| Base Statblocks | Page |
|:-|:-|
| Level 2 forms | [1](#p1) |
| Level 4 forms | [5](#p5) |
| Level 8 forms | [7](#p7) |
| Level 12 forms | [9](#p9) |
| Subclass Statblocks | Page |
|:-|:-|
| Arctic forms | [11](#p11) |
| Desert forms | [14](#p14) |
| Forest forms | [17](#p17) |
| Marshland forms | [20](#p20) |
| Mountain forms | [23](#p23) |
| Sea forms | [26](#p26) |
| Underdark forms | [29](#p29) |
| Wildspace forms | [32](#p32) |
# 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.
\pagebreakNum
___
> ## 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).
\pagebreakNum
___
> ## 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.
\pagebreakNum
___
> ## 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.
\pagebreakNum
# 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.
\pagebreakNum
___
> ## 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.
\pagebreakNum
# 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.
\pagebreakNum
___
> ## 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.
\columnbreak
___
> ## 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.
\pagebreakNum
# 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.
\pagebreakNum
___
> ## 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.
\pagebreakNum
# 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.
\pagebreakNum
___
> ## 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.
\columnbreak
## 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.
\pagebreakNum
___
___
> ## 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
> ___
> \columnbreak
>
>***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
> ___
> \columnbreak
>
>***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.
\pagebreakNum
# 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.
\pagebreakNum
___
> ## 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.
\columnbreak
## 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.
\pagebreakNum
## 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
> ___
> \columnbreak
>
> ***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.
\pagebreakNum
# 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.
\pagebreakNum
## 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.
\pagebreakNum
## 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
> ___
> \columnbreak
>
> ***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
> ___
> \columnbreak
>
> ***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.
\pagebreakNum
# 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.
\pagebreakNum
## 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.
\pagebreakNum
## 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
> ___
> \columnbreak
>
>***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
> ___
> \columnbreak
>
> ***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.
\pagebreakNum
# 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.
\pagebreakNum
## 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.
\pagebreakNum
## 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
> ___
>
> \columnbreak
>
> ***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
> ___
> \columnbreak
>
> ***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.
\pagebreakNum
# 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.
\columnbreak
## 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.
\pagebreakNum
___
> ## 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.
\columnbreak
## 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.
\pagebreakNum
## 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.
>
> \columnbreak
>
> ***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.
\pagebreakNum
# 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.
\pagebreakNum
## 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.
\pagebreakNum
## 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.
>
>\columnbreak
>
> ***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
> ___
> \columnbreak
>
>***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.
\pagebreakNum
# 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
\columnbreak
## 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.
\pagebreakNum
___
> ## 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.
\columnbreak
## 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).
\pagebreakNum
___
___
> ## 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.
>
>\columnbreak
>
> ***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
> ___
> \columnbreak
>
> ***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.