Wildshape Forms

by SovereignLeaderLore

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Wildshape Forms

Table of Contents
Base Statblocks Page
Level 2 forms 1
Level 4 forms 5
Level 8 forms 7
Level 12 forms 9
Subclass Statblocks Page
Arctic forms 11
Desert forms 14
Forest forms 17
Marshland forms 20
Mountain forms 23
Sea forms 26
Underdark forms 29
Wildspace forms 32

2nd level forms


Badger

Tiny Beast, Unaligned


  • Armor Class 10
  • Hit Points 3
  • Speed 20 ft, 5ft burrow

STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Senses Darkvision 30ft, passive 11
  • Prof. Bonus +2

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite, +2 to hit, 5ft reach, one target. Hit: 1 Piercing damage.


Cat

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 2
  • Speed 40 ft, 30ft climb

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 30ft, passive 13
  • Prof. Bonus +2

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws, +0 to hit, 5ft reach, one target. Hit: 1 Slashing damage.


Elk

Large Beast, Unaligned


  • Armor Class 10
  • Hit Points 13
  • Speed 50 ft

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive 10
  • Prof. Bonus +2

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Actions

Ram, +5 to hit, 5ft reach, one target. Hit: (1d6 + 3) Bludgeoning damage.

Hooves, +5 to hit, 5ft reach, one prone creature. Hit: 2d4 + 3 Bludgeoning damage.


Giant Rat

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 7
  • Speed 30 ft

STR DEX CON INT WIS CHA
7 (-3) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 60 Ft., passive Perception 10
  • Prof. Bonus +2

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite, +4 to hit, 5ft reach, one target. Hit: 1d4 + 2 Piercing damage.


Giant Spider

Large Beast, Unaligned


  • Armor Class 14
  • Hit Points 26
  • Speed 30ft, climb 30ft

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7 (expertise)
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive 10
  • Prof. Bonus +2

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

Bite, +5 to hit, 5ft reach, one target. Hit: 1d8 + 3 Piercing, and the target must make a DC 11 Constitution saving throw, taking 2d8 Poison damage 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.

Web (Recharge 5-6), +5 to hit, range 30/60 ft., one target. On a hit, the target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to Fire damage; immunity to Bludgeoning, Poison, and Psychic damage).


Hare

Tiny Beast, Unaligned


  • Armor Class 13
  • Hit Points 1
  • Speed 20ft, 5ft Burrow

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Perception +2, Stealth +5
  • Senses passive 12
  • Prof. Bonus +2

Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.

Actions

Nibble, -3 to hit, 5ft reach, one target. Hit: 1 Piercing damage.


Mastiff

Medium Beast, Unaligned


  • Armor Class 12
  • Hit Points 5
  • Speed 40ft

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite, +3 to hit, 5ft reach, one target. Hit: 1d6 + 1 Piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.


Mouse

Tiny Beast, Unaligned


  • Armor Class 10
  • Hit Points 1
  • Speed 20ft

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 30ft, passive 10
  • Prof. Bonus +2

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite, +0 to hit, 5ft reach, one target. Hit: 1 Piercing damage.


Tarrantula

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 1
  • Speed 30ft, 30ft climb

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

  • Skills Stealth +4
  • Senses Darkvision 30ft, passive 10
  • Prof. Bonus +2

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

Bite, +4 to hit, 5ft reach, one target. Hit: 1 Piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 1d4 Poison damage.


Wolf

Medium Beast, Unaligned


  • Armor Class 13
  • Hit Points 11
  • Speed 40ft

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-3)

  • Skills Perception +3, Stealth +4
  • Senses passive 13
  • Prof. Bonus +2

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite, +4 to hit, 5ft reach, one target. Hit: 2d4 + 2 Piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

4th level forms


Crocodile

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 19
  • Speed 20ft, 30ft swim

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Stealth +2
  • Senses passive 10
  • Prof. Bonus +2

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite, +4 to hit, 5ft reach, one target. Hit: 1d10 + 2) Piercing damage, and the target is Grappled (escape DC 12). Until this Grapple ends, the crocodile can't bite another target


Giant Constrictor Snake

Huge Beast, Unaligned


  • Armor Class 12
  • Hit Points 60
  • Speed 30ft, 30ft swim

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Senses passive 12
  • Prof. Bonus +2

Actions

Bite, +6 to hit, 10ft reach, one target. Hit: 2d6 + 4 Piercing damage.

Constrict, +6 to hit, 5ft reach, one target. Hit: 2d8 + 4 Bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the snake can't constrict another target.


Giant Octopus

Huge Beast, Unaligned


  • Armor Class 11
  • Hit Points 52
  • Speed 10ft, 60ft swim

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +4, Stealth +5
  • Senses Darkvision 60 Ft., passive 14
  • Prof. Bonus +4

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles, +5 to hit, 15ft reach, one target. Hit: 2d6 + 3 Bludgeoning damage. If the target is a creature, it is Grappled (escape DC 16). Until this Grapple ends, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


Panther

Medium Beast, Unaligned


  • Armor Class 12
  • Hit Points 13
  • Speed 50ft, 40ft climb

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6 (expertise)
  • Senses passive 14
  • Prof. Bonus +2

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20 ft. 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 panther can make one bite attack against it as a bonus action.

Actions

Bite, +4 to hit, 5ft reach, one target. Hit: 1d6 + 2 Piercing damage.

Claw, +4 to hit, 5ft reach, one target. Hit: 1d4 + 2 Slashing damage.

8th level forms


Giant Eagle

Large Beast, Unaligned


  • Armor Class 13
  • Hit Points 26
  • Speed 10ft, 80ft fly

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

  • Skills Perception +4
  • Senses passive 14
  • Languages Understands Common And Auran But Can't Speak
  • Prof. Bonus +2

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Multiattack. The eagle can make two attacks on its turn as a single action, one with its beak and one with its talons.

Actions

Beak, +5 to hit, 5ft reach, one target. Hit: 1d6 + 3 Piercing damage.

Talons, +5 to hit, 5ft reach, one target. Hit: 2d6 + 3 Slashing damage.


Giant Wasp

Medium Beast, Unaligned


  • Armor Class 12
  • Hit Points 13
  • Speed 10ft, 50ft fly

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses passive 10
  • Prof. Bonus +2

Actions

Sting, +4 to hit, 5ft reach, one target. Hit: 1d6 + 2 Piercing damage, and he target must make a DC 11 Constitution saving throw, taking 3d6 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.


Owl

Tiny Beast, Unaligned


  • Armor Class 11
  • Hit Points 1
  • Speed 5ft, 60ft fly

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Darkvision 120ft, passive 13
  • Prof. Bonus +2

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons, +3 to hit, 5ft reach, one target. Hit: 1 Slashing damage.


Owlbear

Large Monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 59
  • Speed 40ft

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Darkvision 60 Ft., passive 13
  • Prof. Bonus +2

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

Multiattack. The owlbear can make two attacks on its turn as a single action; one with its beak and one with its claws.

Actions

Beak, +7 to hit, 5ft reach, one target. Hit: 1d10 + 5 Piercing damage.

Claws, +7 to hit, 5ft reach, one target. Hit: 2d8 + 5 Slashing damage.

12th level forms


Elephant

Huge Beast, Unaligned


  • Armor Class 12
  • Hit Points 76
  • Speed 40ft

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive 10
  • Prof. Bonus +2

Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore 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 elephant can make one stomp attack against it as a bonus action.

Actions

Gore, +8 to hit, 5ft reach, one target. Hit: 3d8 + 6 Piercing damage.

Stomp, +8 to hit, 5ft reach, one prone creature. Hit: 3d10 + 6 Bludgeoning damage.


Giant Ape

Huge Beast, Unaligned


  • Armor Class 12
  • Hit Points 100
  • Speed 40ft, 40ft climb

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +8, Perception +4
  • Senses passive 14
  • Prof. Bonus +3

Multiattack. The giant ape can make two fist attacks on its turn as a single action.

Actions

Fist, +9 to hit, reach 10 ft, one target. Hit: 3d10 + 6 Bludgeoning damage.

Rock, +9 to hit, range 50/100 ft, one target. Hit: 5d6 + 6 Bludgeoning damage.


Giant Lightning Eel

Large Beast, Unaligned


  • Armor Class 13
  • Hit Points 42
  • Speed 5ft, 30ft swim

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 3 (-4)

  • Damage Resistances Lightning
  • Senses Darkvision 60ft., passive 11
  • Prof. Bonus +2

Water Breathing. The eel can breathe only underwater.

Multiattack. The eel can make two bite attacks as a single action on its turn.

Actions

Bite, +5 to hit, 5ft reach, one target. Hit: 2d6 + 3 Piercing + 1d8 Lightning damage.

Lightning Jolt (Recharge 5-6). One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 3d8 Lightning damage. If the target takes any of this damage, the target is Partially Paralyzed until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't Partially Paralyzed.


Giant Shark

Large Beast, Unaligned


  • Armor Class 14
  • Hit Points 26
  • Speed 30ft, climb 30ft

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Skills Perception +3
  • Senses Blindsight 60 Ft., passive 13
  • Prof. Bonus +3

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

Bite, +9 to hit, 5ft reach, one target. Hit: 3d10 + 6 Piercing damage.

arctic forms

3rd level


Penguin

Small Beast, Unaligned


  • Armor Class 10
  • Hit Points 2
  • Speed 25ft, 40ft swim

STR DEX CON INT WIS CHA
3 (-4) 11 (+0) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Fat and Feathers. The penguins can tolerate cold climates without any additional protection.

Hold Breath. The penguin can hold its breath for 20 minutes.

Actions

Beak, +2 to hit, 5ft reach, one target. Hit: 1 Piercing damage.


Seal

Medium Beast, Unaligned


  • Armor Class 11
  • Hit Points 9
  • Speed 20ft, 40ft swim

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 3 (-4) 12 (+1) 5 (-3)

  • Senses passive 11
  • Prof. Bonus +2

Hold Breath. The Seal can hold its breath for 20 minutes.

Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite, +2 to hit, reach 5ft., one target. Hit: 1d6 Piercing damage.

8th level


Polar Bear

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 42
  • Speed 40ft, 30ft swim

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. The bear can make two attacks on its turn as a single action; one with its bite and one with its claws.

Actions

Bite, +7 to hit, 5ft reach, one target. Hit: (1d8 + 5) Piercing damage.

Claws, +7 to hit, 5ft reach, one target. Hit: (2d6 + 5) Slashing damage.


Krill

Tiny Beast, Unaligned


  • Armor Class 8
  • Hit Points 1
  • Speed 20ft swim

STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Perception +2
  • Senses Darkvision 60ft, passive 12
  • Prof. Bonus +2

Water Breathing. The krill can breathe only underwater.


Walrus

Large Beast, Unaligned


  • Armor Class 16
  • Hit Points 40
  • Speed 20ft, 30ft swim

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 6 (-3)

  • Senses passive 13
  • Prof. Bonus +2

Hold Breath. The walrus can hold its breath for 10 minutes.

Arctic Native. The Ice Worm can tolerate cold climates without any additional protection.

Actions

Tusks, +4 to hit, 5ft reach, one target. Hit: 7 (2d4+2) Slashing damage.

Tail Slap, +4 to hit, 5ft reach, one target. Hit: 9 (2d6+2) Bludgeoning damage.

14th level


Ice Worm

Large Monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 70
  • Speed 30ft, 20ft Burrow

STR DEX CON INT WIS CHA
20 (+5) 7 (-1) 20 (+5) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Constitution +7, Wisdom +1
  • Damage Immunities Cold
  • Senses Tremorsense 60 Ft, passive 9
  • Prof. Bonus +3

Tunneler. The Ice Worm can burrow through solid rock at half its burrow speed, and leaves a 10-foot-diameter tunnel in its wake.

Arctic Native. The Ice Worm can tolerate cold climates without any additional protection.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 5 Piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 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 2d6 Acid 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 20 feet of movement, exiting Prone.



Mammoth

Huge Beast, Unaligned


  • Armor Class 12
  • Hit Points 76
  • Speed 40ft

STR DEX CON INT WIS CHA
22 (+7) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive 10
  • Prof. Bonus +2

Trampling Charge. If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore 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 mammoth can make one stomp attack against it as a bonus action.

Arctic Native. The mammoth can tolerate cold climates without any additional protection.

Actions

Gore, +9 to hit, 5ft reach, one target. Hit: 3d8 + 7 Piercing damage.

Stomp, +9 to hit, 5ft reach, one prone creature. Hit: 3d10 + 7 Bludgeoning damage.

20th level



Young White Dragon

Large Dragon, Chaotic Evil


  • Armor Class 17
  • Hit Points 133
  • Speed 40ft, 20ft burrow, 80ft fly, 40ft swim

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)

  • Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  • Skills Perception +6, Stealth +3
  • Damage Immunities Cold
  • Senses Blindsight 30ft, Darkvision 120ft, passive 16
  • Languages Common, Draconic
  • Prof. Bonus +3

Ice Walk. The dragon 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 moment.

Arctic Native. The dragon can tolerate cold climates without any additional protection.

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 4 Piercing + 1d8 Cold damage.

Claw, +7 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) Cold damage on a failed save, or half as much damage on a successful one.

desert forms

3rd level


Camel

Large Beast, Unaligned


  • Armor Class 9
  • Hit Points 15
  • Speed 50ft

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Senses passive 9
  • Prof. Bonus +2

Desert Native. The camel can tolerate hot climates without any additional protection.

Actions

Bite, +5 to hit, 5ft reach, one target. Hit: (1d4) Bludgeoning damage.


Jackal

Large Beast, Unaligned


  • Armor Class 9
  • Hit Points 15
  • Speed 50ft

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite, +1 to hit, 5ft reach, one target. Hit: (1d4 - 1) Piercing damage.

8th level


Ankheg

Large Monstrosity, Unaligned


  • Armor Class 14 (Natural Armor, 11 While Prone)
  • Hit Points 39
  • Speed 30ft, 10ft Burrow

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

  • Senses Darkvision 60ft, Tremorsense 60ft, passive 11
  • Prof. Bonus +2

Desert Native. The ankheg can tolerate hot climates without any additional protection.

Actions

Bite, +5 to hit, 5ft reach, one target. Hit: 2d6 + 3 Slashing + 1d6 Acid damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a 30ft long x 5ft wide line, provided it isn't grappling a creature. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) Acid damage on a failed save, or half as much damage on a successful one.


Dust Mephit

Small Elemental, Unaligned


  • Armor Class 13
  • Hit Points 20
  • Speed 30ft, 30ft fly

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

  • Skills Perception +2, Stealth +4
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60ft, passive 12
  • Languages Auran, Terran
  • Prof. Bonus +2

Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5ft of it must then succeed on a DC 10 Constitution saving throw or be Blinded for 1 minute. A Blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Innate Spellcasting (1/Day). The mephit can innately cast the Sleep spell, requiring no material components. Its innate spellcasting ability is Charisma.

Claws, +4 to hit, 5ft reach, one creature. Hit: 1d4 + 2 Slashing damage.

Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 11 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

14th level


Desert Tunneler

Large Monstrosity, Unaligned


  • Armor Class 13
  • Hit Points 70
  • Speed 30ft, 20ft Burrow

STR DEX CON INT WIS CHA
20 (+5) 7 (-1) 20 (+5) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Constitution +7, Wisdom +1
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Tremorsense 60 Ft, passive 9
  • Prof. Bonus +3

Desert Native. The tunneler can tolerate hot climates without any additional protection.

Tunneler. The tunneler can burrow through solid rock at half its burrow speed, and leaves a 10-foot-diameter tunnel in its wake.

Actions

Bite, +8 to hit, 10ft reach, one target. Hit: 2d6 + 5 Piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the tunneler. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the tunneler, and it takes 1d6 Acid damage at the start of each of the tunneler's turns.

If the tunneler takes 10 damage or more on a single turn from a creature inside it, the tunneler 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 tunneler. If the tunneler dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

20th level



Young Blue Dragon

Large Dragon, Lawful Evil


  • Armor Class 18
  • Hit Points 152
  • Speed 40ft, 20ft burrow, 80ft fly

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9 (expertise), Stealth +7
  • Damage Immunities Lightning
  • Senses Blindsight 30ft, Darkvision 120ft, passive 19
  • Languages Common, Draconic
  • Prof. Bonus +4

Desert Native. The dragon can tolerate hot climates without any additional protection.

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +9 to hit, 10ft reach, one target. Hit: 2d10 + 5 Piercing + 1d10 Lightning damage.

Claw, +9 to hit, 5ft reach, one target. Hit: 2d6 + 5 Slashing damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) Lightning damage on a failed save, or half as much damage on a successful one.

forest forms

3rd level


Boar

Medium Beast, Unaligned


  • Armor Class 11
  • Hit Points 11
  • Speed 40ft

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Senses passive 9
  • Prof. Bonus +2

Charge. If the boar moves at least 20ft straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) Slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk, +3 to hit, 5ft reach, one target. Hit: 1d6 + 1 Slashing damage.


Deer

Medium Beast, Unaligned


  • Armor Class 13
  • Hit Points 4
  • Speed 50ft

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)

  • Senses passive 12
  • Prof. Bonus +2

Bite, +2 to hit, 5ft reach, one target. Hit: 1d4 Piercing damage.


Sheep

Medium Beast, Unaligned


  • Armor Class 10
  • Hit Points 4
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive 10
  • Prof. Bonus +2

Sure-Footed. The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.

Actions

Hoof, +3 to hit, 5ft reach, one target. Hit: 1d4+1 Bludgeoning damage.

8th level


Brown Bear

Large Beast, Unaligned


  • Armor Class 11 (Natural Armor)
  • Hit Points 34
  • Speed 40ft, 30ft climb

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. The bear can make two attacks as a single action on its turn; one with its bite and one with its claws.

Actions

Bite, +5 to hit, 5ft reach, one target. Hit: 1d8 + 4 Piercing damage.

Claws, +5 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.


Mud Mephit

Small Elemental, Unaligned


  • Armor Class 11
  • Hit Points 27
  • Speed 20ft, 20ft fly, 20ft swim

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)

  • Skills Stealth +3
  • Damage Immunities Poison
  • Condition Immunitied Poisoned
  • Senses Darkvision 60ft, passive 10
  • Languages Aquan, Terran
  • Prof. Bonus +2

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be Restrained until the end of the creature's next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists, +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 Bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be Restrained for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

14th level



Treant

Huge Plant, Chaotic Good


  • Armor Class 16 (Natural Armor)
  • Hit Points 100
  • Speed 30ft

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Senses passive 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Prof. Bonus +2

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Multiattack. The treant can make two slam attacks as a single action on its turn as a single action.

Actions

Slam, +7 to hit, 5ft reach, one target. Hit: 3d6 + 5 Bludgeoning damage.

Rock, +7 to hit, range 60ft/180ft, one target. Hit: 4d10 + 5 Bludgeoning damage.

20th level



Young Green Dragon

Large Dragon, Lawful Evil


  • Armor Class 18
  • Hit Points 136
  • Speed 40ft, 80ft fly, 40ft swim

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+1)

  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30ft, Darkvision 120ft, passive 17
  • Languages Common, Draconic
  • Prof. Bonus +3

Amphibious. The dragon can breathe air and water.

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 4 Piercing + 2d6 Poison damage.

Claw, +7 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) Poison damage on a failed save, or half as much damage on a successful one.

marshland forms

3rd level


Stirge

Tiny Beast, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 2
  • Speed 10ft, 40ft fly

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Skills Perception +3
  • Senses passive 13
  • Prof. Bonus +2

Actions

Blood Drain, +5 to hit, reach 5 ft., one creature. Hit: 1d4 + 3 Piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 1d4 + 3 hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge


Shroomling

Small Plant, Unaligned


  • Armor Class 12
  • Hit Points 12
  • Speed 25ft

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 2 (-4) 14 (+2) 8 (-1)

  • Skills Perception +4
  • Damage Resistances Poison
  • Condition Immunities Poisoned
  • Senses passive 14
  • Prof. Bonus +2

Actions

Shroom Fist, +0 to hit, 5ft reach, one target. Hit: 1d4 Bludgeoning damage

Enchanting Spores (recharge 6). As a bonus action, the shroomling spews enchanting spores in a 15ft cone. Creatures within this zone must succeed a DC 12 Wisdom saving throw or become Charmed until the end of the Shroomling's next turn.


Venomous Snake

Small Beast, Unaligned


  • Armor Class 13
  • Hit Points 2
  • Speed 30ft, 30ft swim

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses Blindsight 10ft, passive 10
  • Prof. Bonus +2

Actions

Bite, +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2d4 Poison damage on a failed save, or half as much damage on a success.

8th level


Dire Alligator

Huge Beast, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 85
  • Speed 30ft, 50ft swim

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +5 (expertise)
  • Senses passive 10
  • Prof. Bonus +3

Hold Breath. The alligator can hold its breath for 30 minutes.

Multiattack. The alligator can make two attacks as a single action on its turn; one with its bite and one with its tail.

Actions

Bite, +8 to hit, 5ft reach, one target. Hit: 3d10 + 5 Piercing damage, and the target is Grappled (escape dc 16) Until this grapple ends, the alligator can't bite another target.

Tail, +8 to hit, 10ft reach, one target not grappled by the crocodile. Hit: 2d8 + 5 Bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked Prone.


Mud Mephit

Small Elemental, Unaligned


  • Armor Class 11
  • Hit Points 27
  • Speed 20ft, 20ft fly, 20ft swim

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)

  • Skills Stealth +3
  • Damage Immunities Poison
  • Condition Immunitied Poisoned
  • Senses Darkvision 60ft, passive 10
  • Languages Aquan, Terran
  • Prof. Bonus +2

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be Restrained until the end of the creature's next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists, +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 Bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be Restrained for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

14th level



Shambling Mound

Large Plant, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 136
  • Speed 20ft, 20ft swim

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Skills Stealth +2
  • Damage Resistances Cold, Fire
  • Condition Immunities Blinded, Deafened, Exhaustion
  • Senses Blindsight 60ft (Blind Beyond This Radius), passive 10
  • Prof. Bonus +3

Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it takes no damage and regains a number of hit points equal to the Lightning damage dealt.

Multiattack. The mound can make two slam attacks as a single action on its turn. If both attacks hit a Medium or smaller target, the target is Grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Actions

Slam, +7 to hit, reach 5 ft., one target. Hit: 2d8 + 4 Bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 2d6 + 4 Bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

20th level



Young Black Dragon

Large Dragon, Chaotic Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 127
  • Speed 40ft, 80ft fly, 40ft swim

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+1)

  • Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Stealth +5
  • Damage Immunities Acid
  • Senses Blindsight 30ft, Darkvision 120ft, passive 16
  • Languages Common, Draconic
  • Prof. Bonus +3

Amphibious. The dragon can breathe air and water.

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 4 Piercing + 1d8 Acid damage.

Claw, +7 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) Acid damage on a failed save, or half as much damage on a successful one.

mountain forms

3rd level


Pebbling

Tiny Elemental, Unaligned


  • Armor Class 13
  • Hit Points 25
  • Speed 20ft, 20ft burrow

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 8 (-1) 6 (-2) 6 (-2) 4 (-3)

  • Skills Stealth +1
  • Senses Darkvision 60ft, Tremorsense 20ft, passive 8
  • Languages Terran
  • Prof. Bonus +2

Rarity Sense. The Pebbling can smell any precious minerals within 30ft of it.

Nimble. As a tiny elemental, the Pebbling can move through the space of any creature that is of any size larger than it.

Actions

Tiny Punch, +2 to hit, 5ft reach, one target. Hit: 1 Bludgeoning damage.


Giant Earthworm

Medium Beast, Unaligned


  • Armor Class 13
  • Hit Points 35
  • Speed 20ft, 15ft Burrow

STR DEX CON INT WIS CHA
15 (+2) 7 (-1) 18 (+4) 1 (-5) 8 (-1) 4 (-3)

  • Senses Blindsight 10ft, Tremorsense 60 Ft, passive 9
  • Prof. Bonus +2

Tunneler. The worm can burrow through solid rock at half its burrow speed, and leaves a 5-foot-diameter tunnel in its wake.

Actions

Bite, +4 to hit, 10ft reach, one target. Hit: 1d4+2 Piercing damage.

8th level


Earth Elemental

Large Elemental, Neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 120
  • Speed 30ft, 30ft Burrow

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerabilities Bludgeoning, Thunder
  • Damage Resistances Nonmagical Piercing and Slashing
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Darkvision 60ft, Tremorsense 60ft, passive 10
  • Languages Terran
  • Prof. Bonus +3

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Multiattack. The elemental can make two slam attacks as a single action on its turn.

Actions

Slam, +8 to hit, 10ft reach, one target. Hit: 2d8 + 5 Bludgeoning damage.

14th level



Rockwyrm

Huge Elemental (dragon), Unaligned


  • Armor Class 18
  • Hit Points 150
  • Speed 30ft, 30ft burrow

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 20 (+5) 8 (-1) 8 (-1) 3 (-4)

  • Saving Throws Strength +7
  • Skills Perception +2
  • Damage Vulnerabilities Bludgeoning, Thunder
  • Damage Resistances Piercing and Slashing from nonmagical attacks
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Darkvision 60ft, passive 12
  • Languages Terran
  • Prof. Bonus +3

Earth Glide. The rockwyrm can burrow through nonmagical, unworked earth and stone. While doing so, the Rockwyrm doesn't disturb the material it moves through.

Siege Monster. The rockwyrm deals double damage to objects and structures.

Multiattack. The rockwyrm can make two slam attacks on its turn as a single action, or one slam and one dust breath.

Actions

Slam, +7 to hit, 10ft reach, one target. Hit: 2d8 + 4 Bludgeoning damage.

Dust Breath (Recharge 5-6). The Rockwyrm exhales dust in a 30ft cone. Creatures within this zone must make a DC 16 Constitution saving throw. On a failed save, creatures are Blinded until the end of the Rockwyrm's next turn.

20th level



Young Red Dragon

Large Dragon, Chaotic Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 150
  • Speed 40ft, 40ft climb, 80ft fly

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8 (expertise), Stealth +4
  • Damage Immunities Fire
  • Senses Blindsight 30ft, Darkvision 120ft, passive 18
  • Languages Common, Draconic
  • Prof. Bonus +4

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +9 to hit, 10ft reach, one target. Hit: 2d10 + 5 Piercing + 1d6 Fire damage.

Claw, +9 to hit, 5ft reach, one target. Hit: 2d6 + 5 Slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (12d6) Fire damage on a failed save, or half as much damage on a successful one.

seas forms

3rd level


Quipper

Tiny Beast, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 1
  • Speed 40ft swim

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Senses passive 8
  • Prof. Bonus +2

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breather. The quipper can only breathe underwater.

Actions

Bite, +5 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Sea Crab

Tiny Beast, Unaligned


  • Armor Class 11 (Natural Armor)
  • Hit Points 2
  • Speed 20ft, 20ft swim

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

  • Skills Stealth +2
  • Senses Blindsight 30ft, passive Perception 9
  • Prof. Bonus +2

Amphibious. The crab can breathe air and water.

Actions

Claw, +2 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage.

8th level


Giant Snapping Turtle

Large Beast, Unaligned


  • Armor Class 17 (Natural Armor), 12 while Prone
  • Hit Points 75
  • Speed 30ft, 40ft swim

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Senses Darkvision 60ft, passive 11
  • Prof. Bonus +2

Amphibious. The turtle can breathe air and water.

Stable. Whenever an effect would knock the turtle Prone, it can make a DC 10 Constitution saving throw to avoid being knocked Prone. A Prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Bite, +6 to hit, reach 5 ft., one target. Hit: 3d8 + 4 Piercing damage.


Water Elemental

Large Elemental, Neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 114
  • Speed 30ft, 30ft swim

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances Acid; Nonmagical Bludgeoning, Piercing, and Slashing
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60ftpassive 10
  • Languages Aquan
  • Prof. Bonus +3

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes Cold damage, it partially freezes, reducing its speed by 20ft until the end of its next turn.

Multiattack. The elemental can make two slam attacks as a single action on its turn.

Actions

Slam, +7 to hit, 5ft reach, one target. Hit: 2d8 + 4 Bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) Bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) Bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

14th level


Leviathan Serpent

Huge Monstrosity, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 130
  • Speed 50ft swim

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 1 (-5) 16 (+3) 4 (-3)

  • Saving Throws Constitution +8
  • Skills Perception +8
  • Damage Resistances Cold, Fire; Nonmagical Bludgeoning, Piercing, and Slashing
  • Senses Darkvision 60 Ft, passive 18
  • Prof. Bonus +3

Siege Monster. The leviathan deals double damage to objects and structures.

Water Breather. The leviathan can only breathe underwater.

Actions

Slam, +8 to hit, 15ft reach, one target. Hit: 15 2d10 + 5 Bludgeoning damage.

Bite, +8 to hit, 5ft reach, one target. Hit: 3d10 + 5 Piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 2d6 Acid damage at the start of each of the leviathan's turns.

If the leviathan takes 10 damage or more on a single turn from a creature inside it, the leviathan 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 leviathan dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of movement, exiting Prone.

20th level



Young Dragon Turtle

Huge Dragon, Neutra;


  • Armor Class 19 (Natural Armor)
  • Hit Points 150
  • Speed 20ft, 40ft swim

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dex +3, Con +7, Wis +4
  • Skills Perception +4
  • Damage Resistances Fire
  • Senses Darkvision 120ft, passive 14
  • Languages Aquan, Common, Draconic
  • Prof. Bonus +3

Amphibious. The dragon turtle can breathe air and water.

Multiattack. The dragon turtle can make three attacks as a single action on its turn; one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Actions

Bite, +8 to hit, 10ft reach, one target. Hit: 2d12 + 5 Piercing.

Claw, +8 to hit, 5ft reach, one target. Hit: 2d6 + 5 Slashing damage.

Tail, +8 to hit, reach 10 ft., one target. Hit: 2d12 + 5 Bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked Prone.

Steam Breath (recharge 5-6). The dragon turtle exhales scalding steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) Fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

underdark forms

3rd level


Cave Slime

Tiny Ooze, Unaligned


  • Armor Class 6
  • Hit Points 20
  • Speed 15ft, 15ft climb

STR DEX CON INT WIS CHA
8 (-1) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Senses passive 8
  • Prof. Bonus +2

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

Actions

Pseudopod, +1 to hit, 5ft reach, one target. Hit: 1d4 Acid damage.

Bouncy Leap. As a bonus action, the slime jumps up to 20ft to an unoccupied space it can see. If it lands next to a creature, that creature must make a DC 11 Dexterity saving throw. On a failed save, creatures take 1d Bludgeoning damage and are knocked Prone. On a successful save, it takes half that damage and is not knocked Prone.


Giant Earthworm

Medium Beast, Unaligned


  • Armor Class 13
  • Hit Points 35
  • Speed 20ft, 15ft Burrow

STR DEX CON INT WIS CHA
15 (+2) 7 (-1) 18 (+4) 1 (-5) 8 (-1) 4 (-3)

  • Senses Blindsight 10ft, Tremorsense 60 Ft, passive 9
  • Prof. Bonus +2

Tunneler. The worm can burrow through solid rock at half its burrow speed, and leaves a 5-foot-diameter tunnel in its wake.

Actions

Bite, +4 to hit, 10ft reach, one target. Hit: 1d4+2 Piercing damage.


Shroomling

Small Plant, Unaligned


  • Armor Class 12
  • Hit Points 12
  • Speed 25ft

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 2 (-4) 14 (+2) 8 (-1)

  • Skills Perception +4
  • Damage Resistances Poison
  • Condition Immunities Poisoned
  • Senses passive 14
  • Prof. Bonus +2

Actions

Shroom Fist, +0 to hit, 5ft reach, one target. Hit: 1d4 Bludgeoning damage

Enchanting Spores (recharge 6). As a bonus action, the shroomling spews enchanting spores in a 15ft cone. Creatures within this zone must succeed a DC 12 Wisdom saving throw or become Charmed until the end of the Shroomling's next turn.

8th level


Cave Bat

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 1
  • Speed 5ft, 30ft fly

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses Blindsight 60ft, passive 13
  • Prof. Bonus +2

Echolocation. The bat can't use its blindsight while Deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite, +4 to hit, 5ft reach, one target. Hit: 1 Piercing damage.


Hook Horror

Large Monstrosity, Neutral


  • Armor Class 15
  • Hit Points 75
  • Speed 30 ft, climb 30ft

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Blindsight 60ft, Darkvision 120ft, passive 13
  • Languages Hook Horror
  • Prof. Bonus +2

Echolocation. The Hook Horror can't use its blindsight while Deafened.

Keen Hearing. The Hook Horror has advantage on Perception checks that rely on hearing.

Multiattack. The Hook Horror can make two Hook attacks on its turn as a single action.

Actions

Hook, +6 to hit, 10ft reach, one target. Hit: 2d6 + 4 Piercing damage.

Frightening Screech (1/day). The Hook Horror screeches loudly, which can be heard up to 300ft away. Creatures within 30ft of the Hook Horror must make a DC 15 Constitution saving throw. On a failed save, creatures become Frightened.

14th level



Gelatinous Cube

Large Ooze, Unaligned


  • Armor Class 6
  • Hit Points 84
  • Speed 15ft

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Damage Vulnerabilities Slashing
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60ft (blind beyond this radius), passive 8
  • Languages None
  • Prof. Bonus +2

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod, +4 to hit, 5ft reach, one target. Hit: 3d6 Acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 3d6 Acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 6d6 Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

20th level



Young Purple Dragon

Large Dragon, Lawful Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 110
  • Speed 40ft, 40ft climb, 80ft fly

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 15 (+2)

  • Saving Throws Dex +6, Con +5,Int +7, Wis +4
  • Skills Perception +6, Stealth +5
  • Damage Immunities Psychic
  • Senses Blindsight 30ft, Darkvision 120ft, passive 16
  • Languages Common, Draconic
  • Prof. Bonus +3

Mind Palace. The dragon has advantage on saves against being controlled by a spell or other magical effect, and magic can't put it to sleep.

Multiattack. The dragon can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 4 Piercing + 1d8 Psychic damage.

Claw, +7 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.

Psionic Breath (Recharge 5-6). The dragon exhales psionic power in a 30-foot cone. Each creature in that zone must make a DC 14 Intelligence saving throw, taking 45 (10d8) Psychic damage on a failed save, or half as much damage on a successful one.

wildspace forms

3rd level


Space Hampster

Medium Beast, Unaligned


  • Armor Class 11
  • Hit Points 22
  • Speed 30ft, 10ft burrow

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Senses passive 11
  • Prof. Bonus +2

Cosmic Breath. The space hampster can breathe both air and in Wildspace.

Actions

Bite, +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 Piercing damage.


Star Cell

Small Ooze, Unaligned


  • Armor Class 10
  • Hit Points 10
  • Speed 15ft fly

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 8 (-1) 1 (-5) 12 (+1) 1 (-5)

  • Skills Perception +3
  • Condition Immunities Exhaustion
  • Senses passive 13
  • Prof. Bonus +2

Amorphous. The star cell can move through a space as narrow as 1 inch wide without squeezing.

Actions

Pseudopod, +3 to hit, 5ft reach, one target. Hit: 2d4 Acid damage

8th level


Astral Butterfly

Medium Monstrosity, Unaligned


  • Armor Class 14
  • Hit Points 20
  • Speed 30ft fly

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 1 (-5) 12 (+1) 4 (-3)

  • Senses Darkvision 60ft, passive 11
  • Prof. Bonus +2

Cosmic Breath. The astral butterfly can breathe both air and in Wildspace.

Actions

Innate Spellcasting (Radiant). The astral butterfly can innately cast the Light cantrip, requiring no material components. Its innate spellcasting ability is Constitution.

Luminous Blast, +4 to hit, range 30ft/60ft, one target. Hit: 1d12 Radiant damage.


Void Shark

Large Monstrosity, Unaligned


  • Armor Class 16
  • Hit Points 40
  • Speed 30ft Hover, 30ft swim

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 14 (+2) 1 (-5) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses Darkvision 60ft, passive 13
  • Prof. Bonus +2

Cosmic Breath. The shark can breathe both air and in Wildspace.

Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite, +5 to hit, 5ft reach, one target. Hit: 2d10 + 5 Piercing damage.

Wormhole Step (1/day). As a bonus action, the shark can teleport up to 30 feet to an unoccupied space it can see.

14th level


Asteroid Spider

Huge Monstrosity, Neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 120
  • Speed 60ft, 60ft Fly

STR DEX CON INT WIS CHA
20 (+5) 10 (+1) 16 (+3) 1 (-5) 14 (+2) 1 (-5)

  • Saving Throws Str +8
  • Skills Perception +5, Stealth +7 (expertise)
  • Senses Darkvision 120ft, passive 18
  • Prof. Bonus +3

False Appearance. If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body, it is indistinguishable from a normal asteroid.

Unusual Nature. The spider doesn’t require air.

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.

Multiattack. The spider can make two bite attacks as a single action on its turn, or one bite and one web.

Actions

Bite, +8 to hit, 5ft reach, one target. Hit: 2d8 + 5 Piercing, and the target must make a DC 14 Constitution saving throw, taking 2d8 Acid damage damage on a failed save, or half as much damage on a successful one.

Web (Recharge 5-6), +5 to hit, range 30/60 ft., 1-2 targets. On a hit, the target is Restrained by webbing. As an action, the Restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to Fire damage; immunity to Bludgeoning, Poison, and Psychic damage).



Stargazer

Large Aberration, Neutral


  • Armor Class 15
  • Hit Points 96
  • Speed 30ft, 60ft Fly

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 20 (+5) 4 (-3)

  • Skills Perception +8
  • Senses Darkvision 120ft, passive 18
  • Languages Deep Speech
  • Prof. Bonus +3

Cosmic Breath. The stargazer can breathe both air and in Wildspace.

False Appearance. While the stargazer remains motionless, it is indistinguishable from the night sky.

Incorporeal Movement. The stargazer can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 10 Force damage and is shoved out.

Multiattack. The stargazer can make two star dart attacks as a single action on its turn, or one star dart and one moonblast.

Actions

Star Dart, +8 to hit, 60ft reach, one target. Hit: 2d6+5 Radiant damage.

Moonblast (recharge 6). The stargazer emits lunar energy in a 30ft cone. Creatures within this zone must succeed a DC 16 Intelligence saving throw, taking 3d6+5 Psychic damgae on a failed save, or half as much on a success.

20th level



Stardust Wyrm

Huge Dragon, Lawful Evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 198
  • Speed 30ft, 80ft fly

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 15 (+1)

  • Saving Throws Dex +6, Con +6,Int +7, Wis +4
  • Skills Perception +6, Stealth +5
  • Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing
  • Damage Immunities Radiant
  • Senses Blindsight 30ft, Darkvision 120ft, passive 16
  • Languages Common, Deep Speech, Draconic
  • Prof. Bonus +3

Incorporeal Movement. The stardust wyrm can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 10 Force damage and is shoved out.

Multiattack. The stardust wyrm can make three attacks as a single action on its turn; one with its bite and two with its claws.

Actions

Bite, +7 to hit, 10ft reach, one target. Hit: 2d10 + 4 Piercing + 1d8 Radiant damage.

Claw, +7 to hit, 5ft reach, one target. Hit: 2d6 + 4 Slashing damage.

Flare Breath (Recharge 5-6). The stardust wyrm exhales raw starlight in a 30-foot line that is 5 feet wide. Each creature in that zone must make a DC 15 Constitution saving throw, taking 45 (10d6) Radiant damage on a failed save, or half as much damage on a successful one.

 

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