Compendium of Beasts: Part II

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Compendium of Beasts

Part II

Laserllama Compendium of Beasts v1.8.0

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

CR 1

aurochs
bat (giant)
crocodile
dire wolf
eagle
gorilla
giraffe
king cobra
lion
octopus (giant)
owl (giant)
spider (giant)
tiger
toad (giant)
vulture (giant)
wild dog (giant)

CR 2

anaconda
boar (giant)
emu (giant)
grizzly bear
hawk (giant)
hunter shark
polar bear
stag (giant)
stag beetle (giant)

CR 3

alligator turtle (giant)
electric eel (giant)
falcon (giant)
hippopotamus
killer whale
rhinoceros
saber-toothed tiger
scorpion (giant)

New Rules for Beasts

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

Adjusted Challenge Ratings

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

Beast Subtypes

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

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

Recharge Features

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

Size: Diminutive

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

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

Challenge Rating:1

Beasts of Challenge Rating 1 are apex predators or massive herd animals. Beasts of this CR make formidable enemies by themselves for a group of inexperienced adventurers.

Aurochs
cr 1

Large Beast (Brute), Neutral


    AC 11 (natural armor)
    Initiative +0 (10)
  • HP 38 (4d10 +16)
  • Speed 50 ft.

MODSAVE
Str19+4+6
Int2-4-4
MODSAVE
Dex10+0+0
Wis9-1-1
MODSAVE
Con19+4+6
Cha5-3-3

Traits

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

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

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.

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

Bat, Giant
cr 1

Large Beast (Vermin), Neutral


    AC 13
    Initiative +3 (13)
  • HP 33 (6d10)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex16+3+5
Wis12+1+1
MODSAVE
Con11+0+0
Cha6-2-2

  • Senses Blindsight 90 ft.

Traits

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

Hunter's Grasp. When the Bat hits a target at least one size smaller than it with its Claw attack, it can choose to automatically Grapple the target (escape DC 13).

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

Actions

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

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

Crocodile
cr 1

Large Beast (Reptilian), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 32 (5d10 +5)
  • Speed 30 ft., swim 40 ft.

MODSAVE
Str16+3+3
Int2-4-4
MODSAVE
Dex10+0+0
Wis10+0+0
MODSAVE
Con13+1+3
Cha5-3-3

  • Skills Stealth +2

Traits

Crushing Strength. If the Crocodile damages a creature that
is holding its breath underwater, the air is knocked from its lungs and it begins to suffocate. A suffocating creature must succeed on a Constitution saving throw (DC12) at the start of each of its turns or suffer one level of Exhaustion, which lasts until it can breathe again.

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

Natural Camouflage. The Crocodile has advantage on Stealth checks while it is in swampland, marshes, or underwater.

Strong Jaws. If the Crocodile hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 13). When Grappling another creature the Crocodile cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) piercing damage.

Death Roll. The Crocodile forces one creature it is Grappling to make a Strength saving throw (DC 12). It takes (2d10 +3) slashing damage on a failure, and half that on a success.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d8 +3) bludgeoning damage.

Dire Wolf
cr 1

Large Beast (Carnivore), Neutral


    AC 14 (natural armor)
    Initiative +2 (12)
  • HP 37 (5d10 +10)
  • Speed 50 ft.

MODSAVE
Str17+3+3
Int3-4-4
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con15+2+2
Cha7-2-2

  • Skills Perception +3, Stealth +2

Traits

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

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

Strong Jaws. When the Dire Wolf hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the target in its jaws (escape DC 13). While it is Grappling a creature, it cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) slashing damage. If it is equal to the Dire Wolf's size (or smaller) is knocked Prone.

Bonus Actions

Call of the Hunt. When the Dire Wolf scores a critical hit or reduces a hostile creature to 0 hit points, it can use a bonus action on that turn to let forth a howl audible out to 300 ft. Creatures of its choice that can hear the howl have advantage on their next attack roll.

Eagle
cr 1

Medium Beast (Avian), Neutral


    AC 14
    Initiative +4 (14)
  • HP 27 (5d8 +5)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str8-1-1
Int2-4-4
MODSAVE
Dex18+4+6
Wis14+2+2
MODSAVE
Con12+1+1
Cha7-2-2

  • Skills Acrobatics +6, Perception +6

Traits

Airborne Evasion. When the Eagle is forced to make a Dexterity saving throw to avoid damage while flying, it takes no damage on a success, and half on a failure.

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

Swift Wing. Opportunity attacks against the Eagle have disadvantage while it is using its flying speed.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) piercing damage, and the creature must make a Dexterity saving throw (DC 14) or become Blinded until the start of the Eagle's next turn.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) slashing damage, and the target has disadvantage on attack rolls against all targets other than the Eagle until the start of the Eagle's next turn.

Gorilla
cr 1

Large Beast (Brute), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 36 (5d10 +5)
  • Speed 40 ft., climb 40 ft.

MODSAVE
Str19+4+6
Int6-2-2
MODSAVE
Dex13+1+1
Wis12+1+1
MODSAVE
Con15+2+2
Cha7-2-2

  • Skills Athletics +6, Intimidation +6

Traits

Concussive Blow. Once per turn, when the Gorilla hits a creature equal to its size (or smaller) with a Fist attack, it can force it to make a Constitution saving throw (DC 14) or be Stunned until the start of the Gorilla's next turn.

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

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

Actions

Multiattack. The Gorilla makes two attacks with its Fist.
It can replace one or both attacks with Hurl.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage.

Hurl. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: (1d8 +4) bludgeoning damage. To use this the Gorilla must be Grappling or holding one Small (or smaller) object or creature to use as a projectile.

Intimidating Show. The Gorilla forces hostile creatures that can see or hear it within 30 ft. to make a Wisdom saving throw (DC 14). On a failure, they are Frightened
of the Gorilla for 1 minute. They repeat the saving throw at the end of their turn, ending the effect on a success.

Creatures that succeed on this saving throw are immune to the Gorilla's Intimidating Show for the next 24 hours.

Giraffe
cr 1

Huge Beast (Brute), Neutral


    AC 10
    Initiative +0 (10)
  • HP 34 (4d12 +8)
  • Speed 50 ft.

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

  • Skills Perception +3

Traits

Lofty Sight. The Giraffe has advantage on Wisdom ability checks that rely on its sight while it is standing upright.

Spindly Frame. The Giraffe counts as a Large creature for the purposes of its carrying capacity, Trampling Charge, and all other features except for the space it occupies.

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

Actions

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

Neck. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 +2) bludgeoning damage.

Reactions

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

King Cobra
cr 1

Medium Beast (Reptilian), Neutral


    AC 14
    Initiative +4 (14)
  • HP 27 (5d8 +5)
  • Speed 30 ft., swim 30 ft.

MODSAVE
Str10+0+0
Int2-4-4
MODSAVE
Dex18+4+4
Wis10+0+0
MODSAVE
Con13+1+1
Cha5-3-3

  • Skills Perception +2, Stealth +6

Traits

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

Serpentine. The King Cobra counts as one size smaller for the purposes of moving through passageways.

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

Venomous (Recharge 5-6). When the King Cobra hits a creature with its Strike attack, it can force the target to
make a Constitution saving throw (DC 11). On a failure,
the creature takes 2d8 poison damage and is Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes an additional 2d8 poison damage.

Actions

Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.

Hypnotic Gaze. The King Cobra rears up and forces one creature that can see it within 20 ft. to make a Wisdom saving throw (DC 14). On a failure, the target is Charmed
and Stunned until the start of the King Cobra's next turn.
This effect ends early if the creature is attacked or forced
to make an ability check or saving throw.

Creatures that succeed on this saving throw are immune
to the King Cobra's Hypnotic Gaze for the next 24 hours.

Lion
cr 1

Large Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 38 (6d10 +6)
  • Speed 50 ft.

MODSAVE
Str17+3+5
Int3-4-4
MODSAVE
Dex15+2+2
Wis12+1+1
MODSAVE
Con13+1+1
Cha8-2-2

  • Skills Intimidation +5, Perception +3

  • Senses Darkvision 60 ft.

Traits

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

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

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

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

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 +3) slashing damage.

Roar The Lion forces all hostile creatures that can hear
it within 30 ft. to make a Wisdom saving throw (DC 13). On a failed save, creatures are Frightened of the Lion for 1 minute. Creatures repeat this saving throw at the end of their turns, ending the effect on a success.

Creatures that succeed on this saving throw are immune to the Lion's Roar for the next 24 hours.

Octopus, Giant
cr 1

Large Beast (Aquatic), Neutral


    AC 12
    Initiative +2 (12)
  • HP 52 (8d10 +8)
  • Speed 15 ft., Swim 30 ft.

MODSAVE
Str17+3+3
Int7-2+0
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con13+1+1
Cha4-3-3

  • Skills Sleight of Hand +4, Stealth +4

  • Senses Darkvision 60 ft.

Traits

Aquatic. The Octopus can only breathe underwater.

Hold Breath. The Octopus can hold its breath for up
to 1 hour while it is out of the water.

Oozing Form. The Octopus can move through gaps as narrow as 3-inches wide without having to squeeze.

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

Actions

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) bludgeoning damage, and if the target is equal to the Octopus' size (or smaller) then it is automatially Grappled (escape DC 13), and the Octopus cannot attack other targets with that tentacle.

Reactions

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

Owl, Giant
cr 1

Large Beast (Avian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 31 (5d10 +5)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str13+1+1
Int2-4-4
MODSAVE
Dex15+2+2
Wis12+1+3
MODSAVE
Con12+1+1
Cha7-2-2

  • Skills Perception +5, Stealth +4

  • Senses Darkvision 120 ft.

Traits

Hunter's Grasp. When the Owl hits a target at least one size smaller than it with its Talons attack, it can choose to automatically Grapple the target (escape DC 11).

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

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

Actions

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

Spider, Giant
cr 1

Large Beast (Vermin), Neutral


    AC 14 (natural armor)
    Initiative +3 (13)
  • HP 32 (5d10 +5)
  • Speed 30 ft., climb 30 ft.

MODSAVE
Str14+2+2
Int2-4-4
MODSAVE
Dex16+3+3
Wis11+0+0
MODSAVE
Con12+1+1
Cha4-3-3

  • Skills Stealth +4

  • Senses Blindsight 20 ft., Darkvision 60 ft.

Traits

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

Bind. When the Spider targets a creature equal to its size (or smaller) with Web, the target must make a Dexterity saving throw (DC 12) or it is covered in webbing and its speed becomes 0. As an action, a webbed creature can make a Strength check, escaping the web on a success.

Venomous (Recharge 5-6). If the Spider hits a creature with its Bite attack it can force it to make a Constitution saving throw (DC 12). On a failure it takes 2d8 poison damage and is Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes 1d8 poison damage. A creature reduced to 0 hit points by this venom is stable, but it is Paralyzed until it regains hit points.

Actions

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

Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 30 ft., forming a continuous line of webbing from where it is standing to the target.

Tiger
cr 1

Large Beast (Carnivore), Neutral


    AC 13
    Initiative +3 (13)
  • HP 37 (5d10 +10)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str17+3+3
Int3-4-4
MODSAVE
Dex16+3+5
Wis12+1+1
MODSAVE
Con14+2+2
Cha8-2-2

  • Skills Perception +3, Stealth +7

  • Senses Darkvision 60 ft.

Traits

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

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

Stalker. The Tiger adds double its Proficiency Bonus to Stealth checks (included above).

Strong Jaws. When the Tiger hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in its jaws (escape DC 13). While it is Grappling
a creature, it cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) piercing damage.

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

Toad, Giant
cr 1

Large Beast (Reptilian), Neutral


    AC 11
    Initiative +1 (11)
  • HP 39 (6d10 +6)
  • Speed 20 ft., swim 40 ft.

MODSAVE
Str15+2+2
Int2-4-4
MODSAVE
Dex13+1+1
Wis10+0+0
MODSAVE
Con13+1+3
Cha3-4-4

  • Senses Darkvision 30 ft.

Traits

Amphibious. The Toad can breath both air and water.

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

Strong Jaws. If the Toad hits a creature equal to its size (or smaller) with its Toxic Bite attack, it can Grapple the target
in its jaws (escape DC 13). While it is Grappling a creature,
it cannot use its Toxic Bite attack on other targets.

Swallow. When the Toad hits a creature it is Grappling that
is at least one size smaller than it with its Toxic Bite, it can swallow it. While swallowed, that creature is Restrained and Blinded, it has total cover from attacks and effects outside
of the Toad, and it takes (3d6) acid damage at the start of each of the Toad's turns.

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

Actions

Toxic Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 +2) piercing plus (1d10) poison damage.

Sticky Tongue. The Toad forces a target it can see within 15 ft. that is at least one size smaller than it to make a Strength saving throw (DC 12). On a failure, the target is pulled to an unoccupied space within 5 ft. of the Toad, then the Toad can use its Toxic Bite attack against it as a bonus action.

Vulture, Giant
cr 1

Large Beast (Avian), Neutral


    AC 10
    Initiative +0 (10)
  • HP 29 (5d10 +8)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str15+2+2
Int6-2-2
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con15+2+2
Cha7-2-2

  • Skills Perception +2

Traits

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

Hunter's Grasp. When the Vulture hits a target at least one size smaller than it with its Talons attack, it can automatically Grapple the target (escape DC 12).

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

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

Actions

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

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

Reactions

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

Wild Dog, Giant
cr 1

Large Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 45 (6d10 +12)
  • Speed 50 ft.

MODSAVE
Str16+3+3
Int2-4-4
MODSAVE
Dex14+2+2
Wis12+1+1
MODSAVE
Con14+2+2
Cha7-2-2

  • Skills Perception +3

Traits

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

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.

Bonus Actions

Rampage. When the Wild Dog kills a creature, it can move up to half its speed and make a single Bite attack.

Reactions

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

Challenge Rating:2

Beasts of Challenge Rating 2 are highly dangerous monsters which inspire myth and legend amongst the common people. These Beasts are deadly to all but the most skilled hunters.

Anaconda
cr 2

Huge Beast (Reptilian), Neutral


    AC 12
    Initiative +2 (12)
  • HP 60 (8d12 +8)
  • Speed 30 ft., climb 20 ft., swim 30 ft.

MODSAVE
Str20+5+7
Int1-5-5
MODSAVE
Dex14+2+2
Wis10+0+0
MODSAVE
Con12+1+1
Cha3-4-4

  • Skills Athletics +8

Traits

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

Serpentine. The Anaconda counts as two sizes smaller for the purposes of moving through passageways.

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

Actions

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 +5) piercing damage. This attack has advantage against creatures Grappled by the Anaconda.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 +5) bludgeoning damage and the target is Grappled (escape DC 15) and Restrained, and the Anaconda cannot Grapple another target.

Crush. The Anaconda forces one creature it is Grappling to make a Strength saving throw (DC 15). On a failure, the creature suffers one level of Exhaustion.

Boar, Giant
cr 2

Large Beast (Brute), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 42 (5d10 +15)
  • Speed 40 ft.

MODSAVE
Str17+3+5
Int2-4-4
MODSAVE
Dex10+0+0
Wis9-1-1
MODSAVE
Con16+3+3
Cha5-3-3

Traits

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

Trampling Charge. When the Boar moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with a Tusk attack, it deals a bonus 1d6 damage and the target is knocked Prone. The Boar can then use a bonus action to make one Stomp against it.

Relentless (Recharge 5-6). When the Boar is reduced to 0 points, but not killed outright, it falls to 3 hit points.

Actions

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

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.

Emu, Giant
cr 2

Huge Beast (Avian), Neutral


    AC 12 (natural armor)
    Initiative +2 (12)
  • HP 42 (5d12 +10)
  • Speed 60 ft.

MODSAVE
Str19+4+4
Int3-4-4
MODSAVE
Dex14+2+2
Wis12+1+1
MODSAVE
Con15+2+2
Cha6-2-2

  • Skills Intimidation +6, Perception +3

Traits

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

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

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Emu's size (or smaller) is knocked Prone.

Bonus Actions

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

Vicious. If the Emu knocks a creature Prone with its Kick attack, it can make one Beak attack against that target.

Grizzly Bear
cr 2

Large Beast (Carnivore), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 51 (6d10 +5)
  • Speed 40 ft., climb 30 ft.

MODSAVE
Str19+4+4
Int2-4-4
MODSAVE
Dex10+0+0
Wis13+1+1
MODSAVE
Con16+3+5
Cha7-2-2

  • Skills Intimidation +6, Perception +3

Traits

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

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

Strong Jaws. When the Bear hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in
its jaws (escape DC 14). While it is Grappling a creature, it cannot use its Bite attack on other targets.

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

Actions

Multiattack. The Bear makes two attacks, using its Bite and its Claw attacks in any combination.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Bear's size (or smaller) is knocked Prone.

Bonus Actions

Roar of Dominance. After the Bear hits a creature with a Bite or Claw attack, it can roar, and that creature must succeed on a Wisdom saving throw (DC 14), or be Frightened of the Bear until the start of the Bear's next turn.

Creatures that succeed on this saving throw are immune to the Bear's Roar of Dominance for the next 24 hours.

Hawk, Giant
cr 2

Large Beast (Avian), Neutral


    AC 14
    Initiative +4 (14)
  • HP 45 (7d10 +7)
  • Speed 20 ft., fly 60 ft.

MODSAVE
Str16+3+3
Int2-4-4
MODSAVE
Dex18+4+6
Wis14+2+2
MODSAVE
Con13+1+1
Cha7-2-2

  • Skills Acrobatics +6, Perception +6

Traits

Airborne Evasion. When the Hawk is forced to make a Dexterity saving throw to avoid damage while flying, it takes no damage on a success, and half on a failure.

Hunter's Grasp. When the Hawk hits a target at least one size smaller than it with a Talons attack, it can choose to automatically Grapple the target (escape DC 13).

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

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

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 14) or it is Blinded until the start of the Hawk's next turn.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage.

Hunter Shark
cr 2

Large Beast (Aquatic), Neutral


    AC 12 (natural armor)
    Initiative +1 (11)
  • HP 45 (6d10 +12)
  • Speed 0 ft., swim 40 ft.

MODSAVE
Str18+4+4
Int1-5-5
MODSAVE
Dex13+1+1
Wis10+0+0
MODSAVE
Con15+2+2
Cha4-3-3

  • Senses Blindsight 30 ft.

  • Skills Perception +2

Traits

Aquatic. The Shark can only breathe underwater.

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

Frenzy. The Shark has advantage on Bite attacks against creatures with less than their maximum hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.

Bonus Actions

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

Polar Bear
cr 2

Large Beast (Carnivore), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 51 (6d10 +5)
  • Speed 40 ft., climb 30 ft., swim 30 ft.

MODSAVE
Str19+4+4
Int2-4-4
MODSAVE
Dex10+0+0
Wis13+1+1
MODSAVE
Con16+3+5
Cha7-2-2

  • Skills Intimidation +6, Perception +3

  • Resistances Cold

Traits

Ice Walk. The Bear can move across and climb icy surfaces without making an ability check. Additionally, the Bear can ignore difficult terrain imposed by ice or snow.

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

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

Strong Jaws. When the Bear hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in
its jaws (escape DC 14). While it is Grappling a creature, it cannot use its Bite attack on other targets.

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

Actions

Multiattack. The Bear makes two attacks, using its Bite and its Claw attacks in any combination.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Bear's size (or smaller) is knocked Prone.

Bonus Actions

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

Stag, Giant
cr 2

Huge Beast (Brute), Neutral


    AC 14 (natural armor)
    Initiative +3 (13)
  • HP 42 (5d12 +10)
  • Speed 60 ft.

MODSAVE
Str19+4+4
Int4-3-3
MODSAVE
Dex16+3+3
Wis12+1+1
MODSAVE
Con14+2+2
Cha6-2-2

  • Skills Athletics +6, Perception +3

Traits

Cervine Leap. The Stag can long jump up to 40 ft. and high jump up to 25 ft. with only 10 ft. running start.

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

Actions

Antler. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.

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

Reactions

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

Stag Beetle, Giant
cr 2

Large Beast (Vermin), Neutral


    AC 15 (natural armor)
    Initiative -1 (9)
  • HP 60 (8d10 +16)
  • Speed 30 ft., climb 10 ft., fly 30 ft.

MODSAVE
Str19+4+4
Int2-4-4
MODSAVE
Dex8-1-1
Wis7-2-2
MODSAVE
Con15+2+2
Cha3-4-4

  • Skills Intimidation +6

Traits

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

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

Trampling Charge. If the Beetle moves at least 20 ft. in
a line and hits with a Gore attack, it deals a bonus 2d8 damage, and if the target was equal to the Beetle's size (or smaller), it is also knocked Prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.

Reactions

Reflective Carapace. When a creature the Beetle can see makes a melee attack against the Beetle, it can unfurl its wings and impose disadvantage on its attack roll.

Challenge Rating:3

Beasts of Challenge Rating 3 are massive and extremely rare Beasts which dominate their chosen habitat. When common folk venture into their lairs they are never heard from again.

Alligator Turtle, Giant
cr 3

Large Beast (Reptilian), Neutral


    AC 17 (natural armor)
    Initiative +0 (10)
  • HP 59 (8d10 +16)
  • Speed 30 ft., swim 40 ft.

MODSAVE
Str19+4+5
Int2-4-4
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con14+2+2
Cha5-3-3

  • Skills Stealth +3

  • Senses Darkvision 60 ft.

Traits

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

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

Strong Jaws. If the Alligator Turtle hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 14). When Grappling a creature it cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (4d6 +4) slashing damage. If it is Grappled
by the Alligator Turtle, it takes a bonus 2d6 damage.

Electric Eel, Giant
cr 3

Large Beast (Aquatic), Neutral


    AC 13
    Initiative +3 (13)
  • HP 52 (6d10 +18)
  • Speed 0 ft., swim 40 ft.

MODSAVE
Str11+0+0
Int2-4-4
MODSAVE
Dex17+3+5
Wis12+1+1
MODSAVE
Con16+3+3
Cha5-3-3

  • Resistances Lightning

Traits

Aquatic. The Electric Eel can only breath underwater.

Electrosense. The Electric Eel knows the exact location of any living creature within 90 ft. of it while underwater.

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

Stunning Jolt (Recharge 5-6). When the Eel hits a target with its Shocking Bite attack, it can force it to make a Constitution saving throw (DC 13). On a failure, it takes 3d6 lightning damage and is Stunned until the end of the Eel's next turn. On a success, it takes half damage and its speed is halved until the start of the Eel's next turn.

Actions

Multiattack. The Eel makes two Shocking Bite attacks.

Shocking Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage plus (1d6) lighting damage, and the creature cannot take reactions until the start of the Eel's next turn.

Falcon, Giant
cr 3

Large Beast (Avian), Neutral


    AC 15
    Initiative +5 (15)
  • HP 44 (8d10)
  • Speed 10 ft., fly 60 ft.

MODSAVE
Str16+3+3
Int6-2-2
MODSAVE
Dex20+5+7
Wis15+2+2
MODSAVE
Con11+0+0
Cha7-2-2

  • Skills Acrobatics +7, Perception +6

Traits

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

Dive. If the Falcon moves 40 ft. straight down in a line then hits a target with a Talons attack, it deals a bonus 2d6 damage on hit. If the target is equal to the Falcon's size (or smaller) it falls Prone and is Stunned until the start of the Falcon's next turn.

Hunter's Grasp. When the Falcon hits a target at least one size smaller than it with its Talons attack, it can automatically Grapple the target (escape DC 15).

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

Actions

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d4 +5) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 15) or it is Blinded until the start of the Falcon's next turn.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d6 +3) slashing damage.

Hippopotamus
cr 3

Large Beast (Brute), Neutral


    AC 10
    Initiative -1 (9)
  • HP 67 (8d10 +24)
  • Speed 25 ft., swim 30 ft.

MODSAVE
Str18+4+6
Int2-4-4
MODSAVE
Dex8-1-1
Wis12+1+1
MODSAVE
Con16+3+3
Cha6-2-2

  • Skills Indimidation +6

Traits

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

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

Strong Jaws. If the Hippopotamus hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 14). When it is Grappling another creature in this way the Hippopotamus cannot use its Bite attack on other targets.

Actions

Multiattack. The Hippopotamus makes two Bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage, and the creature must make a Constitution saving throw (DC 14). On a failure, its Armor Class is reduced by 2 and its speed is halved until the start of the Hippopotamus's next turn.

Killer Whale
cr 3

Huge Beast (Aquatic), Neutral


    AC 12 (natural armor)
    Initiative +0 (10)
  • HP 67 (8d10 +24)
  • Speed 0 ft., swim 60 ft.

MODSAVE
Str19+4+4
Int5-3-3
MODSAVE
Dex10+0+0
Wis12+1+1
MODSAVE
Con16+3+5
Cha7-2-2

  • Senses Blindsight 120 ft.

  • Skills Perception +3

Traits

Echolocation. If the Whale makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight when Deafened.

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

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

Strong Jaws. If the Whale hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 14). When it is Grappling another creature in this way the Whale cannot use its Bite attack on other targets.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (5d6 +4) piercing damage, and the creature must make a Constitution saving throw (DC 14). On a failure, its Armor Class is reduced by 2 and its speed is halved until the start of the Whale's next turn.

Rhinoceros
cr 3

Large Beast (Brute), Neutral


    AC 11 (natural armor)
    Initiative -1 (9)
  • HP 60 (8d10 +16)
  • Speed 40 ft.

MODSAVE
Str21+5+7
Int2-4-4
MODSAVE
Dex8-1-1
Wis12+1+1
MODSAVE
Con15+2+2
Cha6-2-2

  • Skills Intimidation +7

Traits

Imposing Presence. The Rhinoceros uses its Strength, in place of Charisma, for Intimidation checks (see above).

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

Trampling Charge. If the Rhinoceros moves at least 20 ft. in a line and hits with a Gore attack, it deals a bonus 1d8 damage. If the target is equal to the Rhinoeros's size (or smaller), it is also knocked Prone, and the Rhinoceros can use a bonus action to use its Stomp attack on it.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 +5) piercing damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 +5) bludgeoning damage.

Saber-Toothed Tiger
cr 3

Large Beast (Carnivore), Neutral


    AC 12
    Initiative +2 (12)
  • HP 52 (7d10 +14)
  • Speed 40 ft.

MODSAVE
Str18+4+6
Int3-4-4
MODSAVE
Dex14+2+4
Wis12+1+1
MODSAVE
Con15+2+2
Cha8-2-2

  • Senses Darkvision 60 ft.

  • Skills Perception +3, Stealth +6

Traits

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

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

Stalker. The Tiger adds double its Proficiency Bonus to Stealth checks (included above).

Strong Jaws. When the Tiger hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in its jaws (escape DC 14). While it is Grappling
a creature, it cannot use its Bite attack on other targets.

Any creature that starts its turn Grappled by the Tiger in this way takes 1d6 slashing damage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) slashing damage.

Scorpion, Giant
cr 3

Large Beast (Vermin), Neutral


    AC 15 (natural armor)
    Initiative +1 (11)
  • HP 52 (7d10 +14)
  • Speed 40 ft.

MODSAVE
Str17+3+3
Int1-5-5
MODSAVE
Dex13+1+1
Wis9-1-1
MODSAVE
Con15+2+2
Cha3-4-4

  • Senses Blindsight 60 ft.

Traits

Pincer. If the Scorpion hits a target equal to its size (or smaller) with its Claw attack it can automatically Grapple it (escape DC 13). The Scorpion has two Claws and each can only Grapple one target at a time.

Actions

Multiattack. The Scorpion makes three attacks, one with each of its Claws, then one with its Stinger.

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

Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 +3) piercing damage. If the target is a creature, it must make a Constitution saving throw (DC 13) or it takes (4d10) poison damage and become Poisoned until the start of the Scorpion's next turn.

Alternate Beasts

Unleash the true wild fury of Beasts with this Compendium of 33 Alternate Beasts for 5e!

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

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

Part I: Challenge Ratings 0 - ½
Part III: Challenge Ratings 1 - 3

 

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