blindsight 30 ft.

Traits

Venomous (Recharge 5-6). If the Centipede hits a target with its Bite attack it can force it to make a Constitution saving throw (DC 11). On a failure, it takes 3d6 poison damage and is Poisoned. On a success, it takes half as much poison damage and is not Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes 1d6 poison damage. A creature reduced to 0 hit points by this venom is stable, but it is Paralyzed until it regains hit points.

Actions

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

Chicken, Giant
cr ¼

Medium Beast (Avian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 13 (3d8)
  • Speed 30 ft., fly 10 ft.

MODSAVE
Str14+2+2
Int2-4-4
MODSAVE
Dex13+1+1
Wis10+0+0
MODSAVE
Con10+0+0
Cha4-3-3

  • Senses Intimidation +4, Perception +2

Traits

Imposing Presence. The Chicken uses Strength, in place of Charisma, for Intimidation checks (included above).

Limited Flight. If the Chicken ends its turn while flying it falls. Whenever it falls at least 10 feet it can glide 2 feet horizontally for every 1 foot it falls. When using this trait, a Large or smaller creature can hold on to the Chicken's feet to glide along with it.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage. This attack deals
a bonus (2d6) damage against Prone targets.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage, and its speed is reduced by 10 feet until the end of its next turn.

Electric Eel
cr ¼

Medium Beast (Aquatic), Neutral


    AC 12
    Initiative +2 (12)
  • HP 16 (3d8 +3)
  • Speed 0 ft., swim 30 ft.

MODSAVE
Str11+0+0
Int1-5-5
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con12+1+1
Cha3-4-4

  • Resistances Lighting

Traits

Aquatic. The Electric Eel can only breath underwater.

Electrosense. The Electric Eel knows the exact location of any living creature within 30 feet of it while underwater.

Slippery. Opportunity attacks are made at disadvantage against the Electric Eel while it is underwater.

Actions

Shocking Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage plus (1d4) lighting damage, and the creature cannot take reactions until the start of the Electric Eels next turn.

Falcon
cr ¼

Tiny Beast (Avian), Neutral


    AC 13
    Initiative +5 (15)
  • HP 10 (4d4)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str4-3-3
Int5-3-3
MODSAVE
Dex16+3+3
Wis14+2+2
MODSAVE
Con7-2-2
Cha6-2-2

  • Skills Acrobatics +5, Perception +6

Traits

Aerodynamic. If the Falcon takes the Dash action while it is flying, its speed triples, and opportunity attacks against it are made with disadvantage until the end of its turn.

Dive. If the Falcon moves 40 ft. straight down in a line then hits a target with a Talons attack, it deals a bonus 1d6 damage on hit. If the target is equal to the Falcon's size (or smaller) it is knocked Prone.

Hunter's Sight. The Falcon adds double its Proficiency Bonus to Perception checks that rely on its sight.

Actions

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

Fish, Giant
cr ¼

Large Beast (Aquatic), Neutral


    AC 13 (natural armor)
    Initiative +2 (12)
  • HP 16 (3d10)
  • Speed 0 ft., swim 40 ft.

MODSAVE
Str12+1+1
Int2-4-4
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con11+0+0
Cha5-3-3

  • Senses Darkvision 60 ft.

Traits

Aquatic. The Fish can only breathe underwater.

Bottom Feeder. Underwater, the Fish has advantage on Perception checks to smell creatures within 120 feet of it that are below their hit point maximum. The Fish also automatically succeeds on Perception checks to smell dead creatures within 1 mile it is while underwater.

Ram. If the Fish moves 20 ft. in a line, then hits a target with its Slam, it rolls one bonus damage die. If the target is Large (or smaller) it is knocked back 20 ft. in a line.

Shimmering Camouflage. The Fish has advantage on Stealth checks to hide while it is underwater.

Actions

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

Frog, Giant
cr ¼

Medium Beast (Reptilian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 18 (4d8)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

MODSAVE
Str12+1+1
Int2-4-4
MODSAVE
Dex13+1+1
Wis10+0+0
MODSAVE
Con11+0+0
Cha3-4-4

  • Skills Stealth +3

Traits

Amphibious. The Frog can breath both air and water.

Mighty Leap. Once per turn, the Frog can expend 5 feet of its movement long jump up to 20 feet, or high jump up to 10 feet, even if this exceeds is remaining speed.

Swallow. If the Frog hits a creature it is Grappling with a Bite attack, it can swallow it. While swallowed, a creature is Blinded and Restrained, it has total cover from attacks and effects outside of the Frog, and it takes (2d4) acid damage at the start of each of the Frog's turns.

At the start of each of its turns, the Frog must succeed on a Constitution saving throw (DC is the total damage
it has taken since the end of its last turn) or a swallowed creature lands Prone in an unoccupied space within 5 ft.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) bludgeoning damage, and a target smaller than the Frog is Grappled (escape DC 12) and Restrained, and the Frog cannot Bite another target.

Lizard, Giant
cr ¼

Large Beast (Reptilian), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 19 (3d10 +3)
  • Speed 30 ft., climb 30 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex12+1+3
Wis10+0+0
MODSAVE
Con13+1+1
Cha5-3-3

  • Senses Dakrvision 30 ft.

Traits

Cold-Blooded. If the Lizard takes cold damage its speed is halved and it cannot take reactions until the end of its next turn.

Natural Camouflage. The Lizard has advantage on Stealth checks to Hide in natural environments.

Sticky Grip. The Lizard can climb up sheer surfaces and upside down without making an ability check.

Actions

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

Reactions

Shed Tail (1/day). When the Lizard is Grappled or takes damage it can shed its tail to automatically escape from the Grapple or reduce the triggering damage to 0.

Ox (Cow)
cr ¼

Large Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 15 (2d10 +4)
  • Speed 30 ft.

MODSAVE
Str17+3+3
Int2-4-4
MODSAVE
Dex10+0+0
Wis10+0+0
MODSAVE
Con14+2+2
Cha4-3-3

Traits

Beast of Burden. The Ox counts as one size larger for the purposes of determining its carrying capacity.

Charge. If the Ox moves 20 ft. in a line, then hits a target with its Gore, and if the target is equal to the Ox in size (or smaller) it is knocked Prone.

Actions

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

Panther
cr ¼

Medium Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 13 (3d8)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str14+2+2
Int3-4-4
MODSAVE
Dex15+2+2
Wis14+2+2
MODSAVE
Con10+0+0
Cha7-2-2

  • Skills Perception +4, Stealth +4

  • Senses Dakrvision 60 ft.

Traits

Keen Smell. The Panther has advantage on all Wisdom ability checks that rely on its sense of smell.

Pounce. If the Panther moves 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw attack, it is knocked Prone. If it falls Prone, the Panther can then use its bonus action to make one Bite attack against it.

Twilight Camouflage. The Panther has advantage on all Stealth checks while it is in dim light or darkness.

Actions

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

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

Stag
cr ¼

Large Beast (Brute), Neutral


    AC 10
    Initiative +2 (12)
  • HP 13 (2d10 +2)
  • Speed 50 ft.

MODSAVE
Str16+3+3
Int2-4-4
MODSAVE
Dex10+0+0
Wis10+0+0
MODSAVE
Con12+1+1
Cha6-3-3

Traits

Cervine Leap. The Stag can long jump up to 30 ft. and high jump up to 15 ft. with only 10 ft. running start.

Trampling Charge. When the Stag moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with its Antler attack, it is knocked Prone and the Stag can use a bonus action to use its Hooves against it.

Actions

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

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) bludgeoning damage.

Reactions

Kick. When a creature the Stag can see enters its reach it can make one Hooves attack against it.

Wolf
cr ¼

Medium Beast (Carnivore), Neutral


    AC 13 (natural armor)
    Initiative +2 (12)
  • HP 11 (2d8 +2)
  • Speed 40 ft.

MODSAVE
Str12+1+1
Int3-4-4
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con12+1+1
Cha6-3-3

  • Skills Perception +3, Stealth +4

Traits

Keen Hearing & Smell. The Wolf has advantage on any Wisdom ability checks that rely on its hearing or smell.

Pack Tactics. The Wolf has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Wolf.

Strong Jaws. If the Wolf hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the target
in its jaws (escape DC 11). When Grappling a creature
it cannot use its Bite attack on other targets.

Actions

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

Wolf Spider, Giant
cr ¼

Medium Beast (Vermin), Neutral


    AC 13
    Initiative +3 (13)
  • HP 11 (2d8 +2)
  • Speed 40 ft., climb 40 ft.

MODSAVE
Str12+1+1
Int3-4-4
MODSAVE
Dex16+3+3
Wis12+1+1
MODSAVE
Con13+1+1
Cha4-3-3

  • Skills Stealth +5

  • Senses Blindsight 10 ft., Darkvision 60 ft.

Traits

Arachnid. The Spider can climb sheer surfaces, upside down, and along webs without an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.

Venomous (Recharge 5-6). If the Spider hits a creature with its Bite attack it can force it to make a Constitution saving throw (DC 11). On a failure, it takes 2d6 poison damage and is Poisoned. On a success, it takes half as much poison damage and is not Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes 1d6 poison damage. A creature reduced to 0 hit points by this venom is stable, but it is Paralyzed until it regains hit points.

Actions

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

Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 20 ft., forming a continuous line of webbing from where it is standing to the target.

Challenge Rating:½

Beasts of Challenge Rating ½ include the most powerful domesticated animals and deadly hunters in their habitat.

Black Bear
cr ½

Medium Beast (Carnivore), Neutral


    AC 11 (natural armor)
    Initiative +0 (10)
  • HP 19 (3d8 +6)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con14+2+2
Cha7-2-2

Traits

Keen Smell. The Black Bear has advantage on Wisdom ability checks that rely on its sense of smell.

Strong Jaws. If the Black Bear hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple it in its jaws (escape DC 12). When Grappling a creature, the Black Bear cannot use its Bite attack on other targets.

Thick Hide. Whenever the Black Bear takes damage
it reduces it by its Constitution modifier (2). Force, psychic, and radiant damage ignore this feature.

Actions

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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) slashing damage, and a target equal to the Black Bear's size (or smaller) is knocked Prone.

Cheetah
cr ½

Medium Beast (Carnivore), Neutral


    AC 13
    Initiative +5 (15)
  • HP 19 (4d8)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str12+1+1
Int3-4-4
MODSAVE
Dex17+3+3
Wis14+2+2
MODSAVE
Con8-1-1
Cha7-2-2

  • Skills Perception +4, Stealth +5

  • Senses Darkvision 30 ft.

Traits

Keen Smell. The Cheetah has advantage on all Wisdom ability checks that rely on its sense of smell.

Pounce. If the Cheetah moves 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw attack, it is knocked Prone. If it falls Prone, the Cheetah can then use its bonus action to make one Bite attack against it.

Spotted Camouflage. The Cheetah has advantage on all Stealth checks to Hide is grasslands.

Sprinter. When the Cheetah takes the Dash action while walking, its speed triples, and opportunity attacks against it are made with disadvantage until the end of its turn.

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 +3) slashing damage.

Chimpanzee
cr ½

Small Beast (Brute), Neutral


    AC 12
    Initiative +2 (12)
  • HP 19 (3d8 +6)
  • Speed 30 ft., climb 30 ft.

MODSAVE
Str16+3+3
Int6-2-2
MODSAVE
Dex14+2+2
Wis12+1+1
MODSAVE
Con14+2+2
Cha7-2-2

  • Skills Acrobatics +4, Athletics +5

Traits

Opposable Thumbs. The Chimpanzee can manipulate tools and objects as well as a Commoner, though it
can't use weapons, shields, or complex artisan's tools.

Actions

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

Hurl. The Chimpanzee throws a Tiny (or smaller) object
it is holding. +5 to hit, range 25/50 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

Emu
cr ½

Large Beast (Avian), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 19 (3d10 +3)
  • Speed 50 ft.

MODSAVE
Str16+3+3
Int2-4-4
MODSAVE
Dex13+1+1
Wis11+0+0
MODSAVE
Con12+1+1
Cha5-3-3

  • Skills Perception +2

Traits

Pack Tactics. The Emu has advantage on attack rolls against hostile targets that are within 5 feet of another conscious creature that is allied with the Emu.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage. This attack deals
a bonus (1d6) damage against Prone targets.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) slashing damage, and a target equal to the Emu's size (or smaller) is knocked Prone.

Bonus Actions

Aggressive. The Emu takes the Dash action, but it must end its movement closer to a hostile creature it can see.

Goat, Giant
cr ½

Large Beast (Brute), Neutral


    AC 11 (natural armor)
    Initiative +0 (10)
  • HP 19 (3d10 +3)
  • Speed 40 ft., climb 40 ft.

MODSAVE
Str17+3+5
Int3-4-4
MODSAVE
Dex11+0+0
Wis12+1+1
MODSAVE
Con12+1+1
Cha6-2-2

  • Skills Athletics +5

Traits

Ram. When the Goat moves at least 20 ft. in a straight line, then hits a creature with a Headbutt attack, it rolls one bonus damage die, and if the target is equal to the Goats size or smaller it is knocked back 25 ft. in a line.

Sure-Footed. The Goat has advantage on saving throws to resist being knocked Prone or moved against its will.

Actions

Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) bludgeoning damage.

Horse
cr ½

Large Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 21 (3d10 +6)
  • Speed 60 ft.

MODSAVE
Str18+4+4
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con14+2+2
Cha7-2-2

Traits

Trampling Charge. When the Horse moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with a Hooves attack, it is knocked Prone and the Horse can use a bonus action to make another Hooves attack.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) bludgeoning damage.

Reactions

Kick. When a creature the Horse can see enters its reach it can make one Hooves attack against it.

Komodo Dragon
cr ½

Large Beast (Reptilian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 19 (3d10 +3)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

MODSAVE
Str15+2+2
Int3-4-4
MODSAVE
Dex12+1+1
Wis10+0+0
MODSAVE
Con13+1+1
Cha6-2-2

  • Resistances acid, poison

  • Skills Perception +2

Traits

Cold-Blooded. If the Komodo Dragon takes cold damage its speed is halved and it cannot take reactions until the end of its next turn.

Strong Jaws. If the Komodo Dragon hits a target equal
to its size (or smaller) with a Bite attack, it can Grapple the target in its jaws (escape DC 12). When Grappling
a creature it cannot use its Bite attack on other targets.

Actions

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

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 +2) bludgeoning damage, and a target equal to the Komodo's size (or smaller) falls Prone.

Reef Shark
cr ½

Medium Beast (Aquatic), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 22 (4d8 +4)
  • Speed 0 ft., swim 40 ft.

MODSAVE
Str14+2+2
Int1-5-5
MODSAVE
Dex13+1+1
Wis10+0+0
MODSAVE
Con13+1+1
Cha4-3-3

  • Senses Blindsight 30 ft.

Traits

Aquatic. The Reef Shark can only breathe underwater.

Blood Sense. The Reef Shark knows the direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.

Actions

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

Reactions

Opportunist. When a creature the Reef Shark can sense within 30 feet is hit by an attack, the Reef Shark moves up to half its speed and makes one Bite attack against it.

Soldier Ant, Giant
cr ½

Medium Beast (Vermin), Neutral


    AC 14 (natural armor)
    Initiative +1 (11)
  • HP 19 (3d8 +6)
  • Speed 30 ft., climb 30 ft.

MODSAVE
Str15+2+2
Int1-5-5
MODSAVE
Dex12+1+1
Wis4-3-3
MODSAVE
Con15+2+2
Cha1-5-5

  • Senses Blindsight 30 ft.

Traits

Hive Mind. The Soldier Ant gains a +1 bonus to all ability checks and saving throws for each Soldier Ant within 30 feet of it, up to a maximum bonus of +10.

Strong Jaws. When the Soldier Ant hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the target in its jaws (escape DC 12). When Grappling
a creature it cannot use its Bite attack on other targets.

Worker. The Soldier Ant counts as two sizes larger for the purpose of its carrying capacity and the amount of weight it can push, pull, drag, or lift at once. Its speed is also not halved while it is Grappling a creature.

Actions

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

Tortoise, Giant
cr ½

Large Beast (Reptilian), Neutral


    AC 17 (natural armor)
    Initiative -3 (7)
  • HP 25 (3d10 +9)
  • Speed 20 ft.

MODSAVE
Str15+2+2
Int6-2-2
MODSAVE
Dex4-3-3
Wis12+1+1
MODSAVE
Con16+3+3
Cha5-3-3

Traits

Thick Hide. Whenever the Tortoise takes damage it can reduce it by its Constitution modifier (3). Force, psychic, and radiant damage ignore this feature.

Actions

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

Withdraw. The Tortoise recedes into its shell gaining a +2 bonus to Armor Class and resistance to all damage except for force, psychic, and radiant damage. However, its speed is reduced to 0 and it can't use its Bite attack.
As an action, it can emerge and return to normal.

Walrus
cr ½

Large Beast (Aquatic), Neutral


    AC 10
    Initiative -1 (9)
  • HP 22 (3d10 +6)
  • Speed 20 ft., swim 40 ft.

MODSAVE
Str15+2+2
Int3-4-4
MODSAVE
Dex9-1-1
Wis11+0+0
MODSAVE
Con14+2+2
Cha4-3-3

  • Resistances cold

Traits

Hold Breath. The Walrus can hold its breath for up to 30 minutes while it is underwater.

Thick Hide. Whenever the Walrus takes damage it can reduce it by its Constitution modifier (2). Force, psychic, and radiant damage ignore this feature.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) piercing damage, and if the target is smaller than the Walrus, its speed is halved until the end of its next turn.

Wasp, Giant
cr ½

Medium Beast (Vermin), Neutral


    AC 12
    Initiative +2 (12)
  • HP 13 (3d8)
  • Speed 10 ft., fly 50 ft.

MODSAVE
Str10+0+0
Int1-5-5
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con10+0+0
Cha3-4-4

  • Skills Acrobatics +4

Traits

Agile Flight. The Wasp has advantage on Dexterity ability checks and saving throws while using its flying speed.

Venomous (Recharge 5-6). If the Wasp hits a creature with a Sting attack it can force it to make a Constitution saving throw (DC 10). On a failure, it takes 3d6 poison damage and is Poisoned. On a success, it takes half as much poison damage and is not Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes 1d6 poison damage. A creature reduced to 0 hit points by this venom is stable, but it is Paralyzed until it regains hit points.

Actions

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

Alternate Beasts

Unleash the true wild fury of Beasts with this Compendium of 61 Alternate Beasts for 5e!

Version 1.8.0 - Created by /u/laserllama
Last Updated: March 27th, 2025

Additional Laserllama Homebrew content
can be found for free on GM Binder.

Part II: Challenge Ratings 1 - 3
Part III: Challenge Ratings 4-6

 

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