Bestiary by Species

Part 1: Mammals

 Bears............................................................................................02

  Black Bear..............................................................................02

  Brown Bear............................................................................02

  Panda Bear.............................................................................03

  Polar Bear...............................................................................03

Canines........................................................................................04

  Hound......................................................................................04

  Mastiff.....................................................................................04

  Terrier......................................................................................05

  Wolf..........................................................................................05

Felines..........................................................................................06

  Bobcat.....................................................................................06

  Cat............................................................................................06

  Cheetah...................................................................................07

  Lion..........................................................................................07

  Panther....................................................................................08

  Tiger.........................................................................................08

Mustiloids....................................................................................09

  Badger.....................................................................................09

  Honey Badger........................................................................09

  Otter.........................................................................................10

  Raccoon..................................................................................10

  Skunk......................................................................................11

  Weasel.....................................................................................11

Primates.......................................................................................12

  Baboon....................................................................................12

  Chimpanzee...........................................................................12

  Gorilla.....................................................................................13

  Monkey....................................................................................13

Pseudoruminants.......................................................................14

  Camel......................................................................................14

  Donkey....................................................................................14

  Horse, Draft...........................................................................15

  Horse, Riding.........................................................................15

Ruminants...................................................................................16

  Deer..........................................................................................16

  Elk............................................................................................16

  Goat.........................................................................................16

  Ox.............................................................................................16

  Giraffe.....................................................................................17

  Okapi.......................................................................................17

Whales..........................................................................................18

  Blue Whale.............................................................................18

  Dolphin...................................................................................19

  Killer Whale...........................................................................19

  Narwhal..................................................................................20

Miscellaneous small mammals...............................................21

  Bat............................................................................................21

  Bats, Swarm of......................................................................21

  Hare.........................................................................................22

  Kangaroo................................................................................22

  Platypus..................................................................................22

  Porcupine...............................................................................22

  Rat............................................................................................23

  Rats, Swarm of......................................................................23


Miscellaneous large mammals...............................................24

  Boar..........................................................................................24

  Elephant..................................................................................24

  Hippopotamus.......................................................................25

  Rhinoceros.............................................................................25

Part 2: Birds

 Raptors.........................................................................................26

  Eagle.......................................................................................26

  Hawk.......................................................................................26

  Owl...........................................................................................27

  Vulture.....................................................................................27

Unique birds................................................................................28

  Ostrich...................................................................................28

  Pigeon.....................................................................................28

  Raven.......................................................................................29

  Ravens, Swarm of.................................................................29

Part 3: Reptiles & Amphibians

 Reptiles & Amphibians.............................................................30

  Chameleon.............................................................................30

  Crocodile................................................................................30

  Frog..........................................................................................31

  Monitor Lizard.......................................................................31

  Snake, Constrictor................................................................32

  Snake, Venomous.................................................................32

  Tortoise...................................................................................33

  Turtle.......................................................................................33

Part 4: Fish

 Common Fish.............................................................................34

  Carp.........................................................................................34

  Carp, Giant.............................................................................34

  Shark, Great White..............................................................35

  Shark, Reef.............................................................................35

  Quipper....................................................................................36

  Quippers, Swarm of.............................................................36

Unique fish..................................................................................37

  Electric Eel.............................................................................37

  Pufferfish................................................................................37

  Stingray...................................................................................38

  Swordfish...............................................................................38

Part 5: Invertebrates

 Aquatic Invertebrates................................................................39

  Crab.........................................................................................39

  Giant Crab.............................................................................39

  Giant Clam.............................................................................40

  Squid........................................................................................40

  Giant Squid............................................................................41

  Giant Squid Tentacle............................................................41

Terrestrial Invertebrates...........................................................42

  Bee...........................................................................................42

  Bees, Swarm of.....................................................................42

  Scorpion.................................................................................43

  Spider......................................................................................43

Miscellaneous Invertebrate Swarms.....................................43

  Swarm of Locusts.................................................................43

  Swarm of Mosquitoes..........................................................43

Part 1.1: Bears


Black Bear

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 30 (4d8 + 12)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3
  • Senses passive Perception 13
  • Challenge 1 (200 XP)

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

Reckless Attack. When the bear makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on attack rolls using Strength until its next turn, but attack rolls against it gain advantage as well.

Actions

Multiattack. The bear makes two attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 7 (1d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the bear can't use its bite on another target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength save or be pushed up to 10 ft and knocked prone.

Lore

DC 10 Nature. Black bears are lumbering omnivores closer to pests than predators. They live on shoots, buds, berries, nuts, insects, honey and eggs, which they find as they bumble about their forest homes.

DC 14 Nature. Beware that black bears are nimble scavengers capable of moving silently, climbing fences & even opening doors. They routinely heist prey from predators and food from humanoids.

DC 18 Nature. Black bears are intelligent, sociable schemers who constantly strive to fill their bellies without resorting to battle.

They are capable of baiting prey with food scraps, bribing domestic guard animals, and collecting taxes from predators who dwell in their territories.



Brown Bear

Large beast, unaligned


  • Armor Class 10
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 ( 0) 21 (+5) 3 (-4) 10 ( 0) 7 (-2)

  • Skills Perception +3, Intimidation +1
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

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

Reckless Attack. When the bear makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on attack rolls using Strength until its next turn, but attack rolls against it gain advantage as well.

Actions

Multiattack. The bear makes three attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 13 (2d6 + 6) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the bear can't use its bite on another target.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 11 (2d4 + 6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength save or be pushed up to 10 ft and knocked prone.

Lore

DC 10 Nature. Brown bears are hulking omnivores closer to pests than predators. They live on roots, bulbs, berries, nuts, insects, honey and fish: which they find as they rove mountains, rivers and coasts.

DC 14 Nature. Beware that brown bears are fearless scavengers who'd rather steal a meal than hunt or gather their own. They routinely chase hunters from prey and raid humanoid food stores.

DC 18 Nature. Brown bears are greedy opportunists who never pass up easy prey, such as slow, small creatures, wounded animals, and penned livestock.

If a bear isn't hungry when an opportunity presents itself, it beats its prey unconscious, drags it away, and buries it in a shallow grave to be eaten later.


Panda Bear

Medium beast, unaligned


  • Armor Class 9
  • Hit Points 23 (11d8 - 22)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 7 (-2) 3 (-4) 16 (+3) 21 (+5)

  • Saving Throws Wisdom +7, Charisma +9
  • Skills Performance +9
  • Senses passive Perception 13
  • Challenge 7 (2,900 XP)

Spellcasting. The panda is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The panda knows the following spells:

  • Cantrips (at will): Druidcraft, Primal Savagery
  • 1st (4 slots): Animal Friendship, Charm Person, Cure Wounds, Fog Cloud
  • 2nd (3 slots): Calm Emotions, Lesser Restoration Pass Without Trace, Misty Step
  • 3rd (3 slots): Counterspell, Dispel Magic, Remove Curse, Speak With Plants
  • 4th (3 slots): Charm Monster, Dimension Door
  • 5th (3 slots): Awaken, Raise Dead
  • 6th (1 slots): Druid Grove

Bonus Actions

Snout. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Paws. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: the target is grappled (escape DC 14). Until this grapple ends, the bear can't paw another target.

Lore

DC 10 Nature. Panda bears are harmless, helpless herbivores. They live only on bamboo, dwell only in bamboo, and think only of bamboo, narrowing their habitat to the bamboo forests of the world.

DC 14 Nature. Ask yourself, how do pandas survive without weapons, armor, agility or camouflage? Because pandas must possess some mysterious defense, it's wise to treat them with fearful respect.

DC 18 Nature. Panda bears are innately magical creatures who rely on enchantments, illusions, other trickery to beguile their pursuers.

A panda's magic can be of tremendous use to the lost and the weary. But because pandas only care about bamboo, they are hard to bribe or bargain.



Polar Bear

Large beast, unaligned


  • Armor Class 10
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft., swim 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 ( 0) 21 (+5) 3 (-4) 10 ( 0) 7 (-2)

  • Damage Immunities cold
  • Skills Perception +3, Intimidation +1
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Hold Breath. The bear can hold its breath for 3 minutes.

Ice Walk. The bear is unaffected by difficult terrain composed of ice or snow .

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

Reckless Attack. When the bear makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on attack rolls using Strength until its next turn, but attack rolls against it gain advantage as well.

Actions

Multiattack. The bear makes three attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 13 (2d6 + 6) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the bear can't use its bite on another target.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 11 (2d4 + 6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength save or be pushed up to 10 ft and knocked prone.

Lore

DC 10 Nature. Polar bears are hulking predators. They stalk seals, small whales, reindeer and muskox: some of the only living things that dot the coasts and floes of the barren arctic.

DC 14 Nature. Beware that polar bears are ambush predators. Rather than chase creatures who could outrun or outswim them, polar bears stalk the coast, ready to drag victims adeep or ashore.

DC 18 Nature. Polar bears are curious about objects and creatures that break the solitude and monotony of the colourless wasteland they call home.

Polar bears hoard strange objects as toys, claim strange places as playgrounds, and take strange creatures as (willing or unwilling) pets.

Part 1.2: Canines


Hound

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 ( 0) 15 (+2) 11 ( 0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

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

Watchdog. The hound is aware of its surroundings even while it is asleep.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) piercing damage and the target is grappled (escape DC 10). Until this grapple ends, the hound can't use its bite on another target.

Locate. The hound chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The hound focuses on this target's scent until it takes this action again.

If the target is within 30 ft of the hound, the hound pinpoints its location. If the target passed within 30 ft of the hound in the last day the hound discovers its trail and can begin to follow it.

The hound can't locate a target or follow a trail that it cannot smell (e.g. a trail through running water).

Lore

Hounds are small dogs bred to hunt small game such as deer, hares, foxes, raccoons, and other swift, elusive animals.

The keen sense of smell that makes hounds useful for this work makes them perfect to track fugitives, sense intruders, detect contraban, and locate lost creatures or objects.



Mastiff

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

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

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/8 (25 XP)

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

Actions

Ankle Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Strength save or fall prone. The target is also grappled on hit (escape DC 12), and until this grapple ends the mastiff can neither Ankle Bite another target nor use Vital Bite at all.

Vital Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) if the mastiff has advantage on the attack roll. The target is also grappled on hit (escape DC 12), and until this grapple ends, the mastiff can neither Vital Bite another target nor use Ankle Bite at all.

Lore

Mastiffs are big dogs bred to hunt big game, such as boars, elk, bears, lions, wolves, and other mighty, violent animals.

The raw power and sheer size that makes mastiffs useful for this work makes them perfect to subdue criminals, attack intruders, haul freight, and herd livestock.


Terrier

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., burrow 5ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 ( 0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

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

Lockjaw. The terrier's powerful jaws are difficult to force open, but easy to hold shut. The terrier can't use its bite attack if it is grappled or restrained

Tunneler. When the terrier burrows, it can leave a tiny tunnel in its wake. Alternatively, it can burrow at half speed and leave a small tunnel in its wake.

By burrowing and dashing turn after turn, the terrier can create 100 ft of tiny tunnels or 50 ft of small tunnels per minute.

Underfoot. The terrier doesn't provoke opportunity attacks from creatures that are small or larger.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.. Hit: 1 piercing damage and the target is grappled (escape DC 12). Until this grapple ends, the terrier can't use its bite on another target

Lore

Terriers are tiny dogs bred to massacre burrowing pests such as rats, badgers, moles, and squirrels. Like housecats, they are popular and practical pets.

The pint-sized ferocity that makes terriers perfect for this work makes also makes them too weak and too insubordinate for everything else. What use could an adventurer find for a laplog?



Wolf

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 11 ( 0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 1/4 (5 XP)

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

Actions

Ankle Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Strength save or fall prone. The target is also grappled on hit (escape DC 12), and until this grapple ends, the wolf can neither bite another target nor use Vital Bite.

Vital Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1d6 + 2) piercing damage, or 12 (3d6 + 2) if the wolf has advantage on the attack roll. The target is also grappled on hit (escape DC 12), and until this grapple ends, the wolf can neither bite another target nor use Ankle Bite.

Locate. The wolf chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The wolf focuses on this target's scent until it takes this action again.

If the target is within 30 ft, the wolf pinpoints its location. If the target passed within 30 ft in the last day the wolf discovers its trail.

The wolf cannot locate a target or follow a trail that it cannot smell (e.g. a trail through running water).

Lore

DC 10 Nature. Wolves are intelligent pack hunters. When they aren't chasing deer, elk, birds and boars through the wilds of the world, they stalk the edges of society to butcher sheep, cattle, fowl and swine.

DC 14 Nature. Beware that wolves are patient and intelligent predators. They will stalk unfamiliar prey for days, studying its abilities and tiring it with skirmishes, before they coordinate an all-out attack.

DC 18 Nature. Wolves hunt elk on rainy days, when their hooves can't grip the wet ground, and geese on stormy nights too harsh to fly. When boars duel, wolves kill the breathless loser. And when deer travel, wolves cull the weak in the rear.

Wolves attack when the odds are in their favour.

Part 1.3: Felines


Bobcat

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 25 ft. climb 20 ft.

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

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses Darkvision, passive Perception 13
  • Challenge 1/8 (25 XP)

Cunning Action. The bobcat can Dash, Disengage, or Hide as a bonus action.

Pounce. If the bobcat moves at least 20 ft. towards a creature before hitting it with its claws, the target must succeed on a DC 10 Strength saving throw or fall prone.

Pussyfoot. The bobcat does not make noise when it moves or when it falls, unless the cat takes damage from the fall.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Target must be grappled. Hit: 2 (1d4) piercing damage, and the target is choking until until the grapple ends.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 1 slashing damage and the target is grappled (escape DC 10). Until this grapple ends, the bobcat can't grapple another target.

Reactions

Catfall. When the bobcat falls, it can choose to take no falling damage and to land on its feet

Lore

DC 10 Nature. Bobcats are small, yet fearsome ambushers that prey on the little rodents, reptiles, birds, fish and insects found in the mountains, woodlands and plains of all climates.

DC 14 Nature. The bobcat's strangling bite lets it take down large prey such as deer and elk. Bobcats bury such prey in underbrush or snow to eat later: that is, unless other predators get to it first.

DC 18 Nature. Because bobcats adjust their diet to avoid competition with other predators, the droppings they bury in litter and sand are clues that suggest what predators dwell nearby.



Cat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 25 ft. climb 20 ft.

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

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses Darkvision, passive Perception 13
  • Challenge 0 (0 XP)

Cunning Action. The cat can Dash, Disengage, or Hide as a bonus action.

Pounce. If the cat moves at least 20 ft. towards a creature before hitting it with its claws, the target must succeed on a DC 6 Strength saving throw or fall prone.

Pussyfoot. The cat does not make noise when it moves or when it falls, unless the cat takes damage from the fall.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Target must be grappled. Hit: 1 piercing damage.

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.. Hit: 1 slashing damage and the target is grappled (escape DC 6). Until this grapple ends, the cat can't grapple another target.

Reactions

Catfall. When the cat falls, it can choose to take no falling damage and to land on its feet

Lore

Cats are ruthless and efficient predators: the bane of rodents, birds, and insects. This common ground with humanoids—the desire to massacre vermin—means cats are welcome wherever people dwell.

Unlike other domestic beasts, which were dragged into civilization bucking and barking, cats joined of their own volition, and stay no strings attached. Cats view humanoids as neighbours, not masters.


Cheetah

Medium beast, unaligned


  • Armor Class 15
  • Hit Points 13 (3d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 ( 0) 21 (+5) 10 (0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Challenge 1/4 (50 XP)

Cunning Action. The cheetah can Dash, Disengage, or Hide as a bonus action.

Pounce. If the cheetah moves at least 20 ft straight towards a creature before hitting it with its claws, the target must succeed on a DC 10 Strength save or fall prone.

Speedster. When the cheetah Dashes, it accelerates to blinding speeds. Until the start of its next turn, it is invisible while it is in motion.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Target must be grappled. Hit: 3 (1d6) piercing damage, and the target is choking until until the grapple ends.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) slashing damage and the target is grappled (escape DC 10). Until this grapple ends, the cheetah can't grapple another target.

Lore

DC 10 Nature. As nature's fastest runners, cheetahs have the honor of hunting nature's fastest prey: the antelopes, ostriches and hares that roam the wide open savannahs.

DC 14 Nature. Though cheetahs resemble the large roaring "pantherine" cats— such as lions, leopards, and tigers—they are in fact meowing, "feline" cats, and despite their size, they behave accordingly.

DC 18 Nature. Unlike most cats, which are solitary, cheetahs live and hunt in packs. Together with their fearful respect of humanoids, this doggish loyalty means cheetahs are relatively easy to tame.



Lion

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 ( 0) 15 (+2) 3 (-4) 16 (+3) 21 (+5)

  • Saving Throws Wisdom +6, Charisma +8
  • Skills Stealth +2
  • Senses Darkvision, passive Perception 13
  • Challenge 3 (700 XP)

Cunning Action. The lion can Dash, Disengage, or Hide as a bonus action.

Pounce. If the lion moves at least 20 feet straight towards a creature before hitting it with its claws, the target must succeed on a DC 14 Strength save or fall prone.

King of Beasts. The lion's majesty and charisma allow it to produce non-magical effects that rival a 4th-level spellcaster (spell save DC 16, +8 to spell attacks). The lion can immitate the following spells:

  • Cantrips (at will): Friends, Vicious Mockery
  • 1st (4 slots): Animal Friendship, Command, Dissonant Whispers, Speak With Animals
  • 2nd (3 slots): Animal Messenger, Calm Emotions, Suggestion, Tasha's Mind Whip

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Target must be grappled. Hit: 6 (1d6 + 3) piercing damage, and the target is choking until until the grapple ends. The number of rounds the target can survive is reduced by 3 (minimum 1).

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 5 (1d4 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the lion can't grapple another target.

Lore

DC 10 Nature. Lions are swift, powerful predators, and the undisputed kings of beasts. From antelopes to zebras—little hares to great giraffes—lions dine on all the creatures of the savannah.

DC 14 Nature. As the king of beasts, the lion has authority over other animals. It can collect tribute from predators, treaty peace with prey, and mark creatures as solely its own to deal with.

DC 18 Nature. As the king of beasts, the lion is a steward to its domain. Poachers and pioneers who encroach on its territory are its most bitter foes, and it musters the armies of the wild against them.


Panther

Medium beast, unaligned


  • Armor Class 15
  • Hit Points 32 (4d8 + 10)
  • Speed 25 ft., climb 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 21 (+5) 15 (+2) 3 (-4) 16 (+3) 7 (-2)

  • Skills Deception +1, Perception +6, Stealth +8
  • Senses Darkvision, passive Perception 16
  • Challenge 1 (200 XP)

Cunning Action. The panther can Dash, Disengage, or Hide as a bonus action.

Pounce. If the panther moves 20 ft. towards a creature before hitting it with its claws, the target must succeed on a DC 13 Strength save or fall pron

Camouflage. When the panther Hides in dense foliage, it becomes invisible. It remains invisible until it makes an attack or leaves the dense foliage.

Mimicry. The panther can mimic simple sounds it has heard. A creature can discern the sounds as imitations with a DC 11 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Target must be grappled. Hit: 6 (1d6 + 3) piercing damage, and the target is choking until until the grapple ends. The number of rounds the target can survive is reduced by 3 (minimum 1).

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 5 (1d4 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the panther can't grapple another target.

Reactions

Catfall. The panther can use its reaction to reduce any falling damage it takes to 0.

Lore

DC 10 Nature. Panthers are peerless ambushers. With a sudden drop from mountain ridges or jungle treetops, they slay bucks, bulls, boars, apes, or any other creature unlucky enough to cross their sights.

DC 14 Nature. Beware that panthers are the most cunning of all cats. They lay false tracks to elude hunters, use bait and mimicry to lure prey, and even disarm simple traps.

DC 18 Nature. Between their stealth and cunning, panthers are prone to hubris. A curious panther is often hiding within 10 feet of the creature it is stalking, and a fearful panther does not retreat far.



Tiger

Large beast, unaligned


  • Armor Class 12
  • Hit Points 76 (8d10 + 32)
  • Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 18 (+4) 3 (-4) 16 (+3) 7 (-2)

  • Skills Perception +6, Stealth +5
  • Senses Darkvision, passive Perception 16
  • Challenge 3 (700 XP)

Cunning Action. The tiger can Dash, Disengage, or Hide as a bonus action.

Pounce. If the tiger moves 20 ft. towards a creature before hitting it with its claws, the target must succeed on a DC 13 Strength save or fall pron

Camouflage. When the tiger Hides in dense foliage, it becomes invisible. It remains invisible until it makes an attack or leaves the dense foliage.

Actions

Multiattack. The tiger makes two attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. Target must be grappled. Hit: 12 (2d6 + 5) piercing damage, and the target is choking until until the grapple ends. The number of rounds the target can survive is reduced by 5 (minimum 1).

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 10 (2d4 + 5) slashing damage and the target is grappled (escape DC 17). Until this grapple ends, the tiger can't grapple another creature.

Lore

DC 10 Nature. Tigers are hulking ambush predators. Besides the deer, buffalo, and boars that are prey to all the predators of the jungle, tigers hunt wolves, panthers, bears, constrictor snakes and crocodiles.

DC 14 Nature. Though tigers do not normally prey on humanoids, their simple minds leap in response to certain signals. To run is to be fleeing prey! To crouch is to be a tasty quadreped! And so on.

DC 18 Nature. Tigers are the most powerful, but the least cunning of all cats. As ambushers, they are afraid to attack any creature that has spotted them, no matter how favourable the odds.

Part 1.4: Musteloids


Badger

Tiny beast, unaligned


  • Armor Class 8
  • Hit Points 4 (1d4 + 2)
  • Speed 25 ft. burrow 5ft.

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

  • Senses Tremorsense 30 ft, passive Perception 10
  • Challenge 0 (0 XP)

Thick Skin. When the badger takes damage from an attack or an effect that allows it to make a Dexterity save, the damage is reduced by 3. If the damage is reduced to 0, the badger ignores the effect entirely.

Tunneler. When the badger burrows, it can leave a tiny tunnel in its wake. Alternatively, it can burrow at half speed and leave a small tunnel in its wake.

By burrowing and dashing turn after turn, a badger can create 100 ft of tiny tunnels or 50 ft of small tunnels per minute.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage and the target is grappled (escape DC 7). Until this grapple ends, the badger can't bite another target.

Lore

DC 10 Nature. Badgers are small, sturdy, stubborn omnivores. They live on insects, worms, fruit, grains carrion and small rodents, which they unearth in their burrows beneath all regions of the world.

DC 14 Nature. Though badgers are small and mostly harmless, their thick skins are invulnerable to all but the fiercest predators. Owing to this, they are bold pests to farmers and gatekeepers of their territories

DC 18 Nature Badger holes are sprawling labyrinths, populated by foxes, hares, and other burrowing creatures. Like landlords, badgers collect rent from all of their tenants. Else, they expel them violently. In this way, badgers are vanguards of the underdark.



Honey Badger

Small beast, unaligned


  • Armor Class 8
  • Hit Points 11 (2d6 + 4)
  • Speed 25 ft. burrow 5ft.

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

  • Condition Immunities frightened, poisoned, prone
  • Damage Immunities poison
  • Senses Tremorsense 30 ft, passive Perception 10
  • Challenge 1/8 (25 XP)

Thick Skin. When the badger takes damage from an attack or an effect that allows it to make a Dexterity save, the damage is reduced by 10. If the damage is reduced to 0, the badger ignores the effect entirely.

Loose Skin. The only effect of restraining the badger is that its speed is reduced to 0.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage and the target is grappled (escape DC 10). Until this grapple ends, the badger can't bite another target.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 slashing damage

Lore

DC 10 Nature. Honey badgers are ferocious and infamous, yet small omnivores found in all climates. They live on small animals and vegetables, including whole beehives, scorpions, and venomous snakes.

DC 14 Nature. Owing to its invulnerable hide and immunity to toxins, the honey badger is incapable of fear. It boldly massacres livestock and challenges predators, and it bullies other creatures for sport.

DC 18 Nature. Honey badgers are cruel out of need. They steal prey because they are poor hunters. They steal territory because they are poor burrowers. A honey badger whose needs are met slowly learns peacefulness, reciprocity, and even loyalty.


Otter

Tiny beast, neutral evil


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 25 ft., swim 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 ( 0) 5 (-3) 10 ( 0) 7 (-2)

  • Skills Deception +0, Performance +0,
  • Senses passive Perception 10
  • Challenge 0 (0 XP)

Thumbs. The otter has prehensile hands, allowing it to wield weapons and use devices.

Fast Hands. The otter can use its bonus action to make a Dexterity (Sleight of Hand) check, to use a set of tools, or to use an object.

Hold Breath. The otter can hold its breath for 5 minutes.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.. Hit: 1 piercing damage.

Lore

DC 10 Nature. Otters are tiny diving mammals who eat the molluscs, crabs, fish and frogs that dot the floors of rivers and seas. When they aren't foraging, otters frolick or nap on the water's surface.

DC 14 Nature. Otters are clever tool users who use stones and hammers and anvils to crack crab shells, driftwood as crowbars to open clams, and kelp as rope to moor themselves and immobilize prey.

DC 18 Nature. Despite their cute exterior and harmlessness to humanoids, otters are violent and sadistic towards against littler creatures: including members of their own kind.



Raccoon

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 25 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 ( 0) 5 (-3) 12 (+1) 7 (-2)

  • Skills Perception +3, Sleight of Hand +4, Stealth +4
  • Senses Darkvision., passive Perception 13
  • Challenge 0 (0 XP)

Thumbs. The raccoon has prehensile hands, which allow it to wield weapons and use devices.

Fast Hands. The raccoon can use its bonus action to make a Dexterity (Sleight of Hand) check, to use a set of tools it is proficient with, or to use an object.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Lore

DC 10 Nature. Raccoons are tiny omnivores and notorious pests. When they aren't thieving trash or animal feed from civilization, they gather eggs, shellfish, fruits, and nuts from the wild.

DC 14 Nature. Raccoons are expert burglars capable of opening doors and vessels, disarming traps, and working as teams. Conventional trapping and tracking methods are ineffective against them.

DC 18 Nature. Despite their penchant for eating trash, raccoons prefer to wash their food. This weakness for fresh water makes raccoons easy to track and trap.


Skunk

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30 ft.

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

  • Skills Perception +3, Stealth +4
  • Senses Darkvision, passive Perception 13
  • Challenge 0 (0 XP)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage.

Reactions

Spray (recharges after a short or long rest). At any moment, the skunk can unleash a 15-foot cone of spray. Every creature in the area must succeed on a DC 15 Dexterity saving throw or be blinded until the skunk finishes a turn.

In addition, every creature and object in the area of the spray stinks until it is washed with soap, or until a week passes.

Any creature other than a skunk that starts its turn within 5 feet of a stinking target must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn.

Lore

DC 10 Nature. Skunks are tiny, harmless omnivores, nonetheless feared for their putrid spray. Skunks are abundant in woodlands, plains, foothills and even deserts, and are common pests in civilization.

DC 14 Nature. Because skunks are rarely predated, they live long lives with ample opportunity to catch and spread disease. Skunks are foremost carriers of fleas, rabies and other diseases of beasts.

DC 18 Nature. Skunk spray is flammable, and loses all of its normal effects when exposed to flame.

If the cone of spray is exposed to a flame, each target in the area must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half on a successful save.

If a stinking target is exposed to a flame, it takes 3d6 fire damage and is no longer stinking.



Weasel

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft. climb 30 ft.

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

  • Skills Perception +3, Stealth +4
  • Senses Darkvision, passive Perception 13
  • Challenge 0 (0 XP)

Serpentine. The weasel can move through a space as narrow as 1 inch wide without squeezing.

Underfoot. The weasel doesn't provoke opportunity attacks from creatures larger than itself.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage.

Kamaitachi. Melee Weapon Attack: +0 to hit, reach 0 ft. Hit: 1 slashing damage and the target is grappled (escape DC 12).

Until this grapple ends, attacks targeting the weasel have a 50% chance of targeting the grappled creature instead. If the d20 result of the attack roll is even, the attack targets the weasel. If the result is odd, the attack targets the grappled creature.

Lore

DC 10 Nature. Weasels are tiny predators that prey on rodents, reptiles, insects and birds. True weasels dwell in temperate plains and forests, while their mongoose cousins dwell in savannahs and jungles.

DC 14 Nature. As a masters of infiltration, weasels are both despised pests and prized companions. While wild weasels raid chicken coups and rabbit pens, pet weasels brave burrows to massacre pests.

DC 18 Nature. The weasel's unique combination of small size, great speed, and climbing skill provide it with a rare a mythic technique: the kamaitachi or "whirlwind slice".

In simple terms, the weasel climbs its victim and scurries all over it. As a vortex of fur, the weasel is a difficult target to pin down, and thus is free to inflict a million tiny cuts with its claws.

Part 1.5: Primates


Baboon

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 30 ft. climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 11 ( 0) 5 (-2) 12 (+1) 7 (-2)

  • Skills Acrobatics +5, Athletics +1, Intimidation +0
  • Senses passive perception 11
  • Challenge 1/8 (50 XP)

Thumbs. The baboon prehensile hands and feet, allowing it to wield weapons and use devices.

Actions

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

Lore

DC 10 Nature. Baboons are superficiallyy humanoid beasts. By day, they scour the forest floor to forage, scavenge, and hunt small game. By night, they seek refuge in the trees and on rocky cliffs.

DC 14 Nature. Baboons live in simple societies lead by the strongest and most assertive. Family leaders supervise individuals' activities and settle disputes between them, while clan leaders decide families' activities and pool their resources.

DC 18 Nature. At the height of baboon hierarchy is the horde leader, who decides where clans travel and dwell. A horde leader can command hundreds or thousands of baboons, and wields immense power even by humanoid standards.



Chimpanzee

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 30 ft. climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 11 ( 0) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +5, Acrobatics +4, Stealth +4
  • Senses passive perception 11
  • Languages understands common but can't speak
  • Challenge 1/4 (50 XP)

Thumbs. The chimp has prehensile hands and feet, allowing it to wield weapons and use devices.

Troglodyte. The chimp has an intuitive grasp of stone age craftsmanship, comparable to proficiency in carpenter's, mason's, and weaver's tools. Because the chimp is creatively sterile, however, it can't create or repair an object it has never seen before.

Actions

Makeshift Spear. Melee Weapon Attack: +4 to hit, reach 10 ft. Hit: 5 (1d6 + 2) piercing damage.

Makeshift Shiv. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 4 (1d4 + 2) piercing damage, or 10 (1d4 + 2d6 + 2) if the chimp has advantage.

Rock. Melee or Ranged Weapon Attack: +4 to hit, range (20/60) ft.. Hit: 4 (1d4 + 2) bludgeoning damage, or 10 (1d4 + 2d6 + 1) if the chimp has advantage.

Lore

DC 10 Nature. Chimps are humanoid beasts with child-like intelligence. Like primative men, chimps are hunters, gatherers and scavengers who enjoy all the fruits of the jungle: literal fruit most of all.

DC 14 Nature. Chimp society is thick with intrigue, including professions, poverty, marriages, affairs, leaders, usurpers, nations and wars. A lone chimp is too cowardly to navigate these issues, but together, chimps are courageous and strong.

DC 18 Nature. Chimps see humanoids with a mix of admiration and jealousy. The more time they spend near us, they better they grasp our technology and language, and the more fearsome friends and foes they become as we are roped into their dramas.


Gorilla

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 76 (8d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +9, Intimidation +1, Perception +4
  • Senses passive Perception 14
  • Languages understands common but can't speak
  • Challenge 3 (700 XP)

Thumbs. The gorilla has prehensile hands and feet, allowing it to wield weapons and use devices.

Grappling Arts. The gorilla's speed isn't reduced when it grapples a medium or smaller creature, and the grappled creature is restrained until it is freed.

Throwing Arts. When the gorilla releases a medium or smaller creature from its grapple on its turn, the gorilla can push it up to 30 feet and knock it prone.

Actions

Multiattack. The gorilla makes two attacks

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: 7 (1 + 6) bludgoening damage, and the target must succeed on a DC 17 Strength save or be pushed up to 10 ft and knocked prone.

Grappled Creature. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft.. range (10/30) Hit: 8 (1d4 + 6) bludgeoning damage. The gorilla can only use a medium or smaller creature to make this attack.

If this attack hits and the attack roll would hit the grappled creature's AC, it takes damage as well.

Lore

DC 10 Nature. Gorillas are humanoid beasts with child-like intelligence. Like despite their hulking size, violent tempers, and fanged jaws, gorillas are strict herbivores.

DC 14 Nature. Gorillas live in small groups: a silver-backed patriarch, his black-backed mates and their young. The silverback is a servant-leader who leads activities, watches for danger and confronts threats.

DC 18 Nature. To diffuse conflict, gorillas use a ritualized 9-step threat display. Only when every step is done does a gorilla strike first blood.

In order, the steps are: (1) quickening hooting, (2) symbolic feeding, (3) rising bipedally, (4) throwing vegetation, (5) chest-beating, (6) kicking at the air, (7) sideways running, two-legged to four-legged, (8) destroying vegetation, & (9) beating the ground



Monkey

Small beast, unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 30 ft. climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 11 ( 0) 5 (-2) 12 (+1) 7 (-2)

  • Skills Acrobatics +5, Stealth +5, Sleight of Hand +5
  • Senses passive perception 11
  • Challenge 0 (0 XP)

Thumbs. The monkey has prehensile hands and feet, allowing it to wield weapons and use devices.

Prehensile Tail. The monkey has a prehensile tail, which it can use to wield weapons and use devices.

Quick Work. When the monkey fails to pick a pocket or to plant an object on a creature, it can choose to succeed instead. The target notices.

When the monkey fails to pick a lock or disarm a trap, it can choose to succeed instead. A knock audible from 300 ft emanates from the object.

Actions

Rock. Melee or Ranged Weapon Attack: +1 to hit, reach 5 feet., range (20/60) feet.. Hit: 1 (1d4 - 1) bludgeoning damage, or 4 (1d4 + 1d6 - 1) if the monkey has advantage.

Dirty Trick. The monkey plays an underhanded trick on a creature that it can see (e.g. shining light in a watchman's eyes, throwing sand in a gladiator's face, or staking a lord's cape to the ground).

The monkey is capable of countless tricks, each with effects determined by the DM. But as a rule of thumb, the target Blinded, Deafened, Restrained or unable to make noise until the end of its turn.

The target must succeed on a DC 13 Dexterity save to resist a trick. Once a creature sees the monkey perform a particular trick, it is immune to that trick.

Lore

DC 10 Nature. Monkeys are humanoid beasts of child-like intelligence and size. When they aren't scouring the canopy for fruit, nuts, or tiny creatures to snack on, they are at play in their jungle-gym.

DC 14 Nature. Monkeys are fond of playing pranks on other creatures. Where monkeys dwell near humanoids, they quickly become pests.

DC 18 Nature. Monkeys' intelligence and childlike innocence make them easy to train. Like any friend, monkeys won over by treats and favours quickly become loyal and loving even through hardship.

Part 1.5: Pseudoruminants


Camel

Large beast, unaligned


  • Armor Class 10
  • Hit Points 17 (2d10 + 6)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Horse's Bane. Horses aware of the camel's presence (including centaurs, pegasi, unicorns, etc) must succeed on DC 13 Charisma savng throw or be frightened by the camel. Each horse is frightened until the camel harms it or until the camel is gone.

A horse's rider can use its action to make a DC 13 Wisdom (Animal Handling) check. On a success, the horse ignores Horse's Bane until the next time it encounters a camel.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 9 (1d4 + 7) bludgeoning damage if the target is prone, or half as much if the target is not.

Lore

Camels are beasts of burden prized not for their strength or speed, but for their tolerance to heat, cold, hunger, and thirst. They are the mounts of choice of desert- and tundra-dwelling peoples.

Strangely, horses are innately terrified of camels. The scent of camels alone is enough to make horses unresponsive to their riders.



Donkey

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 ( 0) 13 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

Beast of Burden. The donkey is considered to be a large animal for the purpose of carrying capacity. The donkey can carry 420 lbs or drag 840 lbs.

Stubborn. The donkey has advantage on saving throws to resist being charmed, frightened, forced to move, or compelled take an action.

Sure-Footed. The donkey has advantage on Strength and Dexterity checks and saving throws against effects that would knock it prone.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 3 (1 + 2) bludgeoning damage if the target is prone, or half as much if the target is not.

Lore

Donkeys are beasts of burden prized not for their strength or speed, but for their sure-footedness and tolerance for hardship. They are the mounts of choice for mountain dwellers and the poor.

Donkeys are also prized for the power to sire mules : creatures blessed with the statistics of a horse and the features of a donkey, but cursed with infertility.


Draft Horse

Large beast, unaligned


  • Armor Class 10
  • Hit Points 17 (2d10 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Athletics +7, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Beast of Burden. The horse is considered to be a huge animal for the purpose of carrying capacity. The horse can carry 1500 lbs or drag 3000 lbs.

Coldblood. The horse's strength comes at the cost of agility. The horse cannot jump without a 10 foot running start, and the horse can jump no more than 10 ft long and 3 ft high.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 9 (1d4 + 7) bludgeoning damage if the target is prone, or half as much if the target is not.

Lore

Draft horses are bred for endurance, pulling power and calm. They are the favoured breeds to pull carts and carriages, as well as heavy cavalry.

Patient and principled at best, stubborn and ruthless at worst, draft horses usually adhere to their routines and trust their training, no matter what demands are put on them in the moment.


Riding Horse

Large beast, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 13 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Athletics +7, +Perception +3
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 9 (1d4 + 7) bludgeoning damage if the target is prone, or half as much if the target is not.

Lore

Riding horses are bred for light weight, explosive strength, and quick thinking. They are the favoured breeds of messengers, racers and light cavalry.

Flexible and open-minded at best, fickle and contrarian at worst, riding horses are usually curious and free-spirited, even when tried and true methods are available.

Part 1.6: Ruminants


Deer

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 4 (1d8)
  • Speed 50 ft.

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

  • Skills Perception +4, Stealth +5
  • Senses passive Perception 14
  • Challenge 1/8 (25 XP)

Charge. If the deer moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the deer or moved out of the deer's way, the deer can continue moving in a straight line and make another attack.

The deer can continue to make attacks in this way until it runs out of movement, or until it runs into medium or larger target that it fails to knock prone.

Standing Leap. The deer's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) slashing damage if the target is prone, or half as much if the target is not.

Antlers. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 3 (1d6) bludgeoning or piercing damage and the target is grappled (escape DC 10). Until this grapple ends, the deer can't use its antlers on another target.

Lore

DC 10 Nature. Deer are smallish, fleighty herbivores that herd in all of the grasslands, forests, and tundra of the world: the quarry of choice of all the world's great predators and hunters.

DC 14 Nature. Though deer live quiet lives as small herds for most of the year, males become fiercely territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well.

DC 18 Nature. When deer detect predators, they leep straight up and stiffen their legs. This behavior—stotting—is a signal that the predator has been spotted and that the prey is healthy enough to run: a plea for truce rather than fruitless chase.



Elk

Large beast, unaligned


  • Armor Class 11
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Charge. If the elk moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the bull or moved out of the elk's way, the elk can continue moving in a straight line and make another attack.

The elk can continue to make attacks in this way until it runs out of movement, or until it runs into large or larger target that it fails to knock prone.

Standing Leap. The elk's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 11 (2d4 + 5) slashing damage if the target is prone, or half as much if the target is not.

Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft.. Hit: 12 (2d6 + 5) bludgeoning or piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the elk can't use its antlers on another target.

Lore

DC 10 Nature. Elk are large, territorial herbivores that herd in all of the grasslands, forests, and tundra of the world: the quarry of choice of all the world's great predators and hunters.

DC 14 Nature. Though elk live quiet lives as small herds for most of the year, males become fiercely territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well.

DC 18 Nature. When elk detect predators, they will make eye contact, lay their ears back, lower their head, and finally erect their hackles: the hairs on its neck & shoulders. These steps count down to the elk's charge, if the predator does not back off.


Goat

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 4 (1d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 ( 0) 16 (+3) 11 ( 0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Intimidation +0, Perception +4
  • Senses passive Perception 14
  • Challenge 1/8 (25 XP)

Battering Ram. If the goat moves at least 20 ft towards a target immediately before ramming it, the target must succeed on a DC 10 Constitution save or be stunned until the end of its next turn.

A creature that rolls 5 or less on this saving throw is knocked unconscious for 1 minute, until it takes damage, or until another creature shakes it awake.

Charge. If the goat moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the goat or moved out of the goat's way, the goat can continue moving in a straight line and make another attack.

The goat can continue to make attacks in this way until its movement is interrupted.

Sure-Footed. The goat has advantage on Strength and Dexterity checks and saving throws against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 3 (1d6) bludgeoning or piercing damage, and the target must succeed on a DC 10 Strength save or be flung up to 10 ft and fall prone.

Lore

DC 10 Nature. Goats are smallish, yet fiersome herbivores that live solitary lives in the mountains, deserts and plains of the world. When they aren't a hunter's quarry, they're usually a farm animal.

DC 14 Nature. Though goat live in quiet harmony for most of the year, males become territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well.

DC 18 Nature. When goats detect predators, they leep straight up and stiffen their legs. This behavior—stotting—is a signal that the predator has been spotted and that the prey is healthy enough to run: a plea for truce rather than fruitless chase.


Ox

Large beast, unaligned


  • Armor Class 10
  • Hit Points 47 (5d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 19 (+4) 2 (-4) 12 (+1) 5 (-3)

  • Skills Intimidation +0, Perception +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Battering Ram. If the ox moves at least 20 ft towards a target immediately before ramming it, the target must succeed on a DC 18 Constitution save or be stunned until the end of its next turn.

A creature that rolls 13 or less on this saving throw is knocked unconscious for 1 minute, until it takes damage, or until another creatures shakes it awake.

Charge. If the ox moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the bull or moved out of the ox's way, the ox can continue moving in a straight line and make another attack.

The ox can continue to make attacks in this way until its movement is interrupted.

Beast of Burden. The ox is considered to be a huge animal for the purpose of carrying capacity. The bull can carry 1500 lbs or drag 3000 lbs.

Actions

Ram. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 14 (2d6 + 7) bludgeoning or piercing damage, and the target must succeed on a DC 18 Strength save or be flung up to 10 ft and fall prone.

Lore

DC 10 Nature. Oxen are large, territorial herbivores that herd in all of the grasslands, forests, and tundra of the world: the quarry of choice of all the world's great predators and hunters.

DC 14 Nature. Though oxen live quiet lives as small herds for most of the year, males become fiercely territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well.

DC 18 Nature. When oxen detect predators, they make eye contact, lay their ears back, lower their heads, and finally erect their hackles: the hairs on their necks & shoulders. These steps count down to the ox's devastating charge.


Giraffe

Huge beast, unaligned


  • Armor Class 13
  • Hit Points 43 (5d12 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Duck. The giraffe gains a +5 bonus to AC against ranged attacks unless it is prone or incapacitated.

Elevated Weak Point. The giraffe is 20 ft tall, and its vitals are 10 ft high. Attacks that don't reach this high deal 1 damage, unless the giraffe is prone.

Liftoff. When the giraffe flings a large or smaller target with its flail attack, it can lift the creature up to its height (20 ft) instead of flinging it 10 ft away. The target begins to fall during its own turn.

Serve. When the giraffe hits an airborne target with its flail attack, the target automatically fails its Strength saving throw, and the giraffe can fling the target up to 60 ft away.

Spike. When the giraffe hits an airborne target with its flail attack, it can fling it straight into the ground, in addition to flinging it away.

Actions

Multiattack. The giraffe can make two attacks.

Flail. Melee Weapon Attack: +8 to hit, reach 10 ft.. Hit: 15 (3d6 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength save or be flung up to 10 ft and fall prone.

Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft.. Hit: 20 (6d4 + 5) bludgeoning damage if the target is prone, or half as much if the target is not.

Lore

DC 10 Nature. Giraffes are the tallest of all beasts: majestic herbavores built to browse the treetops that dot the savannah.

DC 14 Nature. As powerful giants, and as the only creatures tall enough to graze treetops, giraffes fear no predators or competition, and are utterly docile unless their young or companions are attacked.

DC 18 Nature. Giraffes herd with other herbavores such as buffalo and zebras. While the giraffe serves as a lookout, the smaller beasts act as decoys or guards to protect the giraffe's young.



Okapi

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 30 (12d8 - 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 ( 0) 16 (+3) 7 (-2) 2 (-4) 12 (+1) 21 (+5)

  • Saving Throws Wisdom +5, Charisma +9
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 7 (2,900 XP)

Spellcasting. The okapi is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The okapi knows the following spells:

  • Cantrips (at will): Druidcraft, Primal Savagery
  • 1st (4 slots): Animal Friendship, Charm Person, Cure Wounds, Fog Cloud
  • 2nd (3 slots): Calm Emotions, Lesser Restoration Pass Without Trace, Misty Step
  • 3rd (3 slots): Counterspell, Dispel Magic, Remove Curse, Speak With Plants
  • 4th (3 slots): Charm Monster, Dimension Door
  • 5th (3 slots): Awaken, Raise Dead
  • 6th (1 slots): Druid Grove

Bonus Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: the target must succeed on a DC 12 Strength save or be flung up to 10 ft and fall prone.

Kick Dust. Every creature within a 15 foot cone is blinded until the end of the current turn.

Lore

DC 10 Nature. Okapi are harmless and helpless herbivores. They eat only underbrush, only from treefal gaps, and only in certain remote rainforests, making them exceptionally rare.

DC 14 Nature. Ask yourself, how do okapi survive without weapons, armor, agility or camouflage? Because okapi must possess some mysterious defense, it's wise to treat them with fearful respect.

DC 18 Nature. Okapi are innately magical creatures who rely on enchantments, illusions, other trickery to beguile their pursuers.

An okapi's magic can be of tremendous use to the lost and the weary. But because okapi only care about bamboo, they are hard to bribe or bargain.

Part 1.7: Whales



Blue Whale

Gargantuan beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 410 (20d20 + 200)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 ( 0) 30 (+10) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +7
  • Senses blindsight 120 ft., passive Perception 17
  • Challenge 16 (15,000 XP)

Echolocation. The whale can't use its blindsight while deafened.

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

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

Actions

Multiaction. The whale can take two of the following actions on its turn:

Flop. The whale leaps up to 30 ft straight upwards, 30 ft horizontally, or diagonally. When it leaps diagonally, the sum of the upward distance and horizontal distance must be 30 ft or less.

The whale does not descend until its next turn. If it lands on top of another creature, that creature takes 38 (8d6 + 10) bludgeoning damage.

Fluke. Melee Weapon Attack: +16 to hit, reach 15 ft.. Hit: 21 (4d4 + 10) bludgeoning damage. In addition, every large or smaller creature within a 60 foot cone must succeed on a Strength save (DC 24) or be pushed up to 60 feet away by the resulting current.

Ram. Melee Weapon Attack: +16 to hit, reach 5 ft.. Hit: 24 (4d6 + 10) bludgeoning and if the target is a vessel, each creature aboard must pass a DC 24 Dexterity (Acrobatics) check or stumble 10 feet and fall prone.

Inhale. The whale opens its mouth to inhale, creating a 60 foot cone of suction which lasts until the start of its next turn. Each large or smaller creature who starts its turn in the cone or who enters the cone for the first time on its turn is pulled 60 feet towards the whale. If a target swims against the current, subtract the distance that it swims from the distance it is pulled. A creature pulled into the whale's space is pulled into its mouth.

If the whale's mouth becomes full, or if the whale's mouth is forced shut, it ceases to inhale.


Swallow. Each creature in the whale's mouth must succeed on a DC 24 Strength saving throw or tumble into the whale's stomach.

Anatomy

At 20 ft tall, 20 ft wide, and 90 ft long, the blue whale is the largest beast to have ever lived. Its cavernous bowels are a dungeon, littered with the remains of the creatures and objects it has inhaled and swallowed:

  • The Mouth. The whale's mouth is a 10 foot cube. When it is shut, creatures inside are blinded and restrained. When it is open, creatures inside can see and move normally (though the current created by Inhale can make it difficult to exit).

    At the back of the mouth is the uvula: a dangling, chandelier-like flesh. When the uvula is takes damage or is otherwise disturbed, the whale must succeed on a Concentration saving throw or release the contents of its mouth and stomach.

    A creature can force the whale's jaws open or shut with successful Strength check contested by the whale's Strength check.

  • The Stomach. The whale's stomach is a dark, 10-foot radius sphere containing a 10-foot-deep pool of acid. A creature who starts its turn in the acid or who enters the acid for the first time on its turn takes 1d4 (2) acid damage.

    The stomach has exits at the top and bottom. The bottom exit is a small-sized, 150-foot-long tunnel devoid of air. The top exit is a large-sized sphincter, which is tightly shut except when the whale uses Swallow and when the whale's uvula is disturbed.

    A creature can force and hold the sphincter open with a successful Strength check contested by the whale's Strength check.

Lore

DC 10 Nature. Blue whales are gentle giants: toothless filter-feeders who live on the microscopic krill that fills the oceans like dust fills the air. As the largest beasts to have ever lived, blue whales fear no predators.

DC 14 Nature. Blue whales are intelligent beasts with long memories, unique languages and unique cultures amongst themselves. They are known to rescue the ships of sailors they view as friends, and to sink the ships of whalers they view as foes.

DC 18 Nature. Legends tell of whales who swallowed drowning humanoids whole, only to keep them safe and to escort them to land. Yet other legends tell of whales who devoured ships out of spite, and who carry their treasure to this very day.


Dolphin

Large beast, unaligned


  • Armor Class 10
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 11 ( 0) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Challenge 1/2 (100 XP)

Echolocation. The dolphin can't use its blindsight while deafened.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 12), and until this grapple ends, the dolphin can neither bite another target.

Flop. The dolphin leaps up to 30 ft straight upwards, 30 ft horizontally, or diagonally. When it leaps diagonally, the sum of the upward distance and horizontal distance must be 30 ft or less.

The dolphin does not descend until its next turn. If it lands on top of another creature, that creature takes 17 (4d6 + 3) bludgeoning damage.

Fluke. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 4 (1 + 3) bludgeoning damage, and the target must succeed on a Strength save (DC 12) or be flung up to 10 feet in any direction.

Whirlpool. The dolphin swims a 10 ft radius circle, creating a vortex that lasts until the start of its next turn. A creature that starts its turn in the area or enters the area must succeed on a DC 12 Strength save or be restrained until the vortex dissipates.

Lore

DC 10 Nature. Dolphins are cunning pack hunters: the so-called wolves of the sea. When they aren't hunting fish, shrimp, squid or themselves, they are snatching them from nets of fishers.

DC 14 Nature. Dolphins are highly intelligent beasts with unique languages and unique cultures, which include hunting strategies, downtime activities, and attitudes towards other creatures.

DC 18 Nature. Dolphins see intelligent beasts and humanoids as equals. They are known to rescue beached whales, lifeguard drowning men, fight off sharks, and work together with fishermen.



Killer Whale

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 108 (8d12 + 56)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 25 (+7) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +4
  • Senses blindsight 120 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

Echolocation. The whale can't use its blindsight while deafened.

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

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 17 (3d6 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, and the whale can't bite another target.

Flop. The whale leaps up to 30 ft straight upwards, 30 ft horizontally, or diagonally. When it leaps diagonally, the sum of the upward distance and horizontal distance must be 30 ft or less.

The whale does not descend until its next turn. If it lands on top of another creature, that creature takes 28 (6d6 + 7) bludgeoning damage.

Fluke. Melee Weapon Attack: +10 to hit, reach 10 ft.. Hit: 14 (3d4 + 7) bludgeoning damage, and the target must succeed on a Strength save (DC 18) or be flung up to 80 feet in any direction.

Ram. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 17 (3d6 + 7) bludgeoning and if the target is a vessel, each creature aboard must pass a DC 18 Dexterity (Acrobatics) check or stumble 10 feet and fall prone.

Lore

DC 10 Nature. Killer whales are cunning, yet hulking pack hunters: the so-called tigers of the sea. From little fish and seabirds to massive dolpins and seals, no smaller creature is off the menu.

DC 14 Nature. Killer whales are intelligent beasts with unique languages and cultures, which include hunting strategies, downtime activities, and attitudes towards other creatures.

DC 18 Nature. True to their name, killer whales kill for sport. They are known to fluke prey to and fro as if playing tennis; to corner it prey and batter it with bodyslams, and to drown other mammals.



Narwhal

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 90 (12d12 + 12)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 ( 0) 9 (-1) 13 (+1) 6 (-2) 21 (+5) 16 (+3)

  • Saving Throws Wisdom +9, Charisma +7
  • Damage Immunities: cold
  • Senses blindsight 120 ft., passive Perception 13
  • Challenge 7 (2,900 XP)

Echolocation. The narwhal can't use its blindsight while deafened.

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

Spellcasting. The narwhal is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The narwhal knows the following spells:

  • Cantrips (at will): Shape Water, Shillelagh
  • 1st (4 slots): Animal Friendship, Charm Person, Cure Wounds, Fog Cloud
  • 2nd (3 slots): Calm Emotions, Lesser Restoration Pass Without Trace, Misty Step
  • 3rd (3 slots): Counterspell, Dispel Magic, Water Breathing, Water Walk
  • 4th (3 slots): Charm Monster, Dimension Door
  • 5th (3 slots): Awaken, Raise Dead
  • 6th (1 slots): Wall of Ice

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 10 ft.. Hit: 3 (1d6) bludgeoning or piercing damage.

Fluke. One target within the narwhal's reach must make a DC 12 Strength save. On a failed save, it is flung up to 10 feet in any direction. Regardless of whether the target fails or succeeds, it cannot make opportunity attacks against the narwhal for the rest of the turn.

Lore

DC 10 Nature. Narwhals are gentle giants who live on the small fish and krill adrift in the arctic seas. Their unicorn-like tusks are mediocre weapons at best, and seem to grow primarily for show.

DC 14 Nature. Ask yourself, how does a narwhal survive the harsh arctic without weapons, armor, camouflage or agility? Because they must have some mysterious defense, it's wise to treat them with fearful respect.

DC 18 Nature. Narwhals are the unicorns of the sea: innately magical creatures who channel powerful magic through the wand- or staff-like tusks.

A narwhal's magic can be of tremendous use to the lost and the weary. But because narwhals live comfortable, solitary lives in the depths of the sea, they are difficult to befriend and bargain with.

Part 1.8: Miscellaneous Small Mammals


Bat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., climb 5 ft., fly 50 ft.

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

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 60 ft., passive Perception 11
  • Challenge 0 (0 XP)

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

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

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

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


Swarm of Bats

Gargantuan swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 5 ft., climb 5 ft., fly 50 ft.

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

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 60 ft., passive Perception 11
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

Echolocation. The swarm can't use its blindsight while deafened.

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

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

Swarm. The swarm of bats is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, it falls to huge size. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny bat.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage, if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.



Lore

DC 10 Nature. Bats are flying creatures that dwell in trees and caves all over the earth. Bats of different varieties live on everything from fruit, nuts, insects and fish to the blood of the living.

DC 14 Nature. Insectivorous bats clease their ranges of disease vectors such as mosquitoes and lice. A bat kept in an infested home or tent can make it all the more liveable.

DC 18 Nature. Bat guano is a potent fertilizer, and an equally potent fuel. Untreated, it burns as long and hot as oil. Treated with alchemist's tools, 50 lbs of guano make up a horn of gunpowder.


Hare

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft., burrow 5 ft.

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

  • Skills Perception +2, Stealth +7
  • Senses passive Perception 12
  • Challenge 0 (0 XP)

Cunning Action. The hare can Dash, Disengage, or Hide as a bonus action.

Standing Leap. The hare's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Tunneler. When the hare burrows, it can leave a tiny tunnel in its wake. Alternatively, it can burrow at half speed and leave a small tunnel in its wake.

By burrowing and dashing turn after turn, the hare can create 150 ft of tiny tunnels or 75 ft of small tunnels per minute.

Lore

Hares are tiny herbavores that graze the shrubs and grasses of all regions . Being defenseless, hares are timid creatures who use speed and stealth to evade and elude even the barest hint of a threat.

Domestic hares are considerably less timid, making them energetic and playful pets. But what use could an adventurer have for a fragile, harmless creature?



Kangaroo

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 ( 0) 14 (+2) 11 ( 0) 4 (-3) 10 ( 0) 4 (-3)

  • Skills Athletics +2, Perception +2,
  • Senses passive Perception 12
  • Challenge 1/8 (0 XP)

Powerful Legs. The kangaroo can use its bonus action to Dash or make a kick attack.

Standing Leap. The kangaroo's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Attacks

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 1 slashing damage, and the target is grappled (escape DC 10). Until this grapple ends, the kangaroo can't use its claws on another target.

Kick. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 4 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength save or be pushed up to 10 ft and knocked prone.

Lore

DC 10 Nature. Kangaroos are medium herbavores that graze the shrubs and grasses of the deserts and savannahs they call home. They are famous for their upright posture and hopping gait.

DC 14 Nature. Kangaroos multiply quickly provided green pastures, and thrive in farmland, making them serious pests akin to giant rats or rabbits. Between their great size and agility, conventional traps simply do not work, and they must be hunted.

DC 18 Nature. Owing to their upright posture, gripping claws and powerful kicks, kangaroos are natural mixed martial artists. With these fighting skills, they impress mates, settle disputes, and fend off threats such as hunting dogs and humanoids.


Platypus

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 10 ( 0) 10 ( 0) 2 (-4) 10 ( 0) 4 (-3)

  • Skills Perception +2, Stealth +2
  • Senses Blindsight 30 ft., passive Perception 12
  • Challenge 0 (0 XP)

Bioluminescence. When the platypus is observed or detected using a divination spell or any magical sense, it emits 10 ft of bright light and an extra 10 ft of dim light.

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

Actions

Spur. Melee Weapon Attack: +0 to hit, reach 5 ft.. Hit: the target is poisoned for 24 hours.

Lore

DC 10 Nature. Platypi are strange, chimerical beasts that dwell in the most remote rivers of the world. By day, these tiny beasts sleep on shore. By night, they scour the waters for insects & worms to eat.

DC 14 Nature. Platypi rely on darkness and muddy water to evade predators and ambush prey, and rely on a form of blindsight called electrolocation to see under these conditions.

DC 18 Nature. Platypi possess a variety of traits that seem to be vestiges from an ancient, dangerous, and more magical time.

Male platypi, for example, have a hollow spur on its hind legs, which injects a painful but ultimately harmless venom in any creature it pricks.

Or for example, platypi emit bright light when exposed to certain invisible energies, which are a latent part of most divination magics.

These strange qualities are the object of study by zoologists and arcanists alike, and make platypi useful for obscure purposes such as developing pharaceuticals and detecting scrying spies.



Porcupine

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 10 ( 0) 10 ( 0) 2 (-4) 10 ( 0) 4 (-3)

  • Skills Perception +2
  • Senses passive Perception 12
  • Challenge 0 (0 XP)

Quills. A creature that touches the porcupine takes 1 piercing damage.

A creature that hits the porcupine with an unarmed strike instead takes piercing damage equal to 1d4 + its own Strength modifier, and the damage that the porcupine recieves is reduced by the same amount.

Lore

DC 10 Nature. Porcupines are burrowing insectivores that live everywhere. Harmless, except for their quills.

DC 14 Nature.

DC 18 Nature.


Rat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft., swim 20 ft. burrow 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 9 (-1) 2 (-4) 10 ( 0) 4 (-3)

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses Darkvision 120 ft., passive Perception 11
  • Challenge 0 (0 XP)

Cunning Action. The rat can Dash, Disengage, or Hide as a bonus action.

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

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.


Swarm of Rats

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 20 ft., climb 20 ft., swim 20 ft. burrow 5 ft.

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

  • Skills Acrobatics +4, Perception +3, Stealth +4
  • Senses Darkvision 120 ft., passive Perception 11
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

Cunning Action. The swarm can Dash, Disengage, or Hide as a bonus action.

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

Swarm. The swarm of rats is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, it becomes huge. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny rat.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage, if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.



Lore

DC 10 Nature. Rats are tiny omnivores that dwell in all places humanoids dwell and who enjoy all foods humanoids enjoy, making them persistant pests.

DC 14 Nature.

DC 18 Nature.

Part 1.9: Miscellaneous Large Mammals


Boar

Medium beast, neutral good


  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 ( 0) 12 (+1) 2 (-4) 11 ( 0) 6 (-3)

  • Skills Perception +2
  • Senses passive Perception 12
  • Challenge 1/2 (100 XP)

Charge. If the boar moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the boar or moved out of the boar's way, the boar can continue moving in a straight line and make another attack.

The boar can continue to make attacks in this way until it runs out of movement, or until it runs into medium or larger target that it fails to knock prone.

Relentless. If the boar takes 6 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage, and the target must succeed on a DC 11 Strength save or fall prone.

Lore

DC 10 Nature. Extreme omnivore that can adapt to any environment.

DC 14 Nature. They just attack people for no reason! They go into cities!

DC 18 Nature. Ordinary pigs transform into boars when left in the wild.



Elephant

Huge beast, neutral good


  • Armor Class 8
  • Hit Points 108 (8d12 + 56)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 7 (-2) 25 (+7) 7 (-2) 11 ( 0) 7 (-2)

  • Skills Perception +3, Sleight of Hand +4
  • Senses passive Perception 13
  • Languages Understands but does not speak the languages of its homeland
  • Challenge 5 (1,800 XP)

Charge. If the elephant moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the elephant or moved out of the elephant's way, the elephant can continue in a straight line and make another attack.

The elephant can continue to make attacks in this way until it runs out of movement, or until it runs into huge or larger target it fails to knock prone.

Photographic Memory. The elephant cannot forget.

Prehensile Trunk. The elephant has a prehensile trunk, allowing it to wield weapons, use devices, and grapple. Its trunk has a reach of 10 ft.

Actions

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage, and the target must succeed on a DC 21 Strength save or be flung up to 10 ft and fall prone.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 42 (6d10 + 10) bludgeoning if the target is prone, or half as much if not.

Lore

DC 10 Nature. Gentle herbivore too big to care about predators.

DC 14 Nature. Highly intelligent, sociable and cultured.

DC 18 Nature. Spiritual and moral.


Hippopotamus

Large beast, neutral good


  • Armor Class 8
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 7 (-2) 21 (+5) 2 (-4) 11 ( 0) 5 (-3)

  • Skills Intimidation +0, Perception +3
  • Senses passive Perception 13

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

Like a Stone. The hippo cannot float in water, but instead sinks at a rate of 60 feet per round. Rather than swim, the hippo walks along the bottom of whatever water it finds itself in.

Relentless. If the hippo takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The hippo makes two attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 14 (2d6 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, and the hippo can't bite another target.

Lore

DC 10 Nature. Mighty herbivore that grazes the savannah by night and hides under rivers and lakes by day.

DC 14 Nature. "Beachmaster" male dominates a strip of shore. Otherwise, no social life.

DC 18 Nature.



Rhinoceros

Large beast, neutral good


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 21 (+5) 2 (-4) 11 ( 0) 5 (-3)

  • Skills Intimidation +0, Perception +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Charge. If the rhino moves at least 10 ft towards a target immediately before attacking it, and if the target is either smaller than the rhino or moved out of the rhino's way, the rhino can continue moving in a straight line and make another attack.

The rhino can continue to make attacks in this way until it runs out of movement, or until it runs into large or larger target that it fails to knock prone.

Juggernaut. With a 10 ft running start, the rhino can crash through up to 3 feet of wood, 1 foot of stone or 1 inch of common metal as if it were not there.

In addition, the rhino does not take damage when it moves through thorns, open flames, or other hazardous terrain.

Actions

Ram. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 14 (2d6 + 7) bludgeoning or piercing damage, and the target must succeed on a DC 18 Strength save or be flung up to 10 ft and fall prone.

Lore

DC 10 Nature. Mighty herbivore that grazes the savannah. Solitary and ill-tempered

DC 14 Nature.

DC 18 Nature. Rhinos hate fire. Not "hate" like they're afraid of it, but "hate" like they go out of their way to stomp fires out. What's up with that?

Part 2.1: Raptors


Eagle

Small beast, unaligned


  • Armor Class 11
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 ( 0) 2 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 0 (0 XP)

Eagleeye. The eagle can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from it.

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

Actions

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

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.. Hit: 3 (1d4 + 1) slashing damage and the target is grappled (escape DC 8). Until this grapple ends, the eagle can't use its talons on another target.

Lore

Eagles are the mightiest birds of prey. They can be found anywhere with open skies—plains, marshes, mountains, coasts, tundra and deserts—roosting in rocky crags and treetops.

Besides the keen sight common amongst birds of prey, falconers prize eagles for their sheer strength. No bird of prey but the eagle can hunt deer, rams, hogs, and even small humanoids.



Hawk

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

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

Eagleeye. The hawk can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from it.

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

Actions

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 1 piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 1 slashing damage and the target is grappled (escape DC 6). Until this grapple ends, the hawk can't use its talons on another target.

Lore

Hawks are the nimblest birds of prey. They favour the edges of dense forests and jungles, narrow canyons, and city streets: closed skies where they alone have the agility to fly.

Besides the keen sight common amongst birds of prey, falconers prize hawks for their agility. No bird of prey is more adept at catching pests and small game such as hares, fowl, fish and snakes.


Owl

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 8 (-1) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision, passive Perception 13

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

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

Actions

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 1 piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 1 slashing damage and the target is grappled (escape DC 6). Until this grapple ends, the owl can't use its talons on another target.

Lore

Owls are the stealthiest birds of prey. They can be found anywhere where rodents, birds, reptiles and insects can be found, from the densest forest and jungles to the sparest deserts and tundra.

Where other birds of prey have keen eyesight, owls have keen hearing and powerful night vision. These traits, together with their silent flight, make them the prized companions of night-stalking falconers.



Vulture

Small beast, unaligned


  • Armor Class 10
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 10 ( 0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses passive Perception 13

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

Actions

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

Talons. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) slashing damage and the target is grappled (escape DC 8). Until this grapple ends, the vulture can't use its talons on another target.

Locate. The vulture chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The vulture focuses on this target's scent until it takes this action again.

If the target is within 30 ft of the vulture, the vulture pinpoints its location. If the target passed within 30 ft of the vulture in the last day the vulture discovers its trail and can begin to follow it.

The vulture cannot locate a target or follow a trail that it cannot smell, such as a target in an airtight vessel or a trail through running water.

Lore

Part 2.2: Unique Birds


Ostrich

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d8 - 2)
  • Speed 60 ft.

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

  • Skills Athletics +0, Perception +3,
  • Senses passive Perception 13
  • Challenge 1/8 (25 XP)

Beast of Burden. The ostrich is considered to be a large animal for the purpose of carrying capacity. The ostrich can carry 180 lbs or drag 360 lbs.

Flutter. By peddling its legs and flapping its wings, the ostrich can jump while it is airborne. Once the ostrich does so, it can't do so again until it lands.

Light as a Feather. The ostrich uses Dexterity instead of Strength to determine its long and high jump. With a running start, it has a long jump of 15 feet and a high jump of 5 feet.

Actions

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

Lore

DC 10 Nature. It's a big chicken.

DC 14 Nature. It's a trusty steed!

DC 18 Nature. ???



Pigeon

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

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

  • Skills Perception +3, Sleight of Hand +5
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

Labyrinthine Recall. The pigeon can perfectly recall any path it has traveled.

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

Actions

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 1 piercing damage.

Lore

DC 10 Nature. It's a homing pigeon.

DC 14 Nature. ???

DC 18 Nature. ???


Raven

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

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

  • Skills Perception +3, Sleight of Hand +5
  • Senses passive Perception 13
  • Challenge 0 (0 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check

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

Actions

Peck. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 1 piercing damage.

Lore

DC 10 Nature. Harmless scavenger with a knack for mimicry.

DC 14 Nature. Puzzle solver with a great memory, and the ability to pass knowledge to other ravens.

DC 18 Nature. ???



Swarm of Ravens

Gargantuan swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 10 ft., fly 50 ft.

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

  • Skills Perception +3, Sleight of Hand +5
  • Senses passive Perception 13
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

Mimicry. The swarm can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check

Swarm. The swarm of ravens is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, becomes huge. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny raven.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Peck. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage, if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.

Lore

Part 3: Reptiles & Amphibians


Chameleon

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4-1)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 11 ( 0) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

  • Skills Perception +1, Stealth +3
  • Senses passive Perception 11
  • Challenge 0 (0 XP)

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

Actons

Chameleon. The chameleon changes colours to match its immediate surroundings, becoming invisible until it takes any action or until its concentration is broken.

Lore



Crocodile

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 50 (4d10 + 28)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 ( 0) 25 (+7) 2 (-4) 12 (+2) 5 (-3)

  • Skills Perception +4, Stealth +2
  • Senses Darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Hold Breath. The crocodile can hold its breath for 1 hour at a time.

Soft Underbelly. The crocodile carefully guards its soft underbelly while it is on its feet. When the crocodle is attacked from beneath (e.g. while it is airborne, waterborne, or prone) its AC falls to 10.

Lockjaw. The crocodile's powerful jaws are difficult to force open, but easy to hold shut. The crocodile can't use its bite attack if it is grappled or restrained

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the crocodile can't use its bite on another target.

Death Roll. A creature grappled by the crocodile must succeed on a DC 15 Strength saving throw. On a failed save, it takes 8d6 (27) slashing damage and falls prone. On a successful save, it takes half as much damage and remains standing.

Tail. Each creature in a 10 foot radius semicircle centered on the crocodile must succeed on a DC 15 Strength save. On a failed save, each target is knocked prone.

Bonus Actions

Snapjaw. Immediately after the crocodile either misses a creature with its bite or knocks a creature prone with its tail, it can try to bite that creature

Tailspin. Immediately after using its tail on a semi- circle, the crocodile can use its tail on the matching semicircle.

Lore


Frog

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4-1)
  • Speed 20 ft., climb 5 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 11 ( 0) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

  • Skills Perception +1, Stealth +3
  • Senses passive Perception 11
  • Challenge 0 (0 XP)

Amphibious. The frog can breathe air and water.

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

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Optional Features

Poisonous. A creature who touches the frog must succeed on a DC 13 Constitution saving throw or be poisoned. A creature who consumes the frog must succeed on a DC 18 save instead.

The effect of the poison varies by species of frog.

Lore


Monitor Lizard

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 4 (1d8)
  • Speed 30 ft., climb 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 ( 0) 10 ( 0) 11 ( 0) 1 (-5) 8 (-1) 3 (-4)

  • Skills Perception +1, Stealth +3
  • Senses passive Perception 11
  • Challenge 1/8 (25 XP)

Hold Breath. The monitor can hold its breath for 1 hour at a time.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.. Hit: 2 (1d4) piercing damage, and the target is poisoned for a day.

A poisoned target's maximum hit points reduced by the amount of damage it took until it is cured. If the target's maximum hit points would be reduced to 0, they are reduced to 1 instead.

Lore



Frog Poisons

Euphoric Poison. The target is poisoned for 8 hours, but it does not suffer the usual effects of the poisoned condition. Instead, the target cannot be Frightened, and the target is Charmed by every creature it encounters.

Dysphoric Poison. The target is poisoned for 8 hours, but it does not suffer the usual effects of the poisoned condition. Instead, the target cannot be Charmed, and the target is Frightened by every creature it encounters.

Nauseating Poison. The target is poisoned for 24 hours. Until this poison is cured, the target does not benefit from anything it eats or drinks, and does not benefit from short or long rests.

Psychedelic Poison. The target is poisoned for 8 hours, but it does not suffer the usual effects of the poisoned condition. Instead, the target hallucinates as if it were under the effect of Phantasmal Force.


Constrictor Snake

Large beast, unaligned


  • Armor Class 10
  • Hit Points 34 (4d10 + 12)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 ( 0) 17 (+3) 1 (-5) 10 ( 0) 3 (-4)

  • Skills Stealth +2
  • Senses Blindsight 10 ft., passive Perception 10
  • Challenge 1 (250 XP)

Serpentine. The snake can move through a space as narrow as 1 foot wide without squeezing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.. Hit: 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the snake can't use its bite on another target

Constrict. The snake releases a creature from its bite and grapples that target with its body. The grappled creature is restrained and immediately takes 14 (4d6) bludgeoning damage. It takes this damage again at the start of each of the snake's turns.

Reactions

Lunge. If a creature that the snake can see enters within 10 feet of it, the snake can make a bite attack against it.

Lore


Venomous Snake

Tiny beast, unaligned


  • Armor Class 14
  • Hit Points 2 (1d4)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 19 (+4) 11 ( 0) 1 (-5) 10 ( 0) 3 (-4)

  • Skills Stealth +6
  • Senses Blindsight 10 ft., passive Perception 10
  • Challenge 1/8 (25 XP)

Serpentine. The snake can move through a space as narrow as 1 inch wide without squeezing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: the target is poisoned. The effect of the poison varies by species of snake. Each poison can be cured by a unique antivenom.

Spit. A creature within 10 feet of the snake must succeed on a DC 14 Dexterity saving throw or be blinded for 1 minute. The creature can repeat this save at the end of each of its turns, ending the blinded condition on a success.

Reactions

Lunge. If a creature that the snake can see enters within 5 feet of it, the snake can make a bite attack against it.

Lore



Snake Venoms

Mild Paralytic. The target is poisoned for 24 hours.

Every hour, a poisoned creature must make a DC 13 Constitution save. On a failed save, the creature's is Restrained for the next hour. On a successful save, the creature is not.

Deadly Paralytic (Adder, Krait, Sea Snake). The target is poisoned for 24 hours.

Every hour, a poisoned creature must make a DC 13 Constitution save. With each failed save, its condition worsens. The creature is Restrained, then Paralysed, and then finally reduced to 0 hit points and dying.

Fierce Paralytic (Cobra, Mamba, Taipan). The target is poisoned for 24 hours.

Every 10 minutes, a poisoned target must make a DC 13 Constitution save. With each failure, its condition worsens. The creature is Restrained, then Paralysed, and then finally reduced to 0 hit points and dying.

Mild Toxic. The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

If a creature would be reduced to 0 hit points by this poison damage, it is reduced to 1 hit point instead.

Deadly Toxic (Rattlesnake, Habu). The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

Every 24 hours, the target must succeed on a DC 13 Constitution save or take 5 (2d4) poison damage and has its maximum hit points reduced by that much.

Fierce Toxic (Lancehead, Brown). The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

Every hour, the target must succeed on a DC 13 Constitution save or take 5 (2d4) poison damage and has its maximum hit points reduced by that much.


Tortoise

Medium beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 25 (3d8 + 12)
  • Speed 10 ft

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 19 (+4) 2 (-4) 12 (+1) 3 (-4)

  • Senses passive Perception 10
  • Challenge 1/8 (50 XP)

Beast of Burden. The tortoise is considered to be a large animal for the purpose of carrying capacity. The tortoise can carry 450 lbs or drag 900 lbs.

Invulnerable Hide. When the tortoise is subjected to an effect that allows it to make a Dexterity save to take reduced damage, it instead takes no damage if it succeeds on the save, and half damage if it fails.

Upend. When the tortoise is prone, it must use its action to make a DC 10 Dexterity (Acrobatics) check to stand up.

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

Actions

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

Reactions

Withdraw. At any moment—even the moment it is targeted by an attack or effect that it can see—the tortoise can withdraw into its shell, granting itself 3/4 cover until it emerges.

While in its shell, the tortoise's speed is 0, it can't take reactions, and the only action it can take is emerging from its shell.



Turtle

Tiny beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 4 (1d4 + 2)
  • Speed 5 ft, swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 0 (0 XP)

Hold Breath. The turtle can hold its breath for 1 hour at a time.

Invulnerable Hide. When the turtle is subjected to an effect that allows it to make a Dexterity save to take reduced damage, it instead takes no damage if it succeeds on the save, and half damage if it fails.

Upend. When the turtle is prone, it must use its action to make a DC 10 Dexterity (Acrobatics) check to stand up.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.. Hit: 1 piercing damage.

Reactions

Withdraw. At any moment—even the moment it is targeted by an attack or effect that it can see—the turtle can withdraw into its shell, granting itself 3/4 cover until it emerges.

While in its shell, the turtle's speed is 0, it can't take reactions, and the only action it can take is emerging from its shell.

Part 4.1: Common Fish


Carp

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 0 (0 XP)

Breach. The carp can jump 10 feet long and 5 feet high out of a pool of water without a running start.

Water Breathing. The carp can only breathe water.

Actions

Flop. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.



Giant Carp

Large beast, unaligned


  • Armor Class 10
  • Hit Points 42 (5d10 + 15)
  • Speed 0 ft., swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Breach. The carp can jump 20 feet long and 10 feet high out of a pool of water without a running start.

Water Breathing. The carp can only breathe water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the carp can't bite another target.

Flop. The carp leaps up to 30 ft straight upwards, 30 ft horizontally, or diagonally. When it leaps diagonally, the sum of the upward distance and horizontal distance must be 30 ft or less.

The carp does not descend until its next turn. If it lands on top of another creature, that creature takes 17 (4d6 + 3) bludgeoning damage.

Swallow. The carp makes one bite attack against a medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

A swallowed target is blinded and restrained, has total cover against attacks and other effects outside the carp, and cannot breathe. The carp can have only one target swallowed at a time.

If the carp dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Great White Shark

Huge beast, unaligned


  • Armor Class 10
  • Hit Points 108 (8d12 + 56)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 ( 0) 17 (+3) 1 (-5) 12 (+1) 4 (-3)

  • Skills Perception +4
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

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

Water Breathing. The shark can only breathe water.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.. Hit: 17 (3d6 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, and the shark can't bite another target.

Swallow. The shark makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends.

The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 5 (2d4) acid damage at the start of each of the shark's turns.

If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Locate. The shark chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The shark focuses on this target's scent until it takes this action again.

If the target is within 30 ft, the shark pinpoints its location. If the target passed within 30 ft in the last day the shark discovers its trail.

The shark cannot locate a target or follow a trail that it cannot smell (e.g. a trail through running water).

Lore

DC 10 Nature. Tiger of the sea

DC 14 Nature. Intelligent and sociable.

DC 18 Nature. Duel for territory



Reef Shark

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 13 (3d8)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 11 ( 0) 1 (-5) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 1/4 (50 XP)

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

Water Breathing. The shark can only breathe water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 4 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12), and until this grapple ends, the shark can't bite another target.

Locate. The shark chooses of a specific object, a material, a specific creature, or a type of creature that it has smelled before. The shark focuses on this target's scent until it takes this action again.

If the target is within 30 ft, the shark pinpoints its location. If the target passed within 30 ft in the last day the shark discovers its trail.

The shark cannot locate a target or follow a trail that it cannot smell (e.g. a trail through running water).

Lore

DC 10 Nature. Wolf of the sea

DC 14 Nature. Intelligent and sociable

DC 18 Nature. Warning dance


Quipper

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 0 (0 XP)

Breach. The quipper can jump 10 feet long and 5 feet high out of a pool of water without a running start.

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

Water Breathing. The quipper can only breathe water

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target is grappled (escape DC 5). Until this grapple ends, the quipper can't bite another target.



Swarm of Quippers

Gargantuan swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 32 (21d4 - 21)
  • Speed 0 ft., swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

Breach. The swarm can jump 10 feet long and 5 feet high out of a pool of water without a running start.

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

Water Breathing. The swarm can only breathe water

Swarm. The swarm of quippers is a gargantuan mass of tiny creatures. If the swarm falls to 16 hit points or less, it becomes huge. At 8 hit points it becomes large, and at 4 hit points it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny quipper.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage, if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium, and the target is grappled (escape DC 8).

Part 4.2: Unique Fish


Electric Eel

Small beast, unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 5 ft., swim 30 ft.

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

  • Senses Blindsight 30 ft, passive Perception 10
  • Challenge 1/8 (25 XP)
  • Challenge 0 (0 XP)

Amphibious. The eel can breathe air and water.

Breach. The eel can jump 10 feet long and 5 feet high out of a pool of water without a running start.

Actions

Electric Shock. Creatures of the eel's choice within 5 feet of it must each make a DC 10 Constitution saving throw.

On a failed save, a target takes 2 (1d4) lightning damage and is paralyzed until the end of its next turn. On a success, a target takes no damage but can't take reactions until the end of its next turn.

When the eel is not underwater, it can only shock a single creature that it is touching.

Lore



Pufferfish

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 30 ft.

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

  • Senses passive Perception 10
  • Challenge 0 (0 XP)
  • Challenge 0 (0 XP)

Poisonous. A creature damaged by the pufferfish must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. A creature who consumes the pufferfish must succeed on a DC 18 Constitution saving throw instead.

Each hour, the poisoned target must make a DC 13 Constitution save, and with each failed save, its condition worsens. It is Restrained, Paralysed, and finally reduced to 0 hit points and dying.

Quills. A creature that touches the pufferfish takes 1 piercing damage.

A creature that hits the pufferfish with an unarmed strike instead takes piercing damage equal to 1d4 + its own Strength modifier, and the damage that the pufferfish recieves is reduced by the same amount.

Water Breathing. The pufferfish must breathe water.

Lore

=


Stingray

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 ( 0) 11 ( 0) 1 (-5) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 1/4 (50 XP)

Water Breathing. The shark can only breathe water.

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 10 ft.. Hit: 4 (1d6 + 2) piercing damage, and the target is poisoned for 24 hours.

A poisoned target's maximum hit points reduced by the amount of damage it took until it is cured. If the target's maximum hit points would be reduced to 0, they are reduced to 1 instead.

Lore

DC 10 Nature. Wolf of the sea

DC 14 Nature. Intelligent and sociable

DC 18 Nature. Warning dance



Swordfish

Large beast, unaligned


  • Armor Class 10
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 11 ( 0) 1 (-5) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 1/2 (50 XP)

Charge. If the swordfish moves at least 10 ft towards a target immediately before attacking it. If the target is either smaller than the swordfish or moved out of its way, the swordfish can continue moving in a straight line and make another attack.

The swordfish can continue to make attacks in this way until it runs out of movement, or until it runs into large or larger target that it fails to knock prone

Water Breathing. The shark can only breathe water.

Actions

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

Skewer. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 4 (1d6 + 2) piercing damage, and the target is grappled (escape DC 13).

Until this grapple ends, the swordfish cannot make skewer attacks, and the swordfish can only make slash attacks against the grappled target.

Reactions

Parry. When the swordfish is hit by an attack, it can gain a +2 bonus to its AC, potentially causing the attack to miss.

Lore

Part 5.1: Aquatic Invertebrates


Crab

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 – 1)
  • Speed 20 ft., burrow 5 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 10 ( 0) 9 (-1) 1 (-5) 8 (-1) 2 (-4)

  • Skills Stealth +2
  • Senses Tremorsense 5 ft., passive Perception 9
  • Challenge 0 (0 XP)

Amphibious. The crab can breathe air and water.

Upend. When the crab is prone, it must use its action to make a DC 10 Dexterity (Acrobatics) check to stand up.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., Hit: the target is grappled (escape DC 5)

Lore



Giant Crab

Large beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 27 (5d10)
  • Speed 30 ft., burrow 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 ( 0) 11 ( 0) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +2
  • Senses Tremorsense 5 ft., passive Perception 9
  • Challenge 1/2 (100 XP)

Amphibious. The crab can breathe air and water.

Upend. When the crab is prone, it must use its action to make a DC 10 Dexterity (Acrobatics) check to stand up.

Soft Underbelly. The crab carefully guards its soft underbelly while it is on its feet. When the crocodle is attacked from beneath (e.g. while it is airborne, waterborne, or prone) its AC falls to 10.

Actions

Multiattack. The crab makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 13). If the target is medium or smaller, it is restrained until this grapple ends.

Lore

DC 10 Nature. Giant enemy crab.

DC 14 Nature. Attack the weak point for massive damage.

DC 18 Nature.


Giant Clam

Medium beast, unaligned


  • Armor Class 25
  • Hit Points 4 (1d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
30 (+10) 1 (-5) 11 ( 0) 3 (-4) 10 ( 0) 4 (-3)

  • Skills Perception +2, Stealth +4
  • Senses darkvision 30 ft., passive Perception 12
  • Challenge 0 (0 XP)

Bivalve. When the clam's mouth is open, it loses the benefits of Hold Breath and Invulnerable Hide, and its AC drops to 5. The oyster can open its mouth at any time, whether it is its turn or not, but can only close its mouth with the Chomp action.

A creature can attempt a DC 20 Strength check to open or close the clam's mouth against the its will.

Hold Breath. While out of water, the clam can hold its breath for 1 week.

Invulnerable Hide. When the clam is subjected to an effect that allows it to make a Dexterity save to take reduced damage, it instead takes no damage if it succeeds on the save, and half damage if it fails.

Water Breathing. The clam must breathe water.

Actions

Chomp. Melee Weapon Attack: +9 to hit, reach 0 ft., one target who is reaching or entirely inside the oyster's mouth Hit: the target is grappled (escape DC 20). The clam's mouth must be open to use this attack, and the clam's mouth remains shut until the grapple ends.

If the target is completely inside the clam's mouth when the clam hits it with this attack, it is blinded and restrained until the grapple ends.

Lore



Squid

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 5 ft., swim 30 ft.

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

  • Skills Perception +2, Stealth +4
  • Senses darkvision 30 ft., passive Perception 12
  • Challenge 0 (0 XP)

Hold Breath. While out of water, the squid can hold its breath for 30 minutes.

Prehensile Tentacles. In addition to its many arms, the squid has two prehensile tentacles, which it can use to wield weapons and use devices.

Water Breathing. The squid must breathe water.

Actions

Arms. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: the target is grappled (escape DC 7). Until this grapple ends, the squid can't use its arms on another target.

Chameleon. The squid changes colours to match its immediate surroundings, becoming invisible until it takes any action or until its concentration is broken.

Bonus Actions

Ink Cloud (Recharges after a Short or Long Rest). The squid releases a 5 foot radius sphere of ink around itself or a 15 ft cone of ink ahead of itself. The area is heavily obscured for 1 minute, or until a significant current disperses the ink.

Lore


Giant Squid

Huge beast, unaligned


  • Armor Class 10
  • Hit Points 68 (8d12 + 16)
  • Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 ( 0) 15 (+2) 5 (-3) 10 ( 0) 4 (-3)

  • Skills Perception +4, Stealth +4
  • Senses darkvision 30 ft., passive Perception 14
  • Challenge 7 (2900 XP)

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

Tentacles. In addition to its many arms, the giant squid has 2 tentacles, which each take their own turns in combat. The tentacles share the squid's initiative, but take -3 and -6 penalties respectively.

Most conditions that effect the squid effect the tentacles by default, and vice versa. However the squid and tentacles can be charmed, grappled, restrained, stunned and paralyzed separately.

When the squid falls unconscious or dies, so do the tentacles, but not vice versa.

Water Breathing. The squid must breathe water.

Actions

Arms. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). If it is large or smaller, it is restrained as well.

Until this grapple ends, the squid can't use its arms on another target.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target Hit: 24 (3d12 + 5) piercing damage.

Chameleon. The squid and its tentacles change colours to match their immediate surroundings, becoming invisible until any of them take any action or their collective concentration is broken.

Bonus Actions

Ink Cloud (Recharges after a Short or Long Rest). The squid releases a 15 foot radius sphere of ink either around itself or a 45 t cone of ink ahead of itself. The area is heavily obscured for 1 minute, or until a significant current disperses the ink.

Lore



Giant Squid Tentacle

Limb of huge beast, unaligned


  • Armor Class 15
  • Hit Points 34 (4d12 + 8)
  • Speed

STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 15 (+2) – ( –) – ( –) – ( –)

  • Skills Sleight of Hand +9, Stealth +9
  • Senses
  • Challenge

Limb. The tentacle is an 15 foot long, 1 foot thick apendage attached to a giant squid. The tentacle is coiled within the giant squid's space, except when it extends out to interact with a creature or object.

Actions

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., Hit: 12 (3d4 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). If it is medium or smaller, it's restrained as well.

Until this grapple ends, the tentacle cannot attack another target.

Fling. A medium or smaller object held or creature grappled by the tentacle is thrown up to 30 ft and knocked prone. The target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 ft it was thrown. If the surface is a creature, must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

Reaction

Shielding Limb. When the squid is targeted by a ranged attack or forced to make a Dexterity saving throw, the tentacle can become the new target of that attack or effect.

Warding Limb. When the squid sees a creature enter the tentacle's reach, the tentacle can make an opportunity attack against it.

Part 5.2: Terrestrial Invertebrates


Bee

Puny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.

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

  • Senses passive Perception 10
  • Challenge 0 (0 XP)

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

Actions

Sting. Melee Weapon Attack: +0 to hit, reach 0 ft., one target.

If it is the first time that the target has been stung by a bee, it must make a DC 5 Constitution saving throw. On a successful save, the target learns that it is not allergic to bees.

On a failed save, the target learns it is allergic to bees. For 1 minute it is poisoned, it cannot breathe, and it can speak only falteringly. The next time the target is stung by a bee, it must succeed on a DC 20 Constitution saving throw or be poisoned again.


Swarm of Bees

Gargantuan swarm of puny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 5 ft., fly 30 ft.

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

  • Senses passive Perception 10
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

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

Swarm. The swarm of bees is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, it becomes huge. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny bee.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) poison damage if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.

If it is the first time that the target has been stung by a bee, it must make a DC 5 Constitution saving throw. On a successful save, the target learns that it is not allergic to bees.

On a failed save, the target learns it is allergic to bees. For 1 minute it is poisoned, it cannot breathe, and it can speak only falteringly. The next time the target is stung by a bee, it must succeed on a DC 20 Constitution saving throw or be poisoned again.


Scorpion

Puny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., burrow 5 ft.

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

  • Skills Stealth +2
  • Senses Blindsight 10 ft, passive Perception 10
  • CR 0 (0 XP)

Actions

Sting. Melee Weapon Attack: +0 to hit, reach 0 ft.. Hit: the target is poisoned. The effect of the poison varies by species of scorpion. Each poison can be cured by a unique antivenom.


Spider

Puny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft.

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

  • Skills Stealth +2
  • Senses Darkvision 60 ft, passive Perception 10
  • CR 1/8 (25 XP)

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. Melee Weapon Attack: +0 to hit, reach 0 ft.. Hit: the target is poisoned. The effect of the poison varies by species of spider. Each poison can be cured by a unique antivenom.



Scorpion & Spider Venoms

Mild Paralytic. The target is poisoned for 24 hours.

Every hour, a poisoned creature must make a DC 13 Constitution save. On a failed save, the creature's is Restrained for the next hour. On a successful save, the creature is not.

Deadly Paralytic . The target is poisoned for 24 hours.

Every hour, a poisoned creature must make a DC 13 Constitution save. With each failed save, its condition worsens. The creature is Restrained, then Paralysed, and then finally reduced to 0 hit points and dying.

Fierce Paralytic . The target is poisoned for 24 hours.

Every 10 minutes, a poisoned target must make a DC 13 Constitution save. With each failure, its condition worsens. The creature is Restrained, then Paralysed, and then finally reduced to 0 hit points and dying.

Mild Toxic. The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

If a creature would be reduced to 0 hit points by this poison damage, it is reduced to 1 hit point instead.

Deadly Toxic. The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

Every 24 hours, the target must succeed on a DC 13 Constitution save or take 5 (2d4) poison damage and has its maximum hit points reduced by that much.

Fierce Toxic. The target is poisoned for a week, takes 5 (2d4) poison damage, and has its maximum hit points reduced by this much until cured.

Every hour, the target must succeed on a DC 13 Constitution save or take 5 (2d4) poison damage and has its maximum hit points reduced by that much.

Part 5.3: Miscellaneous Swarms


Swarm of Locusts

Gargantuan swarm of puny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 5 ft., fly 30 ft.

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

  • Senses passive Perception 10
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

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

Swarm. The swarm of locusts is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, it becomes huge. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny locust.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.

When the swarm bites a plant or an object made of plant material, it treats any hit as a critical hit, and it ignores any resistance or immunity the plant may have to piercing damage.



Swarm of Mosquitoes

Gargantuan swarm of puny beasts, unaligned


  • Armor Class 12
  • Hit Points 32 (21d4 - 21)
  • Speed 5 ft., fly 30 ft.

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

  • Senses Darkvision, passive Perception 10
  • Challenge 2 (250 XP) if it begins gargantuan
  •       1/2 (100 XP) if it begins huge
  •       1/4 (50 XP) if it begins large
  •       1/8 (25 XP) if it begins medium

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

Swarm. The swarm of mosquitoes is a gargantuan swarm of tiny creatures. If the swarm falls to 16 hit points or less, it becomes huge. At 8 hit points, it becomes large, and at 4 hit points, it becomes medium.

Regardless of its size, the swarm can move through any opening large enough for a tiny mosquito.

The swarm has resistance to damage from attacks, and the swarm is immune to other effects that target individual creatures (such grapples, shoves, Animal Friendship and Cause Fear)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., any creatures in the swarm's space. Hit: 10 (4d4) piercing damage if the swarm is gargantuan, 7 (3d4) if it is huge, 5 (2d4) if it is large, and 2 (1d4) if it is medium.

When the swarm damages any creature with blood in its veins, the swarm regains hit points equal to the damage dealt (up to the maximum number of hit points a swarm of its size can possess).

Bestiary by CR

CR 0

 Hound......................................................................................04

Terrier......................................................................................05

Cat............................................................................................06

Badger.....................................................................................09

Otter.........................................................................................10

Raccoon..................................................................................10

Skunk......................................................................................11

Weasel.....................................................................................11

Monkey....................................................................................13

Donkey....................................................................................14

Bat............................................................................................21

Hare.........................................................................................22

Platypus..................................................................................22

Porcupine...............................................................................22

Rat............................................................................................23

Eagle.......................................................................................26

Hawk........................................................................................26

Owl...........................................................................................27

Vulture.....................................................................................27

Pigeon.....................................................................................28

Raven.......................................................................................29

Chameleon.............................................................................30

Frog..........................................................................................31

Turtle.......................................................................................33

Carp.........................................................................................34

Quipper....................................................................................36

Electric Eel.............................................................................37

Pufferfish................................................................................37

Crab.........................................................................................39

Giant Clam.............................................................................40

Squid........................................................................................40

Bee...........................................................................................42

Scorpion.................................................................................43

Spider......................................................................................43

CR 1/8

 Mastiff.....................................................................................04

Bobcat.....................................................................................06

Honey Badger........................................................................09

Baboon....................................................................................12

Deer..........................................................................................16

Goat.........................................................................................16

Kangaroo................................................................................22

Ostrich...................................................................................28

Monitor Lizard.......................................................................31

Snake, Venomous.................................................................32

Tortoise...................................................................................33

CR 1/4

 Wolf..........................................................................................05

Cheetah...................................................................................07

Chimpanzee...........................................................................12

Shark, Reef.............................................................................35

Stingray...................................................................................38


CR 1/2

 Camel......................................................................................14

Horse, Draft...........................................................................15

Horse, Riding.........................................................................15

Dolphin...................................................................................19

Boar..........................................................................................24

Carp, Giant.............................................................................34

Swordfish...............................................................................38

Giant Crab.............................................................................39

CR 1

 Black Bear....................................................................................02

Panther....................................................................................08

Snake, Constrictor................................................................32

CR 2

 Bats, Swarm of......................................................................21

Rats, Swarm of......................................................................23

Ravens, Swarm of.................................................................29

Quippers, Swarm of.............................................................36

Bees, Swarm of.....................................................................42

Swarm of Locusts.................................................................43

Swarm of Mosquitoes..........................................................43

CR 3

 Brown Bear..................................................................................02

Polar Bear....................................................................................03

Lion..........................................................................................07

Tiger.........................................................................................08

Gorilla.....................................................................................13

Elk............................................................................................16

Ox.............................................................................................16

Giraffe.....................................................................................17

Hippopotamus.......................................................................25

Rhinoceros.............................................................................25

Crocodile................................................................................30

CR 4

  —

CR 5

 Killer Whale...........................................................................19

Elephant..................................................................................24

Shark, Great White...............................................................35

CR 6

  —

CR 7

 Panda Bear.............................................................................03

Okapi.......................................................................................17

Narwhal..................................................................................20

Giant Squid............................................................................41

CR 16

 Blue Whale.............................................................................18