Primal Beasts



Primal Bear

Large or Huge Beast


  • Armor Class 15 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 40 ft.

STR DEX CON
22 (+6) 14 (+2) 18 (+4)

  • Saving Throws Strength +9
  • Skills Perception
  • Condition Immunities Charmed, Frightened
  • Senses Low-Light Vision 120 ft.

Mighty. All incoming bludgeoning, piercing, and slashing damage is reduced by 5.

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Attack: +9 to hit, reach 5 ft., one target. Hit 19 (2d12 + 6) piercing damage.

Claw. Melee Attack: +9 to hit, reach 5 ft., one target. Hit 15 (2d8 + 6) slashing damage.



Primal Eagle

Medium or Large Beast


  • Armor Class 17 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 10 ft., fly 80 ft.

STR DEX CON
20 (+5) 18 (+4) 16 (+3)

  • Saving Throws Dexterity +7
  • Skills Perception
  • Condition Immunities Charmed, Frightened

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

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10 + 5) piercing damage.

Talons. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 14 (2d8 + 5) slashing damage.

Snatch. Melee Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit 18 (3d8 + 5) piercing damage, and the target is grappled. Until this grapple ends, the target is restrained, and the eagle can't use its talons on another target.



Primal Elk

Large or Huge Beast


  • Armor Class 16 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 60 ft.

STR DEX CON
20 (+5) 16 (+3) 16 (+3)

  • Saving Throws Strength +8
  • Skills Perception
  • Condition Immunities Charmed, Frightened
  • Senses Low-Light Vision 120 ft.

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

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 13 (3d8) damage. If the target is a Huge or smaller creature, it must succeed on a Strength saving throw or be knocked prone.

Actions

Ram. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 18 (3d8 + 5) piercing damage.

Hooves. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 21 (3d10 + 5) slashing damage.



Primal Lion

Large or Huge Beast


  • Armor Class 16 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 50 ft., Climb 20 ft.

STR DEX CON
20 (+5) 16 (+3) 18 (+4)

  • Saving Throws Strength +8
  • Skills Perception, Stealth +6
  • Condition Immunities Charmed, Frightened
  • Senses Low-Light Vision 120 ft.

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

Pounce. If the lion moves at least 20 feet straight toward a Huge or smaller creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as part of the same action.

Roar (Recharge 6). As a bonus action, the lion can let out a bellowing roar. Each hostile creature within 100 feet of the lion that can hear it must succeed on a Wisdom saving throw or be frightened of the lion until the start of the lion’s next turn. The lion's attacks have advantage against creatures frightened this way.

Actions

Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 22 (5d6 + 5) piercing damage.

Claw. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10 + 5) slashing damage.



Primal Shark

Large or Huge Beast


  • Armor Class 15 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 0 ft., Swim 50 ft.

STR DEX CON
22 (+6) 14 (+2) 18 (+4)

  • Saving Throws Strength +9
  • Skills Perception
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 120 ft.

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

Water Breathing. The shark can breathe only underwater.

Actions

Multiattack. The shark makes two bite attacks. Bite. Melee Attack: +9 to hit, reach 5 ft., one target. Hit 17 (2d10 + 6) piercing damage.



Primal Wolf

Large or Huge Beast


  • Armor Class 16 (Natural Armor)
  • Temporary Hit Points 5 times your Druid level
  • Speed 50 ft.

STR DEX CON
20 (+5) 16 (+3) 18 (+4)

  • Saving Throws Strength +8
  • Skills Perception, Stealth +6
  • Condition Immunities Charmed, Frightened
  • Senses Low-Light Vision 120 ft.

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

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

Howl (Recharge 6). As a bonus action, the wolf can let out a howl. Each of the wolf’s allies within 100 feet of the wolf that can hear it have advantage on attack rolls until the start of the wolf’s next turn.

Actions

Multiattack. The wolf makes two attacks: one tripping bite and one bite

Tripping Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10 + 5) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength saving throw or be knocked prone.

Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10 + 5) piercing damage.