Beast Compendium
Atrocious Animals and Cutesy Critters
Everything from new househould pets to terrifying apex predators.
Table of Contants
Acid Toad - 3
Ancient Megalodon - 4
Axopin - 5
Bagworm Builder - 6
Bejweled Ram - 7
bejeweled Tortoise - 8
Black Hole Tardigrade - 9
Blightbeetle Swarm - 10
Bombardier Beetle - 11
Brinewarden -12, 13
Canyon Ambusher - 14
Cave Crab - 15
Cave Scorpion - 16
Cazard - 17
Chatterpillar - 18
Coral Beast - 19
Coral Reef Elephant - 20
Dragon Beetle - 21
Duneswimmer - 22
Fangfin Swarm - 23
Flatworm - 24
Flying Scorpion - 25
Frostback Mammoth - 26
Frostscale Serpent - 27
Frost-Skin Beast - 28
Garbage Gobbler - 29
Gigantoise - 30
Gigantopede - 31
Gilded Platebug - 32
Glacial Centipede - 33
Golua - 34
Great Brute Crocodile - 35
Great Grub - 36
Greater Savannah Leech - 37
Hexdrinker - 38
Hive Hunter - 39
Ironclad Krovod - 40
Jade Mite Swarm - 41
Jotundile - 42
Jotundile, Glacial - 43
Koibra - 44
Land Whale - 45
Maned Alihog - 46
Mesa Crawler - 47
Moray Serpent - 48
Muck Dipper - 49
Nimbus Manta Ray - 50
Pitjaw - 51
Rot Maw - 52
Sabre-Seal - 53
Sandstalker - 54
Sandsifter - 55
Schorch Squid - 56
Scorch Whale - 57
Seasword - 58
Slag-Skin Beast -59
Slaughterfish - 60
Snaptrap - 61
Stemosaurus - 62
Stonetooth Whale - 63
Stormtide Manta Ray - 64
Talonchela - 65
Trail Snail - 66
Trenchrock Crab - 67
Tyrant Scorpion - 68
Tyrantdactyl - 69
Venomtail Salamnder - 70
Venopede - 71
Whisker Whale - 72
White Reaper Crab - 73
Demon Toad
Acid Toad
Large Beast, Unaligned
- Armor Class
- 12 (natural armor)
- Hit Points
- 52(8d10 + 8)
- Speed
- 35ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (0) | 13 (+1) | 5 (-3) | 9 (-1) | 5 (-3) |
- Skills
- Athletics+4
- Damage Vulnerabilities
- piercing
- Damage Resistances
- poison
- Damage Immunities
- acid
- Condition Immunities
- paralyzed, stunned
- Senses
- blindsight 60 ft., passive Perception 9
- Languages
- none
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
Acid Insides. When the toad dies, it explodes in a burst of acid. Each creature within 20 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
Acid Skin. A creature that touches the toad or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage.
Actions
Tongue. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and 3 (1d6) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the toad can use a bonus action to move the grappled target up to 10 feet closer to it and it can’t make tongue attacks against other targets.
Swallow. Melee Weapon Attack: +4 to hit, reach 5 ft., one target grappled by the toad. Hit: The target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 13 (2d12) acid damage at the start of each of the toad’s turns. If the toad takes 20 damage or more on a single turn from a creature inside it, the toad must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the toad. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
“Awwww take a look at this big ol lad. These Acid Toads really love to muck about in swamps, using their long tongues to lash out and reel in whatever they can. Because they feed off of larger prey, their insides are really acidic, capable of reducing the average fella straight into goop within minutes!”
– Eve Stirwin
Voracious Greatshark
Ancient Megalodon
Gargantuan Beast, Unaligned
- Armor Class
- 17 (natrual armor)
- Hit Points
- 350 (20d20 + 140)
- Speed
- 0ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
29 (+9) | 14 (+2) | 24 (+7) | 3 (-4) | 14 (+2) | 8 (-1) |
- Saving Throws
- Str+16, Con+14
- Skills
- Perception+9
- Senses
- blindsight 300 ft., passive Perception 19
- Languages
- none
- Challenge
- 22 (41,000 XP)
- Proficiency Bonus
- +7
Blood Frenzy. The megalodon has advantage on melee attack rolls against any creature that doesn’t have all its hp.
Legendary Resistance (3/Day). If the megalodon fails a saving throw, it can choose to succeed instead.
Keen Smell. The megalodon has advantage on any Wisdom (Perception) checks that rely on smell.
Siege Monster. The megalodon deals double damage to objects, structures, and seafaring vehicles.
Strong Swimmer. The megalodon ignores the effects of nonmagical difficult terrain while submerged in water.
Water Breathing. The mgealodon can only breathe underwater.
Actions
Multiattack. The megalodon can make two attacks; one with its bite and one with its tail.
Bite. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a Large or smaller creature, it myst succeed on a DC 22 Dexterity saving throw or be swallowed by the megalodon. A swallowed creature is blinded and restrained, it has total cover against any attacks and other effects that originate from outside the megalodon, and it takes 21 (6d6) acid damge at the start of each of the megalodon’s turns. The megalodon can have 2 large creatures or up to 8 medium or smaller creatures swallowed at a single time. If the megalodon takes 30 damage on a single turn from a creature insid eof it, the megalodon must succeed on a DC 21 Constituion saving throw at the end of that turn or regurigtate all swallowed creatures, which fall prone in a space ithin 10ft of the megalodon. If the megalodon dies, a swallowed creature is no longer restrianed by it and can escape from the corpse by using 20ft. of movement, exiting prone.
Tail. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Legendary Actions
The megalodon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The megalodon regains spent legendary actions at the start of its turn.
Swift Swim. The megalodon moves up to its swim speed without provoking attacks of opportunity.
Tail Swipe. The megalodon makes one Tail attack
Raging Frenzy. The megalodon moves up to half of its speed withput provoking attacks of opportuinty and the lashes out at all creatures nearby. Each creature within 15ft. of it must make a DC 22 Dexterity saving throw. taking 31 (4d10+9 piercing damage ona failure, or half as much on a successful save.
“We aren’t ment to sail, not in these waters at least. Those waters belong to The Beast. Hundreds of swords for teeth, fins as large as a galleon’s mast, and enough muscle to sink a fleet. And the eyes… Those hungry, unblinking eyes…”
– Sole survivor of an accident at sea.
NOT MY WORK
Original credit to u/potentpress https://www.reddit.com/user/portentpress/
Blue and Fishy Cat-type Wooper Looper with a Rugged Shell
Axopin
Tiny Beast, Unaligned
- Armor Class
- 13 (natrual armor)
- Hit Points
- 10 (4d4)
- Speed
- 20ft., swim 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 10 (0) | 1 (-5) | 12 (+1) | 4 (-3) |
- Skills
- Stealth+4
- Senses
- dpassive Perception 11
- Languages
- None
- Challenge
- 1/4 (50 XP)
- Proficiency Bonus
- +2
Amphibious. The axopin can breathe air and water.
Keen Smell. The axopin has advantage on Wisdom (Perception) checks that rely on smell.
Refractive Shell. While underwater, the axopin has advantage on stealth checks.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Withdraw. When the axopin is targeted for an attack, it can withdraw into its shell, increasing its AC by +2 for that attack.
“I didn’t even want a pet at first. My kids had been begging for weeks to get them something, and they kept promising they’d clean after it, feed it, play with it, love it, and everything. I reluctantly agreed, but once we arrive at the shop, we couldn’t get enough of them. Their playful little coos and tiny little smiles. I remeber thinking as we were leaving, ‘How could I only grab one?’”
– Survey recording how much recent pet adoptions effected new owners.
Bagwurm Builder - BugWorld
Bagworm Builder
Large Beast, unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 102 (12d10 + 36)
- Speed
- 25ft., climb 25ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 16 (+3) | 2 (-4) | 13 (+1) | 6 (-2) |
- Damage Resistances
- poison
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- None
- Challenge
- 4 (1,100 XP)
- Proficiency Bonus
- +2
Beasts of Labor. The Bagworm Builder can carry up to 1,500 pounds of logs or other materials on its back. It can still climb and move at full speed with this weight.
Sticky Silk. The Bagworm Builder can use its sticky silk to create structures or webbing that can support up to 2,000 pounds of weight. The silk can be destroyed with fire as per the Web spell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piericng dmage plus 4 (1d8) poison damage.
Web Shot. Ranged Weapon Attack: +4 to hit, range 20ft./80ft., one target. Hit The target is restrained (Escape DC 13).
CONSTRUCTION UNDERWAY!
Do not feed, pet, or otherwise distract the Bagworm Builders from their work. 150gp fine for first offense.
– Sign posted by a local guild handeling construction of a new building.
Mineral Cave Monsters
Bejewled Ram
Small Beast, Unaligned
- Armor Class
- 12 (natural armor)
- Hit Points
- 22(5d6 + 5)
- Speed
- 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 2 (-4) | 10 (0) | 5 (-3) |
- Damage Resistances
- bludgeoning, piercing, and slashing damage.
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 1/4 (50 XP)
- Proficiency Bonus
- +2
Bejeweled Back. The crystal deposits growing out of the ram’s back have a hardness that is nearly impossible to break. The ram has resistance to bludgeoning, piercing, and slashing damage.
Charge. If the ram 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 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Crystal Spray (1/day). The ram releases a spray of crystal shards in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. The shards also create a difficult terrain area that lasts for 1 minute.
WARNING: BEJEWELED RAMS ARE A PROTECTED SPEICES
Under protection of the Country of Aaratz, all hunting, capturing, poaching, or otherwise engagement of Bejeweled Rams not directly linked to conservation efforts is prohibited.
– Guild maintained sign on the path to the mountains.
Bejweled Tortoise
Bejeweled Tortoise
Huge Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 189 (18d12 + 72)
- Speed
- 20ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 18 (+4) | 2 (-4) | 12 (+1) | 5 (-3) |
- Saving Throws
- Str+9, Con+8
- Skills
- Perception+5
- Damage Resistances
- bludgeoning, piercing, and slashing damage.
- Senses
- darkvision 60ft., tremorsense 60ft., passive Perception 15
- Languages
- None
- Challenge
- 10 (5,900 XP)
- Proficiency Bonus
- +4
Gem Encrusted. The Bejeweled Tortoise’s shell is embedded with large gem deposits that refract and reflect light. It has advantage on any effect that requires the attacker to contunially look at the tortoise (i.e. A basilisk’s Petrifying Gaze feature).
Immutable Build. The tortoise’s hefty build and gem-encrusted shell grant it advantage on Strength saving throws and checks to resist being moved or knocked prone.instead.
Actions
Multiattack. The tortoise makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack. +9 to hit, reach 10ft., one target. Hit. 21 (3d10 + 5) piercing damage.
Tail Slam. Melee Weapon Attack. +9 to hit, reach 15ft., one target. Hit. 18 (2d12 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the tortoise and knocked prone.
Gem Glare (Recharge 5-6). The tortoise uses its gem-encrusted hide to refract light in a blinding display. Each creature within 30 feet of the tortoise must make a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
“Beautiful aren’t they?”
“Yeah… Really puts it into persepctive how tiny we are eh?”
“Really does…”
– Observers overlooking the Bejeweled Tortise’s nesting grounds; The Radiant Pass.
Black Hole Tardigrade
Black Hole Tardigrade
Large Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 73 (7d10 + 35)
- Speed
- 20ft., climb 25ft., fly (hover) 25ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (0) | 15 (+2) | 20 (+5) | 3 (-4) | 16 (+3) | 10 (0) |
- Saving Throws
- Con+8
- Damage Immunities
- cold, fire, lightning, poison, radiant; bludngeoning, piercing, and slashing from nonmagical attacks.
- Senses
- blindsight 150ft., darkvision 200ft., passive Perception 13
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Denizen of the Expanse. The tardigrade does not need to breathe.
Sunlight Sensitivity. While in sunlight, the tardigrade has disadvanatge on attack rolls as well as Wisdom (Perception) checks that rely on sight.
Water Sense. The tardigrade knows when a source of water of 5 gallons or more is within 100ft. of it. It has advantage on any checks to determine the waters direction while within this area.
Actions
Multiattack. The tardigrade makes three attacks with its claws.
Claw. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.
Conjure Black Hole (Recharge 5-6). The tardigrade summons a 5ft. diameter black gole in a space it can see within 120ft. of it. The black hole persists until the tardigrade uses this action again, is slain, unconscious, or is on anothe rplane of existence. When a creature enters the hole’s area for the first time on a turn or starts its turn there, it must make a DC 15 Dexterity saving throw, taking 38 (7d10) force damage on a failed save or half as much on a successful one. A target reduced to 0 hit points by the black hole is sucked into it and the target, everything it was wearing and carrying, except magical items are destroyed. The creature can only be resotred to life by True Resurrection, a Wish spell, or similar magic. Each creature that starts its turn within 10ft. of the black gole and is not anchored to another object must make a DC 15 Strength saving throw or be pulled into the area of the black hole.
“You were sent to find treasure, information, anything pertaining to what lies beyond our world… And you return, with that?”
“We couldn’t just leave it! And look, its totally harmless!”
“Uh huh, and I’m sure that because it’s because that it’s harmless that light is beginning to bend around it?”
“…”
– Report from the Horizon Walker’s first expidition/
NOT MY WORK
Original credit to u/Critical_Crafting https://www.reddit.com/user/Critical_Crafting/
Blightbeetle
Blightbeetle Swarm
Medium swarm of Tiny Beasts, unaligned
- Armor Class
- 12
- Hit Points
- 32 (5d8 + 10)
- Speed
- 20ft., climb 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 14 (+2) | 15 (+2) | 1 (-5) | 7 (-1) | 3 (-4) |
- Damage Reistances
- bludgeoning, piercing, and slashing
- Condition Immunities
- charmed, frightned, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses
- blindsight 10ft., passive Perception 9
- Languages
- none
- Challenge
- 1 (100 XP)
- Proficiency Bonus
- +2
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Actions
Poisonous Horns. Any creature that starts its turn in the swarm’s space takes 10 (3d6) poison damage, or 5 (2d4) if the swarm is at half its hit points or lower, and must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature can take this damage only once per turn. Creatures poisoned in this way lose their proficiency bonus to any attack rolls, skill checks, or saving throws while poisoned in this way.
“Now these lil guys are fairly harmless by themselves. Sure their horns pack a little sting, but they can get real nasty when they swarm together. Each Blightbeetle’s horn is laced with a toxin that gets injected whenever they stab at attacking predators. Some tribes even use these guys to help lace their arrows!”
– Eve Stiriwn
Flammable Beetle
Bombardier Beetle
Small Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 18 (4d6 + 4)
- Speed
- 30ft., climb 20ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 16 (+3) | 12 (+1) | 1 (-5) | 10 (0) | 2 (-4) |
- Damage Resistances
- acid
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
Volatile Death. When the bombardier beetle reaches 0hp, it explodes, creatrues within 5ft of the beetle must make a DC 11 Dexterity saving throw, taking 6 (2d6) acid damage on a failed save. A creature that is affected by this damage take an additional 4 (1d8) acid damage at the start of each of its turns as the beetle’s volatile chemicals begin to burn. Creatures can take an action to wipe the acid off of themselves, or another creature can take the help action to remove the acid.
Actions
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) acid damage.
Chemical Spray (Recharge 5-6). The bombardier beetle can use an action to spray a 15-foot cone of acid from its abdomen. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
“This was caused by a bug?”
“Hey! It was a very big bug, about the size of a dog!”
“A bug did this?”
“Yeah! A bug the size of a large dog that spits acid! Sorry thati happened to get a little burnt!”
“I get that… But still, a bug?”
– Conversation bewteen an injured adventurer and medical staff.
東京CREATURES【トゲエビガラ】清書、博物画シリーズ
Brinewarden
Gargantuan Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 300 (24d20 + 168)
- Speed
- 30ft., swim 120ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 18 (+4) | 24 (+7) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Perception+6
- Damage Immunities
- cold; bludgeoning, piercing, and slashing damage
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- None
- Challenge
- 16 (15,000 XP)
- Proficiency Bonus
- +5
Amphibious. The brinewarden can breathe air and water.
Aqua Step. The Brinewarden can walk on the surface of water as if it were solid ground.
Charge. If the brinewarden moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 18 (4d8) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Legendary Resistance (3/Day). If the brinewarden fails a saving throw, it can choose to succeed instead.
Siege Monster. The brinewarden deals double damage to objects and structures.
Swift Swim. The brinewarden does not provoke attacks of opportuinty while swimming.
Actions
Multiattack. The brinewarden makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit. 20 (3d8 + 7) piercing damage.
Claw. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit. 18 (2d10 + 7) slashing damage.
Tail Slam. Melee Weapon Attack. +12 to hit, reach 20ft., one target. Hit. 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength or be pushed 20ft. away.
Legendary Actions
The brinewarden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The brinewarden regains spent legendary actions at the start of its turn.
Tail Attack. The brinewarden makes a tail slam attack.
Move. The brinewarden moves either 30ft. if it is not swimming or moves up to 60ft. if it is swimming.
Cold Blast (Costs 2 Actions). The brinewarden releases a torrent of freezing cold water in a 45-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
Lair Actions
On initiative count 20 (losing initiative ties), the Brinewarden can take a lair action to cause one of the following effects. The same effect cannot be used twice in a row:
- Tidal Surge. The Brinewarden summons a powerful surge of water to crash against its enemies. Each creature on the ground within 60 feet of the Brinewarden must succeed on a DC 20 Strength saving throw or be knocked prone and pushed 20 feet away from the Brinewarden.
- Dark Abyss. The Brinewarden plunges the area into darkness. A 30-foot radius sphere centered on a point within 120 feet of the Brinewarden becomes magically dark. This darkness spreads around corners, and creatures within it are blinded. The Brinewarden is not affected by this darkness. The darkness lasts for 1 minute or until the Brinewarden uses this effect again.
- Crushing Currents. The Brinewarden commands the currents of the abyss, creating a powerful whirlpool in a 60-foot radius centered on a point it can see within 120 feet. Each creature in that area must make a DC 20 Strength saving throw or be pulled 20 feet toward the center of the whirlpool. On a failed save, the creature also takes 4d6 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds on the save takes half damage and isn’t restrained. The whirlpool lasts for 1 minute or until the Brinewarden uses this ability again.
Regional Effects
The region containing the lair of a Brinewarden is altered by its presence, creating the following effects:
- Darkened Depths: The region within 5 miles of the Brinewarden’s lair is perpetually dimly lit, even during the day. Shadows cast in this area seem deeper and more foreboding. Magical light sources do not dispel this dim illumination.
- Mysterious Currents: The water currents in the area become unpredictable and turbulent. Swimming creatures must make a DC 15 Strength (Athletics) check to avoid being pushed 10 feet in a random direction at the start of their turn.
- Aquatic Guardians: Sea creatures within 10 miles of the Brinewarden’s lair become more aggressive and territorial, attacking intruders or perceived threats with increased ferocity. Creatures with the aquatic subtype have advantage on attack rolls and damage rolls against creatures that are not aquatic.
If the Brinewarden is killed, these effects vanish over the course of 1d10 days.
“Deep beneath the raging surface, down in the depths,
The Lord of the Sea waits, hidden with bated breaths,
Awaiting the day to show the realm the sea’s strength.”
– Poem in dedication to the Lord of the Sea found in a sunken ruin.
The Witcher
“Oh hello there! Oh uh, don’t mind me, just ‘hangin’ around up here hahaha! These massive spiders use their well camouflaged carapaces to blend into the canyon walls before dropping sticky webs on unsuspecting prey! I guess I have to get out of here before it gets hungry eh?”
– An entangled and partially cocooned Eve Stirwin
Canyon Ambusher
Large Beast, Unaligned
- Armor Class
- 15 (natrual armor)
- Hit Points
- 97 (13d10 + 26)
- Speed
- 40ft., climb 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 14 (+2) | 2 (-4) | 12 (+1) | 4 (-3) |
- Skills
- Stealth+8
- Damage Resistances
- poison
- Condition Immunities
- poison
- Senses
- darkvision 60 ft., passive Perception 19
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Ambusher. The canyon ambusher has advantage on attack rolls against any creature it has surprised.
False Appearance. While motionless or moving at half of its movment speed, the canyon ambusher has advanatge on any stealth check to blend into a canyon wall.
Spider Climb. The canyon ambusher 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 canyon ambusher knows the exact location of any other creature in contact with the same web.
Web Walker. The canyon ambusher ignores movement restrictions caused by webbing..
Actions
Multiattack. The canyon ambusher makes three attacks: one with its bite and two with its claws or three attacks with its web.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, becoming poisoned on a failed save. While a creature is poisoned in this way, they are also paralyzed. Poisoned creatures can repeat the saving throw at the end of susbuquent turns, ending tthe effect on a success.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Web. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Cave Crab
Cave Crab
Medium Beast, Unaligned
- Armor Class
- 14 (natrual armor)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 30ft., brrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 1 (-5) | 10 (0) | 3 (-4) |
- Skills
- Athletics+5, Stealth+4
- Damage Resistances
- piercing
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 2 (450 XP)
- Proficiency Bonus
- +2
Amphibious. The cave crab can breathe air and water.
Coral Armor. The cave crab’s natural armor is toughened with bits of coral and barnacles, giving it resistance to bludgeoning damage.
Actions
Multiattack. The cave crab makes two pincer attacks.
Pincer. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage and the target is grappled (Escape DC 12). the cave crab can have 1 target grappled in this way
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 6 (1d6 + 3) piercing damage and 13 (3d8) acid damage.
Bonus Actions
Gather Coral. The crab quickly scavenges nearby coral and adds it to its shell, gaining +1 AC (maximum of 18 AC).
Reactions
Fire Coral. When the cave crab is struck with a melee attack, it can suddenly twist its body and lodge a graze the attacker with some fire coral. The attacker takes 11 (2d10) acid damage. This results in a chunk of the coral breaking off, causing the crab to lose -1 AC (minimum 10 AC).
“So your’e just going to let it keep it?”
“I’m not getting burnt anymore than I have to. Besides, look at those things claws!”
“So? You threw a man out a window after getting into a fist fight with him.”
“Yeah, well he didn’t have giant pincers or fire coral strapped to his body now did he?”
– An argument between two unnamed adventurers
Cave Scorpion
Cave Scorpion
Medium Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 40ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 1 (-5) | 10 (0) | 2 (-4) |
- Skills
- Stealth+4
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks.
- Senses
- darkvision 60 ft., tremorsense 60ft., passive Perception 10
- Languages
- None
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
False Appearance. Whenever the cave scorpion is half buried and not moving, it looks like just a clump of rocks.
Actions
Multiattack. The cave scorpion can make two attacks: one with its claws and one with its stinger.
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 12 (2d8+3) slashing damage.
Stinger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 10 (2d6+3) piercing damage plus 10 (3d6) poiosn damage, and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
“They came out of the walls and were on us in an instance. Fere couldn’t even scream before one of the stingers impaled him. A few of us tried to fight back, and the picks did some good work but it wasn’t enough. We lost some good folks down there…
– Letter of resignation from an employee of the Dodson Mining Co.
Cazard
Cazard
Medium Beast, Unaligned
- Armor Class
- 14 (natrual armor)
- Hit Points
- 52 (8d8 + 16)
- Speed
- 30ft., climb 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- passive Perception 11
- Languages
- None
- Challenge
- 2 (450 XP)
- Proficiency Bonus
- +2
Cactus Armor. The cazard has a natural armor of spines growing out of its back. Any creature that hits the cazard with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage.
Spider Climb. The cazard can climb difficult surfaces, includign upside down on celings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 8 (1d10 + 3) piercing damage.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 7 (1d8 + 3) bludgeoning damage plus 2 (1d4) piercing damage
Spine Toss (3/day). The cazard launches a handful of its spines at a target within 30 feet. The target must make a DC 13 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
“Tip for anyone trecking through the desert; keep your eyes peeled for these lil buggers. Cazard’s store lots of water in their sac and will usually either hang around or know their way to the nearest source. Be warned though, these guys can really sprint and if you dont keep up, they’ll leave ya in the dust.”
– Eve Stirwin
The Chatterpillar
Chatterpillar
Tiny Beast, Unaligned
- Armor Class
- 12 (natural )
- Hit Points
- 5 (2d4)
- Speed
- 20ft., climb 20ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 14 (+2) | 10 (0) | 2 (-4) | 10 (0) | 8 (-1) |
- Senses
- passive Perception 10
- Languages
- Any language its heard.
- Challenge
- 1/8 (25 XP)
- Proficiency Bonus
- +2
Camouflage. The chatterpillar can blend in with its surroundings, giving it advantage on Dexterity (Stealth) checks made to hide.
Mimicry. The chatterpillar can mimic any sound or voice it has heard, up to a maximum of 6 seconds in length.
Spider Climb. The chatterpillar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check..
Actions
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. 4 (1d4 + 2) piercing damage.
Invisibility (1/Short or Long rest). The chatterpillar can turn invisible as an action. It remains invisible until it attacks or uses its Mimicry trait, or until its concentration is broken (as if concentrating on a spell). Once it becomes visible again, it can’t use this trait again until it finishes a short or long rest.
“Step right up, step right up! We have plenty of fascinating oddities in store for you today!”
“Step right up, step right up! We have plenty of fascinating oddities in store for you today!”
“Stop that.”
“Stop that.”
– A wandering emproium merchant
Coral Beast Family
Coral Beast
Large Beast, Unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 84 (8d10 + 40)
- Speed
- 40ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 20 (+5) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Stealth+5
- Senses
- passive Perception 11
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Charge. If the coral beast moves at least 20 feet straight towards a creature and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Coral Armor. The coral beats is covered with differing kinds of corals that it can use for defense. When struck with a melee attack while within 5ft., the attacking creature takes 11 (2d10) acid damage.
Hold Breath. The coral beast can hold its breath for 30 minutes.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 27 (4d10 + 5) piercing damage
Ram. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 28 (5d8 + 5) bludgeoning damage.
CAUTION: MIGRATION IN PROCESS
“Please exercise caution when fishing, sailing, or swiming as migration season has started for Coral Beast herds.”
– Coastal sign handled by a local guild.
Coral Reef Elephant
Coral Reef Elephant
Gargantuan Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 217 (15d20 + 60)
- Speed
- 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
27 (+8) | 14 (+2) | 18 (+4) | 3 (-4) | 12 (+1) | 6 (-2) |
- Damage Resistances
- cold
- Senses
- passive Perception 11
- Languages
- None
- Challenge
- 9 (5,000 XP)
- Proficiency Bonus
- +4
Hold Breath. The coral reef elephant can hold its breath for 2 hours.
Ocean Treader. The coral reef elephant can walk through bodies of water without any penalty to its movement speed.
Actions
Multiattack. The coral reef elephant makes two attacks with its turnk.
Trunk. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 21 (3d8 + 8) bludgeoning damage.
Vortex Cannon (Recharge 5-6). The coral reef elephant unleashes a powerful torrent of water from its trunk. Each creature within a 45ft. cone must make a DC 17 Dexterity saving throw, taking 55 (10d10) cold damage on a failed save and pushed back to the outside of the cone. Successful saves take half damage and are not pushed back.
“I thought I was losing my mind at first. A sudden geyser of water erupting a little off our starboard side followed by a massive trunk surfacing. It suddenly whipped around, grabbed a crate of our fruits and dove back down.”
– First recorded encounter with a Coral Elephant.
Chroma: Bloom and Blight - Dragon Beetle
Dragon Beetle
Huge Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 195 (17d12 + 85)
- Speed
- 30ft., fly 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 16 (+3) | 20 (+5) | 1 (-5) | 10 (0) | 7 (-2) |
- Senses
- darkvision 60 ft., passive Perception 19
- Languages
- None
- Challenge
- 10 (5,900 XP)
- Proficiency Bonus
- +4
Charge. If the Dragon Beetle moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Flyby. The dragon beetle doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Deafening Buzz. While the dragon beetle is flying , any creature within 10ft. of the beetle must suceed a DC 19 Cosntituion saving throw or become deafened for 1 minute. Targets can repeat the saving throw at the start of their nest turn, ending the effect on a successful save. Creatures that pass the save are immune to the dragonbeetle’s Deafening Buzz for 24 hours.
Actions
Multiattack. The dragon beetle makes two attacks.
Horn. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (3d8 + 6) piercing damage
Forelimb. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) slashing damage
Whirlwind. The dragon beetle violently beats its wings. All creatures within 10ft. of the dragon beetle must make a DC 19 Strength Saving throw or be pushed back 15ft.
“So as a reminder; hold the reigns at 10 and 2 witha firm grip, reel back when you want to slow down and use crack them when you want her to go faster, and let her do the steering. She knows the area better than you, you just point her in the general direction of where you want to go. Oh last thing, put these in.”
“Why?”
“So you can hear what to do better next time.”
– Conversation regarding riding training regiment.
Duneswimmer
Duneswimmer
Large Beast, Unalighned
- Armor Class
- 16 (natural armor)
- Hit Points
- 138 (12d10 + 72)
- Speed
- 30ft., burrow 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 12 (+1) | 22 (+6) | 2 (-4) | 12 (+1) | 5 (-3) |
- Skills
- Perception+4
- Condition Immunities
- blinded
- Senses
- blindsight 60ft. (blind beyond this), tremorsense 60 ft., passive Perception 14
- Languages
- None
- Challenge
- 6 (2,300 XP)
- Proficiency Bonus
- +3
Sand Swim. The duneswimmer can burrow through sand and loose earth at a speed of 30 feet.
Vibrtation Sensor. While the dune swimmer is burrowing, if an instace of thunder damage happens 30ft. of the duneswimmers current location, it immediatly resurfaces.
Actions
Multiattack. The duneswimmer makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 16 (3d6 + 6) piercing damage.
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one target. Hit. 17 (2d12 + 6) slashing damage damage.
Sand Blast (Recharge 5-6). The duneswimmer blasts sand in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) piercing damage and be blinded for 1 minute on a failed save, or half as much damage and not be blinded on a successful one. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
“‘Go do a job in the desert’ they said! ‘There’s hardly anything out there anyways’ they said! Last time I believe their assess!”
– Runnaway merchant after encountering a Duneswimmer.
CPA: Rhuni
Fangfin Swarm
Huge Swarm of Tiny Beasts, Unaligned
- Armor Class
- 14
- Hit Points
- 126 (12d12 + 48)
- Speed
- fly 60ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 18 (+4) | 18 (+4) | 2 (-4) | 12 (+1) | 5 (-3) |
- Senses
- darkvision 30ft., passive Perception 11
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Blood Frenzy. The swarm has advantage on attack rolls against creatures who are missing hp.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny fangfin. The swarm can’t regain hit points or gain temporary hit points.
Hold Breath. The swarm requires water to be able to breathe, but they can hold their breath for 10 minutes while outside of water
Actions
Bite. Melee Weapon Attack. +7 to hit, reach 0ft., one target in the swarm’s space. Hit: 35 (8d6 + 7) piercing damage, or 21 (4d6 + 7) piercing damage if the swarm has half of its hit points or fewer.
Distracting Swarm (Recharge 5-6). The fangfin swarm’s chaotic movement and flashing scales create a disorienting effect. Each creature within 30 feet of the swarm must succeed on a DC 14 Wisdom saving throw or be blinded until the start of the swarm’s next turn. On a successful save, the creature is immune to the Distracting Swarm effect for the next 24 hours.
“You ever seen a cloud move like that before?”
“No, can’t say I have. You?”
“Me neither. Think it might be something?”
Even if it is, doesn’t look like a storm cloud. What’s the worst that could happen anyways.”
– Final conversation between two crewmates of a flying merchant ship.
Flatworm
Flatworm
Huge Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 136 (13d12 + 52)
- Speed
- 20ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (0) | 18 (+4) | 1 (-5) | 10 (0) | 3 (-4) |
- Skills
- Stelath+6
- Condition Immunities
- prone
- Senses
- tremorsense 60 ft., passive Perception 10
- Languages
- none
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Ambusher. The flatworm has advantage on Dexterity (Stealth) checks made to hide in sandy environments.
Sand Lurker. While buried in sand, the flatworm is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 26 (4d10 + 4) piericng damage and the target is grappled. At the start of each of the grappled ceatures tursn, it takes 11 (2d10) bludgeoning damage. The target can use an action to make a DC 15 Strength (Athletics) check to break free
Tail Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 27 (5d8 + 4) bldugeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10ft. back and knocked prone.
Sand Burs. The flatworm laucnehs itself from a buried position and slams down on a point it can see within 15ft. of itself. If the space it is targeting is a creature it makes abite attack against said creature. All creatures within 10ft. of the targetd area must ake a DC 15 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save. If a creature is bitten during this attack, it takes half the damage of the impact.
“When you said the only thing we had to worry about was bugs, this is NOT what I had in mind!”
“Alright alright, I know you’re mad but at least tell me; Was I wrong?”
“If we make it out of this, you’re DEAD!”
– Two retreating mercenaries.
Flying Scorpion
Flying Scorpion
Small Beast, Unaligned
- Armor Class
- 12
- Hit Points
- 13 (3d6+3)
- Speed
- 15ft., fly 45ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (0) | 3 (-4) |
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
Flyby. The flying scorpion doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Actions
Multiattack. The flying scorpion can make two attacks: one with its claws and one with its stinger.
Claws. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. 5 (1d6+2) piercing damage.
Stinger. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 6 (1d8+2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
“Wait! Hold… very… still. You got a little something on your back.”
“What? Just swat it off already!”
“Hey I told you not to move! And what do you think I’m trying to do? Gotta be a little gentler with this one.”
“Why? What does it look like?!?”
“You don’t want to know…”
– A pair of desert traveling adventurers.
Astellia Work (아스텔리아 작업) 17
Frostback Mammoth
Huge Beast, Unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 204 (12d12 + 96)
- Speed
- 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 9 (-1) | 26 (+8) | 3 (-4) | 11 (0) | 6 (-2) |
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- cold
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
Snow-walker. The mammoth is immune to nonmagical difficult terrain in snowy/icy conditions.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Stomp. All creatures within 10ft of the mammoth must make a DC 18 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save or half as much on a successful save.
Ice Breath (Recharge 6). The mammoth exhales a blast of freezing wind in a 30-foot cone from its trunk. Each creature in the area must make a DC 18 Constitution saving throw, taking 56 (14d6) cold damage on a failed save, or half as much damage on a successful one.
“Whoah hoho! Take a look at this girl’s tusks! Frostback Mammoth’s use the ‘barbs on their tusks to better grip ice and snow to clear blocked snowy passes. On top of that, those things pack a wallop of a punch when on the offensive! Sure hope they dont give me the cold shoulder haha!”
– Eve Stirwin
Monster Collection TCG
Frostscale Serpent
Huge Beast, Unaligned
- Armor Class
- 16 (natrual armor)
- Hit Points
- 152 (16d12 + 48)
- Speed
- 40ft., swim 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 17 (+3) | 16 (+3) | 3 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Perception+4, Stealth+6
- Damage Immunities
- cold
- Condition Immunities
- prone
- Senses
- darkvision 60 ft., blindsight 10ft., passive Perception 14
- Languages
- None
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
Amphibious. The serpent can breathe air and water.
Keen Smell. The serpent has advantage on Wisdom (Perception) checks that rely on smell.
Snow-walker. The serpent is immune to nonmagical difficult terrain in snowy/icy conditions.
Actions
Multiattack. The serpent can make two attacks: one with its bite and one with its constrict.
Bite. Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit. 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage.
Constrict. Melee Weapon Attack. +8 to hit, reach 5 ft., one creature. Hit. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage. The target is grappled (escape DC 15) if the serpent isn’t already constricting a creature, and the target is restrained until this grapple ends.
Swallow. The serpent 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. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the serpent, and it takes 21 (6d6) acid damage at the start of each of the serpent’s turns. The serpent can have only one creature swallowed at a time. If the serpent takes 30 damage or more on a single turn from a creature inside it, the serpent must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which fall prone in a space within 10 feet of the serpent.
Frost Breath (Recharge 5-6). The serpent exhales a blast of icy air in a 45ft. cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.
“Watch out for these big fellas out in the tundras. On top of their massive size and quick reflexes, Frostscales can expel freezing winds from their breaths, leading many to assume they are possible descendants to dragons! Whew, is it just me or is it cold out here…”
– Eve Stirwin.
Week-46 Creature Mounts
Frost-Skin Beast
Large Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 126 (12d10 + 60)
- Speed
- 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 18 (+4) | 2 (-4) | 12 (+1) | 8 (-1) |
- Skills
- Perception+4
- Damage Resistances
- cold
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- none
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Charge. If the Frost-Skin Beast moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Snow Walker. The Frost-Skin Beast is immune to nonmagical difficult terrain mad eof snow or ice
Actions
Multiattack. The Frost-Skin Beast makes two attacks; one with its bite and one with its horn.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Horn. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Freezing Breath (Recharge 5-6). The Frost-Skin Beast exhales a blast of freezing mist in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw is has its speed lowered by 5ft as the mist clings to its body.
“Hm? Oh Bessie? Yeah, known her for all her life. Found her out in the wilds when she was a tiny little thing. Mother probably died out on the hunt and she decided to try and hunt for herself, poor thing. Helped raise and train her and now? I couldn’t ask for a better partner out there.”
– Interviewed traveler on his riding companion.
Garbage Gobbler
Garbage Gobbler
Large Beast, Unaligned
- Armor Class
- 14 (natrual armor)
- Hit Points
- 138 (12d10 + 72)
- Speed
- 30ft, swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 8 (-1) | 22 (+6) | 2 (-4) | 10 (0) | 6 (-2) |
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Charge. If the garbage gobbler 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 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Keen Smell. The garbage gobbler has advantage on Wisdom (Perception) checks that rely on smell.
Muck Swimmer. The garbage gobbler is immune to to nonmagical difficult terrain caused by muddy terrain.
Actions
Bite. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 22 (3d10 + 6) piercing damage.
Ram. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 15 (2d8 + 6) bludgeoning damage.
Swallow. The garbage gobbler makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the garbage gobbler, and it takes 21 (6d6) acid damage at the start of each of the garbage gobbler’s turns. The garbage gobbler can have up to two Medium or four Small creatures swallowed at a time. If the garbage gobbler takes 20 damage or more on a single turn from a creature inside it, the garbage gobbler must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the garbage gobbler. If the garbage gobbler dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
“Isn’t that thign dangerous?”
“That ‘thing’ has a name; Frudd. And no, just don’t go trying to take his food away.”
“But he’s eating the table.”
“And I’ll replace it tomorrow. You want the table? Tell him to knock it off.”
– Excerpt from How to Care for Exotic Pets.
Gigantoise
Gigantoise
Gargantuan Beast, Unaligned
- Armor Class
- 19 (natrual armor)
- Hit Points
- 315 (21d20 + 84)
- Speed
- 40ft, swim 10ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 8 (-1) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) |
- Saving Throws
- Str+14, Dex+4, Con+9, Wis+6
- Skills
- Perception+6
- Damage Resistances
- poison; bludgeoning, piercing, and slashing from nonmagical attack
Condition Immunities. poisoned
- Senses
- passive Perception 16
- Languages
- None
- Challenge
- 15 (13,000 XP)
- Proficiency Bonus
- +5
Hold Breath. The gigantoise can hold its breath for 1 hour.
Keen Smell. The gigantoise has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/day). If the gigantoise fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Gigantoise makes three attacks: one with its bite and two with its stomp.
Bite. Melee Weapon Attack. +14 to hit, reach 15ft., one target. Hit. 35 (4d12 + 9) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Stomp. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit. 22 (3d8 + 9) bludgeoning damage.
Poison Spray (Recharge 5-6). The Gigantoise exhales a torrent of poisonous gas in a 45-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 72 (11d12) poison damage on a failed save, or half as much damage on a successful one.
Reactions
Shell Defense. When the Gigantoise is targeted with an attack, it can swing its massive shell to block the attack, +4 to its AC for the attack. Regardless if the attack connects or misses because of this feature, the attacker takes 14 (4d6) poison damage.
Legendary Actions
The Gigantoise can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Gigantoise regains spent legendary actions at the start of its turn.
Stomp. The Gigantoise makes one stomp attack.
Poison Spine Volley (Costs 2 Actions). The Gigantoise fires out a volley of spines from its shell. Each creature within 20ft. of the gigantoise must succeed on a DC 18 Dexterity saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one.
Crushing Stomp (Costs 3 Actions). The Gigantoise stomps the ground with its massive forelegs, creating a shockwave. Each creature on the ground within 30 feet of the Gigantoise must succeed on a DC 18 Strength saving throw or be knocked prone and take 22 (4d10) thunder damage.
“Back when I was a little girl, my grandmother would tell me stories of the world, her favorite being the guardian of our forest. A towering protector of our village, a shell as strong as mountain with the grace of a flowing stream. Her stories never did our protector justice.”
– A wandering adventuer recounts their childhood.
Colossapede
Gigantopede
Huge Beast, Unaligned
- Armor Class
- 17 (natrual armor)
- Hit Points
- 63 (6d12 + 24)
- Speed
- 30ft, burrow 20ft., climb 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (0) | 18 (+4) | 3 (-5) | 7 (-2) | 5 (-3) |
- Saving Throws
- Con+6
- Skills
- Stealth+2
- Condition Immunities
- prone
- Senses
- darkvision 60ft., passive Perception 8
- Languages
- None
- Challenge
- 4 (1,100 XP)
- Proficiency Bonus
- +2
Locking Mandibles. A creature grappled by the gigantopede has disadvantage on Strength checks to end the grapple.
Actions
Bite. Melee Weapon Attack. +5 to hit, reach 10ft., one target. Hit. 14 (2d10 + 3) piercing damage, plus 10 (3d6) poison damage. If the target is a large or smaller creature it is grappled (escape DC 13). Until the grapple ends, the gigantopede can only bite the grappled creature and has advantage on attack rolls against the grappled creature to do so.
Slash. Melee Weapon Attack. +5 to hit, reach 10ft., one target. Hit. 17 (4d6 + 3) slashing damage.
“First time out in the Wilds?”
“Y-Yes sir!”
“You’re doing fine. Just keep your head on a swivel. Even the weakest things here are pulled straight from your nightmares. Stay vigilant and you’ll be fine though.”
“Would a 17 foot long, gigantic, hungry centipede count as one of those?”
“Thats oddly specific, but yes those do count. Why?”
– Final conversation between an adventuring party of two.
NOT MY WORK: Original credit to u/DeckofJockersGames https://www.reddit.com/user/DeckofJokersGames/
Online game “Dragon Warcry”
Gilded Platebug
Small Beast, Unaligned
- Armor Class
- 25 (natural armor)
- Hit Points
- 315 (46d6 + 138)
- Speed
- 40ft., burrow, 20ft., climb 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 21 (+5) | 16 (+3) | 2 (-4) | 14 (+2) | 2 (-4) |
- Saving Throws
- Str+11, Dex+10, Con+8
- Damage Immunities
- bludgeoning, piercing, and slashing damage from nonmagcial attacks
- Condition Immunities
- exhaustion, paralyzed, poisoned
- Senses
- blindsight 60 ft., passive Perception 19
- Languages
- None
- Challenge
- 13 (10,000 XP)
- Proficiency Bonus
- +5
Gilded Carapace. The gilded platebug has advantage on Dexterity (Stealth) checks to hide in piles of gold ore/coins.
Iron Skin. The gilded platebug has a damage threshold for all bludgeoning, piercing, and slashing damage types of 10. If a weapon or spell attack that deals either bludgeoning, piericng, or slashing damage does less than 10 damage, it instead deals no damage.
Magic Resistance. The gilded platebug has advantage on saving throws against spells and other magical effects.
Spider Climb. The gilded platebug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The gilded platebug makes two spiked tail attacks.
Spiked Tail. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 6) piercing damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Blinding Carapace (Recharge 5-6). The metal carapace suddenly glows with a bright sheen of light. Each creature within 15ft. of the gilded platebug must succeed a DC 18 Constitution saving throw or become blind for 1 minute. Targets can repeat the saving throw at then end of their turn to end the effect on a success.
Metallic Scream (Recharge 6). The gilded platebug suddenly clamps its mandibles together and grates them against one another. All creatures that are not deafened within 30ft. of the gilded platebug must succeed a DC 18 Constitution saving throw or become stunned until the end of their next turn.
“Everyone loves shiny things, but no one loves them more than these fellas! These Platebugs feed exclusivley of of gold and other dense metals, making their carapace both really shiny and reall dense. And because of that diet, their tails become extra dense! One swipe of their tail or clamp of their mandibles and you’re in for a world of hurt!”
– Eve Stirwin
Glacial Centipede
Glacial Centipede
Gargantuan Beast, Unaligned
- Armor Class
- 23 (natural armor)
- Hit Points
- 575 (30d20 + 240)
- Speed
- 45ft., burrow 60ft, climb 45ft
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
29 (+9) | 16 (+3) | 26 (+8) | 1 (-5) | 10 (0) | 3 (-4) |
- Saving Throws
- Str+15, Dex+9, Con+14, Wis+6
- Skills
- Perception+6, Stealth+9
- Damage Vulnerabilities
- fire
- Damage Resistances
- poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities
- cold
- Senses
- darkvision 60 ft., tremorsense 60ft. passive Perception 16
- Languages
- None
- Challenge
- 20 (25,000 XP)
- Proficiency Bonus
- +6
Freezing Body. A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.
Legendary Resistance. If the centipede fails a saving throw, it can choose to succeed instead.
Tunneler. The centipede can burrow through solid rock and ice at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. If the centipede has a creature grappled withits Bite, the grappled creature takes 3 (1d6) bludgeoning damage for every 5ft. moved while grappled. Grapple checks also have disadvantage to break free.
Actions
Bite. Melee Weapon Attack. +15 to hit, reach 10 ft., one creature. Hit. 47 (7d10 + 9) piercing damage and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained, and the centipede can’t bite another target.
Tail Swipe. Melee Weapon Attack. +15 to hit, reach 15 ft., one target. Hit. 30 (6d6 + 9) bludgeoning damage plus 14 (4d6) cold damage, and the target must succeed on a DC 24 Strength saving throw or be knocked prone.
Screech (3/day). The centipede emits a deafening roar. Each creature within 120 feet of the centipede and able to hear it must make a DC 24 Constitution saving throw, taking 27 (8d12) thunder damage and becoming deafened for 1 minute on a failed save, or half as much damage and not deafened on a successful one.
Legendary Actions
The centipede can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The centipede regains spent legendary actions at the start of its turn.
Tail Swipe. The centipede makes one tail swipe attack.
Move. The centipede burrows underground and moves up to its burrowing speed without provoking attacks of opportunity.
Icy Burst. The centipede slams its body onto the ground, causing an icy burst. Each creature within 20 feet of the centipede must make a DC 24 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save, or half as much damage on a successful one. The ground in the area becomes difficult terrain until the end of the centipede’s next turn.
It tore through us like we were nothing. On second everything was fine, moving through the snow as normal. The enxt, a deafening schreech errupted from the ground as it shot out like a bat out of the Hells. That thing was big enough to even put a dragon in its place, but what scares me the most is that I don’t think that was the only one.”
– Testimonial of a retired adventurer.
January Concept Art
Golua
Large Beast/Fey, Neutral
- Armor Class
- 15 (natural armor)
- Hit Points
- 42(1d4 + 5)
- Speed
- 25ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 14 (+2) | 12 (+1) | 16 (+3) | 13 (+1) |
- Saving Throws
- Dex+5, Wis+6, Cha+4
- Skills
- Insight+6, Stealth+5
- Senses
- passive Perception 13
- Languages
- Understands Common and Sylvan, but cannot speak.
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
Charge. If the golua moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Keen Senses. The golua has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Fey Heritage. The golua also counts as both a Beast and a Fey for the purposes of spells and effects.
Magical Resistance. The golua has advantage on saving throws against spells and other magical effects.
Actions
Multi-attack. The golua can make two attacks: one gore and one with its claws.
Gore. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 12 (2d8 + 4) piercing damage.
Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 10 (1d10 + 4) slashing damage.
Fey Presence (1/short or long rest). The golua can channel the magic of the Feywild and cause creatures within 30 feet of it to make a Wisdom saving throw (DC 16) or be charmed for 1 minute. The golua can’t use this feature again until it finishes a short or long rest.
“How’d I make it home? Well as much as I could take credit for finding my way out of thsoe woods, I was guided by something. Never seen anything like it before; massive antlers with a crimson coat of fur. But what surprised me the most was its eyes. It studided me as much as I it, and it was smarter than it let on. I’m not really sure what came over me, but I felt like I could trust it, as weird as that sounds.”
– Report from an adventurer found days after going missing.
Death Crocodile
Great Brute Crocodile
Gargantuan Beast, Unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 450 (30d20 + 150)
- Speed
- 40ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (0) | 5 (-3) |
- Saving Throws
- Str+16, Dex+7, Con+11
- Skills
- Stealth+7
- Damage Immunities
- bludgeoning, piercing, and slashing damage from non magcial attacks
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 18 (20,000 XP)
- Proficiency Bonus
- +6
Hold Breath. The crocodile can hold its breath for 1 hour.
Legendary Resistances (3/day). If the crocidle fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The crocodile makes two tail attacks or three pummel attacks.
Bite. Melee Weapon Attack. +16 to hit, reach 10 ft., one target. Hit. 48 (7d10 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
Pummel. Melee Weapon Attack. +16 to hit, reach 10 ft., one target. Hit. 13 (1d6 + 10) bludgeoning damage
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit. 21 (2d10 + 10) bludgeoning damage.
Roar (Recharge 5-6). The crocodile roars at such a power it can crush boulders. Any creatures within a 30ft. cone in front of the crocodile must succeed a DC 20 Dexterity saving throw, taking 65 (10d12) thunder damage on a failed save, or half as much on a successful save. Targets that fail the saving throw by 10 or more are deafened for 1 minute. Deafened creatures can repeat the saving throw at the end of their turns, ending it on a success. If the crocodile has a grappled target it ins jaws, it cannot use this feature.
Legendary Actions
The crocodile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The crocodile regains spent legendary actions at the start of its turn.
Move. The crocodile moves up to half its speed.
Chomp (2 Actions). The crocodile crushes a grappled creature in it’s jaws. The target takes 35 (10d6) piercing damage.
Deathroll (2 Actions.) The crocodile violently spins in place on the ground, thrashing at anything near it. Any creature within 15ft. of the crocodile must make a DC 20 Dexterity saving throw, taking 26 (4d12) bludgeoning damage on a failed save or half as much on a successful save. If the crocodile has a creature grappled in its jaws, the grappled creature rolls the save at disadvantage.
“My father warned me to never go beyond the tree line. ‘A terrible beast sleeps just across the stream, but its too dangerous for us to confront.. I want you to promise me that you will never go and try to slay it.’ So I listened, but curiosity gnawed away at me. After all, what could be so dangerous to scare off the entire village from entering? I found out the day it got hungry. The day it decimated the town.”
– A sole survivor of a destroyed village.
Pest
Great Grub
Small Beast, Unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 18 (4d6 + 4)
- Speed
- 10ft., climb 10ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 2 (-4) |
- Damage Vulnerabilities
- fire
- Senses
- blindsight 10 ft., passive Perception 8
- Languages
- None
- Challenge
- 1/4 (50 XP)
- Proficiency Bonus
- +2
Blood Drain. When the grub hits a creature with its bite attack, it latches onto a creature and begins to drain its blood. The target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) piercing damage at the start of each of its turns and the grub regains hit points equal to the damage dealt. The grub can be removed with a DC 10 Strength (Athletics) check or can be removed by another creature using the Help action.
Spider Climb. The grub can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. 4 (1d4 + 2) piercing damage.
“Hey uhhh… Can you, can you see if I started carrying anything? I’m feeling… Real… Tired…” [THUD].
“Ohhhh that’s not good.”
– Soldier reporting to medical staff after a patrol.
Greater Savannah Leech
Greater Savannah Leech
Huge Beast, Unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 195 (17d12 + 85)
- Speed
- 20ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 4 (-3) | 20 (+5) | 1 (-5) | 8 (-1) | 1 (-5) |
- Saving Throws
- Str+11, Con+10,
- Skills
- Perception+4, Stealth+7
- Damage Immunities
- acid
- Condition Immunities
- blinded, deafened
- Senses
- blindsight 60 ft. (blind beyond this), passive Perception 14
- Languages
- None
- Challenge
- 13 (10,000 XP)
- Proficiency Bonus
- +5
Ambusher. The leech has advantage on attack rolls against any creature it has surprised.
Tunneler. The leech can burrow through solid rock up to its burrow speed and leaves a 10ft. hole in its wake.
Underground Camouflage. The leech has advantage on Dexterity (Stealth) checks made to hide while underground.
Actions
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one creature. Hit. 24 (4d8 + 6) piercing damage plus 11 (2d10) acid damage.
Swallow. The leech makes one bite attack against a Large or smaller creature. If the attack hits, the target is swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leech, and it takes 33 (6d10) acid damage at the start of each of the leech’s turns. The leech can have only one creature swallowed at a time. If the leech takes 30 damage or more on a single turn from a creature inside it, the leech must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the leech. If the leech dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Mucus (Recharge 6). The leech spews out a 15ft. cone of sticky mucus to trap its prey. Any creature within the cone must succeed on a DC 17 Dexterity saving throw or become restrained. Restrained creatures can use their action to make a DC 17 Strength (Athletics) check at the end of their turn, freeing themselves on a success.
“Now heres a real interesting case! The Greater Savannah Leech loves to wait just below the surface and will suddenly burow up and swallow anything they sense whole! Whats even more interesting is that with 2 mouthes, these guys have twice the appetite!”
– Eve Stirwin
Hexdrinker
Hexdrinker
Medium Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 75 (10d8 + 30)
- Speed
- 30ft., climb 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) |
- Skills
- Stealth+7
- Senses
- blindsight 10 ft., passive Perception 11
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Magic Drain. When the hexdrinker hits with a bite attack, it can choose to drain magic from its target instead of dealing damage. The target must succeed on a DC 14 Constitution saving throw or lose one spell slot of the hexdrinker’s choice. If the target has no spell slots left, the hexdrinker drains the target’s innate magical abilities, imposing disadvantage on all of its spell attacks and reducing the save DCs of its spells by 2 until the target finishes a long rest. The hexdrinker heals for 2 (1d4) per spell slot drained in this way.
Magic Resistance. The hexdrinker has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 9 (1d10 + 4) piercing damage, or it uses the effects of Magic Drain.
Reactions
Magic Absorption. When the hexdrinker is subjected to a spell that targets only the hexdrinker, it can use its reaction to absorb the spell, gaining temporary hit points equal to the spell’s level (maximum of 5th level). The hexdrinker then has advantage on its next magic drain attack until the end of its next turn. Cantrips negated in this way give the hexdrinker 1 temporary hit point.
“Are you sure about this Doc? Not trying to be rude, but how exactly will a snake end my curse?”
“Simple. The snake will drain all the magic flowing within you from its bite.”
“Oh interesting. I didn’t think it’d be that– Wait did you say bite?”
“Yes. Please hold on to something, this will sting. A lot.”
– Conversation between a cursed townsfolk and the towns doctor.
Hornet Soldier
Hive Hunter
Medium Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 120 (16d8 + 48)
- Speed
- 25ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 2 (-4) | 14 (+2) | 6 (-2) |
- Damage Resistances
- poison
- Condition Immunities
- charmed
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- can communicate with Wasps telepathcially 120ft.
- Challenge
- 9 (5,000 XP)
- Proficiency Bonus
- +4
Drone. The wings from the hunter emmit a steady drone that disrupts other creatures around it. Any non insect creature within 10ft. of the hunter must succeed a DC 16 Constituion saving throw or become deafened for 1 minute. Creatures that fail the save can repeat the save at the end of their turns, ending it on a success. Creatures that pass the save are immune to the hunter’s Drone for 24 hours.
Evasion. If the hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Hive-Mind. The hunter can telepathically communicate with any number of wasps within 120ft. of itself.
Actions
Multiattack. The hunter makes three attacks with its stinger.
Stinger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage. Once per turn, the hunter can choose to inject a poison into a target it hits with its stinger. On a hit, the target must succeed a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful save.
Swarm Summon (3/day). The hunter calls for the aid of any wasps within 120ft of itself. The hunter summons 1d8 Swarm of Wasps that appear within a 30ft. radius of the hunter, acting on their own initiative. There is a 5% chance the hunter calls another Hive Hunter to its aid instead.
“Oh come on. Don’t tell me the great ‘hero of the village’ is scared of a few little bugs.”
“If by ‘little’ you really mean three feet tall and faster than an arrow, then yes. Consider me scared of a few little bugs.”
– Excerpt from Tales of the Wilds: Weighing Your Worth
Armored Krovod
Ironclad Krovod
Huge Beast, Unaligned
- Armor Class
- 20 (heavy plate mail)
- Hit Points
- 180 (19d12 + 57)
- Speed
- 25ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 10 (0) | 16 (+3) | 2 (-4) | 10 (0) | 6 (-2) |
- Senses
- passive Perception 10
- Languages
- none
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
Trampling Charge. If the Krovod moves at least 20ft. straight towards a creature and then hits it with its Gore attack on the same turn, the target must succeed a DC 17 Strength saving throw or be knocked prone. If the target is knocked prone, the krovod can make 1 stomp attack as a bonus action.
Walking Platform. The krovod’s back has a 10ft. by 10ft. platform on its back. This platform may be fitted with 2 siege weapons and can comfortable carry 4 medium sized or smaller creatures. Creatures on top of the platform must succeed a DC 12 Strength (Athletics) check whenever the krovod uses its Trampling Charge or fall prone on the platform.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 23 (3d10 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 25 (3d12 + 7) bludgeoning damage.
“Now this! This is a real beast of burden! Massive and docile, many traders armor up their Krovods for long expiditions to help protect against the elements and possible attacks! Awwww you’re just a big ol’ softy! Yes you are! Yes you are!”
– Eve Stirwin
NOT MY WORK: Original credit to RavinciaCardsConverted https://ravnicacardsconverted.tumblr.com/
Glass Mite
Jade Mite Swarm
Medium Swarm of Tiny Beasts, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 82 (11d8 + 33)
- Speed
- 20ft., burrow 5ft., climb 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 17 (+3) | 14 (+2) | 1 (-5) | 7 (-2) | 1 (-5) |
- Damage Resistances
- bludgeoning, piercing, slashing
- Condition Immunities
- charmed, firghtened, grappled, paralyzed, pertrified, prone, restrained, stunned
- Senses
- blindsight 10 ft., passive Perception 19
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Jade Mite Poison. Any creature that takes piercing damage from the swarm’s razor carapace or from the bite attack must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature takes 14 (4d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Razor Carapace. Any creature that starts its turn in the swarm’s space takes 11 (2d10) piercing damage from the jade mites’ sharp carapaces.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny Jade Mite. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +6 to hit, reach 0ft., one target. Hit 15 (3d8 + 3) piercing damage.
“You hear that?”
“Now that you mention it, yeah. Sounds like a lot of skittering legs.”
“Surely it shouldn’t be that bad… Right?”
“We are hundreds of feet below, winding through corridor after corridor in this tomb. ANY skittering should be concerning.”
– Two unnamed archeologists
Zedus Series
Jotundile
Huge Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 263 (22d12 + 120)
- Speed
- 40ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 20 (+5) | 4 (-3) | 14 (+2) | 9 (-1) |
- Skills
- Athletics+12, Perception+7
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 17
- Languages
- None
- Challenge
- 13 (10,000 XP)
- Proficiency Bonus
- +5
Amphibious. The jotundile can breathe both air and water.
Apex Predator. Beasts of CR 5 or lower have disadvantage on saving throws againts the jotundiles Frightful Presence.
Keen Smell. The jotundile has advanatge on Wisodm (Perception) checks that rely on smell.
Actions
Multiattack. The jotundile can use its Frightful Presence and then make three attacks; one with its bite and two with its claws.
Bite. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit. 34 (6d8 + 7) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the jotundile cannot bite another creature, but rolls at advantage for bite attacks against the grappled creature.
Claws. Melee Weapon Attack. +12 to hit, reach 5ft., one target. Hit. 21 (4d6 + 7) slashing damage.
Frightful Presence. Each creature that can see the jotundile within 120ft. of it and are aware of it must succeed a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, the creature is immune to the effects of the jotundiles Frightful Presence for 24 hours.
“Mow whatever you do, don’t move. These things can only see movement.”
“First of all thats a myth. Second of all you’re thinking of a Tyrannosaurus, in which that is also a myth.”
“So what do you suggest?”
…
“You still there?”
– Two unnamed adventurers
NOT MY WORK
Original credit to Vall does D&D https://valldoesdnd.tumblr.com/
Amphibian Reptiloid
Jotundile, Glacial
Huge Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 350 (20d12 + 160)
- Speed
- 40ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 16 (+3) | 26 (+8) | 3 (-4) | 10 (0) | 8 (-1) |
- Saving Throws
- Str+14, Dex+9, Con+14
- Skills
- Stealth+9
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities
- cold
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 20 (25,000 XP)
- Proficiency Bonus
- +6
Amphibious. The jotundile can breathe air and water.
Freezing Aura. Any creature that starts its turn within 10 feet of the jotundile takes 10 (3d6) cold damage.
Legendary Resistance (3/day). If the jotundile fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The jotundile can make one bite and one claw attacks.
Bite. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit. 34 (4d12 + 8) piercing damage plus 10 (3d6) cold damage.
Claw. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit. 25 (4d8 + 8) slashing damage plus 10 (3d6) cold damage.
Tail Slap. Melee Weapon Attack. +14 to hit, reach 20 ft., one target. Hit. 28 (4d10 + 8) bludgeoning damage plus 10 (3d6) cold damage.
Frenzy (1/day). The jotundile can use its action to enter a frenzy, making two bite attacks and two claw attacks on each of its turns until the frenzy ends. While in the frenzy, the jotundile attacks the nearest creature to it, even if it is allied with the jotundile or another jotundile. Attacks against the jotundile have advantage while it is in a frenzy. The frenzy lasts for 1 minute or until the jotundile is incapacitated.
Legendary Actions
The jotundile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The jotundile regains spent legendary actions at the start of its turn.
Detect. The jotundile makes a Wisdom (Perception) check.
Tail Slap. The jotundile makes one tail slap attack.
Roar (Costs 2 Actions). The jotundile unleashes a mighty roar. Each creature within 60 feet of the jotundile that can hear it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
“Wehn compared to their jungle-dwelling counterparts, Glacial Jotundile are much more dangerous and aggressive. These beasties can even throw down with Giants and Dragons if they get real angry, and believe me, they can get real nasty when you go wandering through their teritory.”
– Eve Stirwin
Koibra
Koibra
Medium Beast, Unaligned
- Armor Class
- 14
- Hit Points
- 65 (10d8 + 20)
- Speed
- 40ft., swim 50ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 15 (+2) | 3 (-4) | 14 (+2) | 7 (-2) |
- Skills
- Perception+5, Stealth+7
- Senses
- blindsight 60 ft., passive Perception 15
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Amphibious. The koibra can breathe in air and water
Keen Smell. The koibra has advantage on Wisdom (Perception) checks that rely on smell.
Lucky. Creatures have disadvantage on attack rolls against the koibra. The koibra also has advantage on any saving throws against spells and other magical effects.
Actions
Multiattack. The koibra makes three attacks; one with its bite and two with its claws.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 10 (1d12 + 4) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) slashing damage.
“Ever since I got Amber, my life’s been on the up-and-up. Some estranged relative left me a large sum in his will, won a huge chunk of land in the town auction, and even had some adveturers stay the night I got robbed by a local bandit. Not sure whether its just a coincidence or if she really is lucky, but I’m gonna believe that she’s making all the difference.”
– Excerpt from Eve Stirwin’s Book of Exotic Pets
NOT MY WORK
Original credit to u/Rinzuchi https://www.reddit.com/user/Rinzuchi/
Land Whale
Land Whale
Large Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 136(13d10 + 65)
- Speed
- 20ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 3 (-4) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) |
- Condition Immunities
- prone
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- none
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
School Protection. The land whale’s AC increases by 1 if at least one of the whale’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Slam. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength save throw or be knocked prone.
Sand Throw. The land whale flings sand in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much damage on a successful one.
“Scared the daylights out of me when they surfaced. One moment I’m riding across the sands, then boom! Good 50 of them all beginning surfacing all around. Their gentle enough though, just gave my carridge a little nudge and were on their way. Still, not sure if I’ll travel that way again…”
– Merchant traveling the desert during migration season.
NOT MY WORK
Original credit/post here: https://www.dandwiki.com/wiki/Land_Whale_%285e_Creature%29
Can’t See the Forest Through the Teeth
Maned Alihog
Large Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 126 (11d10 + 66)
- Speed
- 40ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 14 (+2) | 16 (+3) | 2 (-4) | 10 (0) | 5 (-3) |
- Skills
- Athletics+8, Perception+3
- Senses
- passive Perception 14
- Languages
- None
- Challenge
- 6 (2,300 XP)
- Proficiency Bonus
- +3
Blood Frenzy. The alihog has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Charge. If the alihog moves at least 20 feet straight towards a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
Hold Breath. The alihog can hold its breath for 30 minutes.
Keen Smell. The alihog has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the alihog takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The alihog makes two attacks with its tusks.
Tusk. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Tail Swipe. Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
“Due to some possible ‘misteps’ on evolution’s side,the Maned Alihog has a hard time seeing its prey, but as they say; ‘The Nose Knows!’ The Alihog’s snout is incredibly sensitive to help with the large obstructions of vision, but those tusk do pack quite the wallop when it charges forward. Just look at the hole it left in me!”
– Eve Stiriwn, minutes before being admitted by medical staff for surgery
Mesa Crawler
Mesa Crawler
Gargantuan Beast, Unaligned
- Armor Class
- 17 (natural armor)
- Hit Points
- 42(9d20 + 63)
- Speed
- 25ft., 10ft. burrow.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 6 (-2) | 25 (+7) | 2 (-4) | 10 (0) | 2 (-4) |
- Damage Vulnerabilities
- thunder
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks.
- Condition Immunities
- prone
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 10 (5,900 XP)
- Proficiency Bonus
- +4
Fales Appearance. While partially submerged underground and motionless, the crawler looks identical to a towering pillar of clay.
Towering Body. The crawler carries a towering cliff face on its back, made of clay deposits. The cliff face provides 3/4 cover to creatures standing behind it, as well as to the crawler itself.
Unstoppable. The crawler is immune to any effect that would forcefully move the crawler against its will, with the exception of teleportation (i.e. banishment, plane shift. etc.)
Actions
Multiattack. The crawler makes either three attacks with its horn or two attacks with its mandibles.
Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage.
Mandibles. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) acid damage.
“You ever imagine what it would be like to live atop one of those?”
“No, because I’m not moronic or suicidal.”
“What do you mean? Sure they’re big, but fairly harmless to us.”
“Alright sure, lets say you want to scale the 80+ft to get up there. Then what? How are you gonna find shelter or grow food?
“Was just an idea…”
– Two friends overlooking the canyons.
Sea Serpent Commission
Moray Serpent
Gargantuan Beast, Unaligned.
- Armor Class
- 17 (natural armor)
- Hit Points
- 350 (20d20 + 140)
- Speed
- 0ft., swim 80ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 16 (+3) | 24 (+7) | 2 (-4) | 12 (+1) | 6 (-2) |
- Saving Throws
- Str+14, Dex+9, Wis+7
- Skills
- Perception+7, Stealth+9
- Damage Resistances
- cold
- Senses
- darkvision 120 ft., passive Perception 17
- Languages
- None
- Challenge
- 18 (20,000 XP)
- Proficiency Bonus
- +6
Bioluminescence. The serpent casts a bright light off of its body in a 30ft. radius of bright light and an additional 30ft. of dim light. Creatures within 60ft. of the serpent that can see the serpent illuminated in this way must make a DC 19 Wisdom saving throw or become charmed by the serpent for 1 minute and must spend their action getting as close to the serpent as possible. On a successful save the target is immune to the serpents Bioluminescence for 24 hours. When the charmed creature takes damage it can repeat the saving throw, ending the effect on itself on a success.
Swift Swimmer. The serpent does not provoke attacks of opportunity while underwater.
Waterbreathing. The serpent can only breathe underwater.
Actions
Multiattack. The serpent makes two attacks with its bite.
Bite. Melee Weapon Attack. +14 to hit, reach 10 ft., one creature. Hit. 24 (3d10 + 8) piercing damage. If the target is a creature, it must succeed a DC 19 Constitution saving throw or become wounded. At the start of its turn, the wounded creature takes 11 (2d10) necrotic damage until the wound is closed with either a DC 19 Wisdom (Medicine) check or healed with a healing spell of 3rd level or higher.
Whirlpool (3/day). The serpent rapidly swims in circles, generating a powerful whirlpool effect. The whirlpool lasts for 1 minute, has a radius of 45ft., and is considered difficult terrain to any creature aside form the serpent. Each creature within the area must make a DC 19 Strength (Athletics) check or be pulled 15ft. closer to the center of the whirlpool. When a creature is pulled to the center of the whirlpool, it is restrained and cannot breathe, even if it has a way to do so underwater (either through magic or natural means) and takes 18 (4d8) bludgeoning and 18 (4d8) cold damage each time it starts its turn at the center of the whirlpool.
“So what’s the worst thing you’ve ever reeled up?”
“Oh hoho. Thats quite the answer. You sure you want to know?”
“Of course! I wouldn’t be asking if I wasn’t curious.”
“Aye fair enough. Monster was as long as a galleon with more teeth than a mans skull, each as long as a knife. Its eyes furious even in death. Crimson splotched its body and fins, matching its blood soaked maw…”
“… If you didn’t want to answer, thats fine.”
– Two fisherman at sea
Muck Dipper
Muck Dipper
Tiny Beast, Unaligned
- Armor Class
- 12
- Hit Points
- 7 (2d4 + 2)
- Speed
- 20ft., 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (0) | 4 (-3) |
- Skills
- Stealth +4
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 1/8 (25 XP)
- Proficiency Bonus
- +2
Amphibious. The muck dipper can breathe air and water.
Camouflage. The muck dipper has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.
Slimey. The muck dipper has advantage on freeing itself from grapple checks and grapple checks made to restrain the muck dipper are made at disadvantage.
Actions
Tounge. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 bludgeoning damage.
Muck Dippers are an incredibly curious and inquisitive species, known for their playfullness and mischivous natures. While making great pets with young children, ensure that the Muck Dipper has companoins of its onw, a damp moist enviornment to soak itself, and ample insects or fish for feeding.
– Yurgadin Zoo enclosure signage.
For the Sky
Nimbus Manta Ray
Gargantuan Beast, Unaligned
- Armor Class
- 15 (natrual armor)
- Hit Points
- 150 (12d20 + 36)
- Speed
- 5ft., fly 100ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (0) | 16 (+3) | 2 (-4) | 10 (0) | 6 (-2) |
- Damage Resistances
- cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 5 (1,800 XP)
- Proficiency Bonus
- +3
Beast of Burden. The manta ray can carry up to 5 tons before becoming encumbered.
Current Sense. The manta ray is not hindered by heavy clouds/fog conditions.
Actions
Tail Slam. Melee Weapon Attack. +9 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 6) bludgeoning damage.
Thunderous Flap (Recharge 6). The manta ray beats its powerful wings, creating a powerful shockwave. Each creature within a 30-foot radius of the manta ray must make a DC 15 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save and being pushed back 15ft., or half as much damage on a successful one and not being pushed back.
Lightning Aura (1/day). The manta ray creates an electric field around itself and must maintain concentration as if concentrating on a spell. Each creature within 10ft. of the manta ray while the aura is active or enters the aura takes 11 (2d10) lightning damage. The aura lasts for 1 minute.
“In the vast skies above, there dance majestic creatures,
On soaring winds they ride with storming features,
Through their grace and guidance, we make them our teachers.”
– Ode to the Sky Kings, Excerpt from Mort’s Planar Travels
Creatures Pack
Pitjaw
Gargantuan Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 300 (24d20 + 96)
- Speed
- 40ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (0) | 18 (+4) | 2 (-4) | 10 (0) | 6 (-2) |
- Saving Throws
- Str+11, Con+9
- Skills
- Perception+5, Stealth+5
- Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- tremorsense 60 ft., passive Perception 15
- Languages
- None
- Challenge
- 15 (13,000 XP)
- Proficiency Bonus
- +5
Sand Vortex. The pitjaw’s jaw can hold a 15ftx15ft area of sand. As a reaction, the pitjaw can suddenly inhale, dragging anything within the area down into its gullet. Any creatures within the 15x15 square must make a DC 17 Dexterity saving throw or be pulled into the pitjaw, taking 33 (6d10) bludgeoning damage. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the pitjaw, and it takes 21 (6d6) acid damage at the start of each of the pitjaw’s turns. A pitjaw can have up to 3 creatures swallowed at a time. If the pitjaw takes 30 damage or more on a single turn from the swallowed creature, the pitjaw must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the pitjaw. If the pitjaw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
False Appearance. While motionless and mostly buried with its jaw filled, the pitjaw looks like a large weathered skull/rock formation.
Actions
Claws. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 27 (6d6 + 6) slashing damage.
Tail Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 24 (4d8 + 6) bludgeoning damage, and any creatures within 10ft. of the tail slam must make a DC 17 Strength saving throw or be knocked prone.
Scoop. The pitjaw charges forward up to its movement speed, dragging its jaw through the sand. Any creature in the pitjaws charge must make a DC 17 Dexterity saving throw or become swallowed by the pitjaw, taking 33 (6d10) bludgeoning damage. If no creatures fail the saving throw, the pitjaw can instead fill its jaw with sand.
Sand Blast (Requires pitjaw’s Jaw to be filled). The pit jaw violently expels sand its holding in its jaw in a 45ft. cone. Any creature within this cone must make a DC 17 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save or half as much on a successful save.
“When traveling in the desert, avoid large skulls with jutting rocks around it. Sure it looks like a good spot to rest, and if you’re lucky it will be. But chances are, you won’t be lucky. Instead you’ll be swallowed whole.”
– Excerpt from Traveling the Wilds: Desolate Deserts
Fushoku
Rot Maw
Small Beast, Unaligned.
- Armor Class
- 18 (natrual armor)
- Hit Points
- 127 (17d6 + 68)
- Speed
- 40ft., climb 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 20 (+5) | 18 (+4) | 2 (-4) | 10 (0) | 6 (-2) |
- Skills
- Stelath+8
- Damage Resistances
- necrotic
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
Necrosis. Any creature that becomes afflicted with Necrosis from the Rotmaw takes 5 (1d10) necrotic damage at the start of their turn and has their maximum hit points reduced by the same amount. Necrosis lasts until the target is targeted with Lesser Restoration or similar magic. If the afflicted target’s maximum hit points reaches 0, it dies. For the sakes of condition immunity, Necrosis counts as a poisoned condition.
Spider Climb. The Rotmaw can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 17 (3d8 + 5) piercing damage plus 14 (4d6) poison damage and the target must succeed a DC 18 Constitution saving throw or become afflicted with Necrosis.
Bile Spray. The Rotmaw spews forth a torrent of poisonous smog from its mouth. All creatures within a 20ft. cone in front of the Rotmaw must succeed a DC 18 Constitution saving throw, taking 44 (8d10) poison damage on a failed save and becoming afflicted with Necrosis. Successful saves take half damage and are not afflicted.
“Yuck! What is this stuff?”
“If I had to guess based off the smell of the fumes, a highly potent toxin that has been vomitted up.”
“Poison? No poison I’ve ever seen smells like this. This smells like Death!”
“Like I said, highly potent.”
– Two unnamed adventurers.
Level 50
Sabre-Seal
Large Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 120 (16d10 + 32)
- Speed
- 20ft., swim 80ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 15 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Athletics+8, Perception+4
- Damage Resistances
- cold
- Senses
- passive Perception 14
- Languages
- None
- Challenge
- 6 (2,300 XP)
- Proficiency Bonus
- +3
Charge. If the sabre-seal moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or become grappled by the sabre-seal. The sabre-seal moves at half its movement speed while grappling another creature. Grappled creatures can make a DC 16 Strength (Athletics) check to break free as an action on their turn.
Homefield Advantage. The sabre-seal is not affected by difficult terrain cause by nonmagical ice.
Keen Smell. The sabre-seal has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The sabre-seal can make three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) piercing damage
Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (1d10 + 5) bludgeoning damage.
“Whoa. Thats quite the beastie you got tailing your vessel.”
“Hm? Oh, I guess it’s feedin’ time already.”
“Feeding time?”
“Yeah, I give ‘em a part of the catch anytime I pass through here. Otherwise they’d wreck my ship!
– Two fishermen out in the artic seas
Faeron
Sandstalker
Large Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 199 (19d10 + 95)
- Speed
- 50ft., burrow 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 20 (+5) | 2 (-4) | 10 (0) | 6 (-2) |
- Skills
- Stealth+6
- Senses
- darkvision 60 ft., tremorsense 20ft., passive Perception 10
- Languages
- None
- Challenge
- 10 (5,900 XP)
- Proficiency Bonus
- +4
Keen Smell. The sandstalker has advantage on Wisdom (Perception) checks that rely on smell.
Sand Walk. The sandstalker is not affected by nonmagical difficult terrain created by sand/rocky conditions.
Actions
Multiattack. The sandstalker makes three attacks; one with its bite and two with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 11 (1d10 + 6) bludgeoning damage and the target must make a DC 18 Strength Saving throw or be knocked prone.
Sand Attack. Ranged Weapon Attack: +6 to hit, range 30ft./90ft., one target. Hit 7 (2d4 + 2) piercing damage and the target has disadvantage on all attack rolls until the start of their next turn.
“These big beasties are some of the stronger predators out in the desert. With a mixture of light fur and rigid scales, these Sandstalkers can swiftly move through the desert in hun of prey, using their massive tails like a whip to lash out at their prey. A surefire way to notice that a Sandstalker is ready to pounce is when they start swishing their tails back and forth. Just like that one over there!”
– Eve Stirwin
Trench Crab
Sand Sifter
Small Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 19 (3d6 + 9)
- Speed
- 20ft. burrow 10ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 16 (+3) | 2 (-4) | 14 (+2) | 6 (-2) |
- Damage Resistances
- bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- tremorsense 10 ft., passive Perception 10
- Languages
- None
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
Burrower. The sand sifter can burrow through sand at half its movement speed. While burrowing, it has total cover against attacks and other effects outside the sand.
Evasive Retreat. When a creature makes a melee attack against the sand sifter and misses, the sand sifter can use its reaction to move up to its speed without provoking opportunity attacks.
Scuttler. The sand sifter can only move backwards.
Actions
Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage.
Sand Attack. Ranged Weapon Attack: +3 to hit, reach 20ft./80ft., one target. Hit The target has disadvantage on its next attack roll.
“Ya know, I think that little crab over there is a lot like us in a way. Always moving, but never knowing where. So focused on picking at what’s infront of it, never seeing the beauty around it. Always moving, never happy with where it is or where its been.”
“What the hells have you been smoking.”
– Two friends enjoying a nice desert evening.
Lava Kraken
Scorch Squid
Huge Beast, Unaligned
- Armor Class
- 17 (natural armor)
- Hit Points
- 218 (19d12 + 95)
- Speed
- 10ft., swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 12 (+1) | 20 (+5) | 4 (-3) | 12 (+1) | 6 (-2) |
- Saving Throws
- Dex+5, Con+9
- Skills
- Perception+5
- Damage Vulnerabilities
- cold
- Damage Immunities
- fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- None
- Challenge
- 11 (7,200 XP)
- Proficiency Bonus
- +4
Magmatic Aura. A creature that touches the squid or hits it with a melee attack while within 10 feet of it takes 14 (4d6) fire damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. The weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the squid is destroyed after dealing damage.
Siege Monster. The squid deals double damage to objects and structures.
Actions
Multiattack. The squid makes three attacks; one with its beak and two with its tentacles.
Beak. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) peircing damage.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 9 (1d6 + 6) bludgeoning damage and the target is grappled (Escape DC 18). While the target is grappled in this way, it takes 14 (4d6) fire damage at the start of its turns.
“We thought the pass was safe. Well as safe as any volcanic route can be, but we had heard there were no monsters. Unfortunately, we found the reason why. Some of us didn’t have a chance to scream before the tentacles coiled and dragged them into the crater. Some of us got doused in molten lava. Those were the lucky ones…”
– Record from a sole survivor.
Fire Whale
Scorch Whale
Huge Beast, Unaligned
- Armor Class
- 16 (natrual armor)
- Hit Points
- 230 (20d12 + 100)
- Speed
- swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 12(+1) | 20 (+5) | 3 (-4) | 14 (+2) | 6 (-2) |
- Saving Throws
- Str+11, Con+9
- Skills
- Perception+6
- Damage Vulnerabilities
- cold
- Damage Immunities
- fire;bludgeoning, piercing, and slashing from nonmagical attacks.
- Senses
- blindsight 120 ft., passive Perception 16
- Languages
- None
- Challenge
- 11 (7,200 XP)
- Proficiency Bonus
- +4
Echolocation. The whale can’t use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 90 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Charge. If the whale moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage.
Magmatic Aura. A creature that touches the whale or hits it with a melee attack while within 10 feet of it takes 14 (4d6) fire damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. The weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the whale is destroyed after dealing damage.
Siege Monster. The whale deals double damage to objects and structures.
Actions
Slam. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 29 (4d10 + 7) bludgeoning damage.
Lava Rain (Recharge 6). The whale spews forth a huge shower of molten lava from its blowhole. Each creature within a 40ft. radius of the whale must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save or half as much on a successful save.
“Those tentacles… We couldn’t do anything against. I saw my life ending as one reached for me, but then it stopped. All I heard was a loud gurgling screech before they all I went limp. I decided to tempt fate, see if a savior had arrived or a even more ferocious monster. I couldn’t see it all, but I saw it dragging the carcass of our assailant back down into the molten depths.
– Continued testimony of a sole survivor
Seaswrod
Seasword
Huge Beast, Unaligned
- Armor Class
- 16 (natrual armor)
- Hit Points
- 195 (17d12 + 85)
- Speed
- swim 80ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 20 (+5) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Perception+5
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- None
- Challenge
- 10 (5,900 XP)
- Proficiency Bonus
- +4
Charge. If the seasword moves at least 20 feet straight toward a target and then hits it with a thrust attack on the same turn, the target takes an extra 14 (4d6) piercing damage.
Keen Sight. The seasword has advantage on Wisdom (Perception) checks that rely on sight.
Swift Swim. The seasword does not provoke attacks of opportunity while swimming.
Water Breathing. The seasword can breathe underwater.
Actions
Multiattack. The seasword makes two attacks, one with its thrust and one with its tail.
Thrust. Melee Weapon Attack. +10 to hit, reach 10ft., one target. Hit. 19 (3d8 + 6) piercing damage, and targets must make a DC 16 Constitution Saving throw or begin bleeding. A bleeding target takes 5 (1d10) necrotic damage at the start of its turn until either a DC 15 Wisdom (Medicine) check is made or the target receives healing from a spell.
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 17 (2d10 + 6) bludgeoning damage.
Water Jet (Recharge 5-6). The seasword expels a powerful jet of water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The force of the water jet pushes Medium or smaller creatures up to 10 feet away from the seasword.
“Seaswords are powerful swimmers and much like thier relatives, the Marlin and Swordfish, their nose is incredibly sharp. Perfect for skewering predators and prey alike. Due to their slim and eel-like bodies, Seaswords are much faster than their relatives, allowing them to close the gap faster than the human eye can blink. SO if you see one, just try to swim away as calmly as possible!
– Eve Stirwin
Week 46: Creature Mounts
Slag-Skin Beast
Huge Beast, Unaligned
- Armor Class
- 19 (natural armor)
- Hit Points
- 180 (16d12 + 80)
- Speed
- 25ft., burrow 15ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (0) | 20 (+5) | 2 (-4) | 10 (0) | 6 (-2) |
- Saving Throws
- Str+9, Con+9
- Damage Resistances
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Damage Immunities
- fire
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- None
- Challenge
- 9 (5,000 XP)
- Proficiency Bonus
- +4
Heated Body. A creature that touches the Slag-Skin Beast or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.
Sure-Footed. The Slag-Skin Beast has advantage on saving throws and ability checks against being knocked prone.
Actions
Multiattack. The Slag-Skin Beats makes two attacks; one with its bite and one with its belch.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 18 (2d12 + 5) piercing damage plus 9 (2d8) fire damage.
Belch. Ranged Weapon Attack: +9 to hit, range 30ft./90ft., one target. Hit 19 (3d12) fire damage. On a hit, the target must succeed a DC 15 Dexterity Saving throw or catch fire, taking 9 (2d8) fire damage at the start of each of its turns until the fire is extinguished. The targeted creature or another creature within 5ft. can use an action to extinguish the fire.
“Ol’ Bessie here aint for the faint of heart. Sure she has a heart of gold, but she also eats the damn stuff. Or anything metallic for that matter. And believe me, she gets real cranky if shes not fed breakfast, so if you’re thinking of getting one for yourself, I hope to the gods that your house is fire-proof.”
– Excerpt from How to Care for Exotic Pets.
Giant Slaughterfish - The Elder Scolls: Legends
Slaughterfish School
Gargantuan Swarm of Tiny Beasts, Unaligned
- Armor Class
- 14
- Hit Points
- 110 (20d10)
- Speed
- swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 18 (+4) | 10 (0) | 1 (-5) | 12 (+1) | 2 (-4) |
- Skills
- Perception+3
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Aggressive. As a bonus action, the swarm can move up to its swimming speed toward a hostile creature it can see.
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny slaughterfish. The swarm can’t regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Multiattack. The swarm makes three bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and the target must make a DC 11 Constitution Saving throw or begin bleeding heavily. A bleeding creature takes 2 (1d4) necrotic damage at the start of its turn until it is either healed by a spell or a DC 11 Wisdom (Medicine) check is made as an action.
Blood Drain. Each creature in the swarm’s space must succeed on a DC 14 Constitution saving throw or take 10 (3d6) necrotic damage at the start of each of its turns. If the swarm reduces a creature to 0 hit points with this attack, it can use its reaction to regain 10 (3d6) hit points.
“Oh jeez. What happened to Ratha?”
“Not too sure myself. She fell overboard, began screaming and splasing, but by the time we got her back on board, this is all that was left.”
“Gods… Not even the bone remaining. What are we going to do?”
“First thing’s first; Get out of this river.”
– Excerpt from Tales of the Jungle: A Watery Grave
Creatures
Snaptrap
Huge Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 136 (13d12 + 52)
- Speed
- 40ft., swim 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) |
- Skills
- Stealth+5
- Senses
- passive Perception 11
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Hold Breath. The snaptrap can hold its breath for up to 15 minutes.
Water Camouflage. The snaptrap has advantage on Dexterity (Stealth) checks made to hide in water.
Actions
Multiattack. The snaptrap makes three attacks; two with its bite and one with its stilted leg.
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 18 (3d12 + 5) piercing damage
Stilted Leg. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 16 (2d10 + 5) piercing damage. On a hit the target must make a DC 15 Strength Saving throw. On a failure, the target is knocked prone and grappled as the snaptrap pins it to the ground with the its leg. While grappled in this way, the target cannot shift out of the prone condition until a successful DC 15 Strength (Athletics) check is made. While grappled in this way, the snaptrap has advantage on any bite attacks towards the grappled creature (overrule prone conditions ruling). The snaptrap can only have one creature grappled at a time.
“You worry too much. They feed on fish and don’t hunt anything larger than a cat. They’ll have no interest in us.”
“It could eat pulled pork for all I care. Those legs are sharper than any sword I’ve seen and I dont fancy getting a whole punctured through my chest.”
– Two adventurers stop to admire the wildlife.
ML for Acer # 2815
Stemosaurus
Tiny Beast, Unaligned
- Armor Class
- 12
- Hit Points
- 9 (2d4 + 4)
- Speed
- 10ft., climb 10ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 14 (+2) | 14 (+2) | 1 (-5) | 10 (0) | 5 (-3) |
- Skills
- Stelath+4
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 0 (0 or 10 XP)
- Proficiency Bonus
- +2
Camouflage. The stemosaurus has advanatge on Dexterity (Stealth) checks made to mimic a leaf.
Glider. The stemosaurs falls to the ground as if it was under the effects of Feather Fall
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1 piercing damage.
“Now class, this will be our new pet. Please treat it with care!”
“Excuse me Ms. Kaya, but there’s nothing in there.”
“Ahh, but there is. He’s very shy and small, so he uses leaves to hide himself in the branches. Be patient and quiet, and he might just come out to say hi!”
– A teacher gifting her class a new pet.
Artifact: Stonetooth Whale
Stonetooth Whale
Gargantuan Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 310 (20d20 + 100)
- Speed
- swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 10 (0) | 20 (+5) | 2 (-4) | 12 (+1) | 6 (-2) |
- Saving Throws
- Con+10, Wis+6
- Skills
- Perception+6
- Damage Resistances
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- blindsense 120ft., passive Perception 16
- Languages
- None
- Challenge
- 14 (11,500 XP)
- Proficiency Bonus
- +5
Charge. If the Stonetooth Whale moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away.
Echolocation. The whale cannot use its blindsense if becomes deafened
Hold Breath. The whale can hold its breath for 1 hour.
Siege Monster. The whale deals double damage to objects/structures.
Actions
Multiattack. The whale makes two attacks with its horns.
Horn. Melee Weapon Attack. +10 to hit, reach 15ft., one target. Hit. 27 (3d10 + 7) piercing damage.
Tail Swipe. Melee Weapon Attack. +10 to hit, reach 15ft., one target. Hit. 33 (4d12 + 7) bludgeoning damage and the target must make a DC 18 Strength saving throw or be pushed back 15ft away from the whale.
“I thought you said we were going whaling. Why not try to hunt that one over there?”
“And mess with those horns. Ha! You’re greener than you look.”
“But I mean, those horns must be worth a pretty penny. Just like an elephant’s tusk.”
“Aye, they’re worth a lot I reckon. Just ain’t as much as a new ship.”
– A master teaching his student.
MTG: Deepglow Skate
Stormtide Manta Ray
Large Beast, Unaligned
- Armor Class
- 12
- Hit Points
- 58 (8d10 + 16)
- Speed
- swim 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 1 (-5) | 10 (0) | 4 (-3) |
- Damage Immunities
- lightning
- Condition Immunities
- paralyzed
- Senses
- passive Perception 10
- Languages
- None
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
Bioluminesence. The manta ray can use a bonus action to emit a bright light in a 10ft. radius around itself with an additional 10ft. of dim light beyond that.
Charged Skin. When a creature hits the manta ray with a melee weapon attack, it must succeed a DC 12 Constituion saving throw or take 4 (1d8) lightning damage.
Discharge. When the manta ray is subjugated to lightning damage, it instead takes no damage and forces all creatures within 10ft. to make a DC 12 Constitution saving throw, taking lightning damage equal to the damage the manta ray would have taken, or half as much on a successful save.
Water Breathing. The manta ray can only breathe underwater.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d6 + 2) piercing damage plus 5 (2d4) poison damage.
“On tides of storm, in blackest night,
When seas churn and winds take flight,
With thundering applause and lightning’s might,
Our lord soars underneath with skin alight.”
– Ode to the Thundering King
NOT MY WORK
Original credit to u/SonixverseLabs https://www.reddit.com/user/SonixverseLabs/
SilkRoad Online 2 Monster - 2011
Talonchela
Large Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 136 (16d10 + 48)
- Speed
- 40ft., burrow 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 16 (+3) | 2 (-4) | 10 (0) | 6 (-2) |
- Skills
- Perception+3, Stealth+7
- Senses
- darkvision 30ft., tremorsense 60ft., passive Perception 13
- Languages
- None
- Challenge
- 6 (2,300 XP)
- Proficiency Bonus
- +3
Ambusher. The Talonchela has advantage on attack rolls against any creature it has surprised.
False Appearance. While the Talonchela remains motionless and burrowed just below the surface of the sand, it is indistinguishable from the sand.
Strong Grasp. The Talonchela has advantage on Strength (Athletics) checks to maintain a grapple.
Actions
Multiattack. The Talonchela makes three attacks: one with its tail and two with its claws.
Claw. Melee Weapon Attack. +7 to hit, reach 5ft., one target. Hit: 17 (2d10 + 4) slashing damage.
Prehensile Tail. Melee Weapon Attack. +7 to hit, reach 15ft., one creature. Hit. 20 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Talonchela can’t use its tail on another target.
Tail Slam. The Talonchela slams a creature grappled by its tail into the ground, dealing 25 (4d8 + 5) bludgeoning damage.
“Now despite this arachnid’s scorpion-like appearance, they lack the usual venom that many of their cousins brandish. So like any good predator, they improvise! While their tail is still their main weapon, instead of injecting powerful venoms inside prey, they just start slammin’ it into the ground until their prey stops moving. Talk about a beatdown!”
– Eve Stirwin
Trail Snail
Trail Snail
Large Beast, Unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 42 (5d10 + 12)
- Speed
- 25ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+4) | 17 (+3) | 16 (+3) | 1 (-5) | 10 (0) | 5 (-3) |
- Damage Immunities
- acid, poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120ft., tremorsense 60ft., passive Perception 10
- Languages
- None
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
Caustic Body. The trail snail is coated in a caustic slime. A creature that touches the snail or hits it with a melee attack while within 5ft. takes 7 (2d6) acid damage.
Sunlight Withering. The snail takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If the snail is reduced to hit points by this damage, it does not die but enters a state of stasis, becoming incapacitated and completely dehydrated. If the snail is placed in acid or water, it regains 1 hit point.
Trail of Acid. Any space the snail moves through is affected by its caustic secretion. Stone dissolves, wood burns away, and flesh melts. The snail leaves a trail as it moves, the trail occupying any space the snail has moved through. A creature moving into a space the snail has moved through harboring this secretion or stats its turn in such a space must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save or half as much on a successful one. Each 5ft. secretion of trail can be neutralized by any effect or item that neutralizes acid and a creature can use its action to brush acid off itself or another creature. Otherwise, the acid eats through 1 inch of material every 6 seconds. A creature can attempt to leap over a 5ft. section of the snail’s acrid trail with a successful DC 13 Strength (Athletics) check, falling onto the trail on a failure.
Actions
Slam. Melee Weapon Attack. +5 to hit, reach 5f.t, one target. Hit. 10 (2d6+3) bludgeoning damage plus 7 (2d6) acid damage.
Viruelent Acid. The snail corrodes a nonmagical object it can see within 5ft. of itself, unless the object is immune to acid damage. If the object isn’t being worn or carried, the touch destroys a 1ft. cube of it. If the object is being worn or carried by a creature, the creature must make a DC 13 Dexterity saving throw to avoid the snail’s touch.
Bonus Action
Shell Defense. The snail withdraws into or emerges from its shell, gaining a +4 bonus to AC until it emerges.
“Those are some nasty burns. What did you do? Run into a burning building?”
“I wish. It was something a lot less noble.”
“Well I can’t treat this until I know what caused the burns.”
…A giant acidic snail…”
“A snail?”
NOT MY WORK
All credit for this homebrew goes to u/CriticalCrafting https://www.reddit.com/user/Critical_Crafting/
Trenchrock Crab
Trenchrock Crab
Huge Beast, Unaligned
- Armor Class
- 17 (natural armor)
- Hit Points
- 95 (10d12 + 30)
- Speed
- 30ft., burrow 20ft., swim 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 9 (-1) | 16 (+3) | 3 (-4) | 11 (0) | 3 (-4) |
- Skills
- Stealth+5
- Senses
- blindsight 30ft., passive Perception 10
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Amphibious. The crab can breathe both air and water
Carapace Camouflage. While the crab remains motionless and partially buried in sand or earth, it resembles a natural rock formation or outcropping. A creature within 30ft. can discern its true nature with a successful DC 15 Intelligence (Invesitagtion/Nature) check.
Actions
Cutlass Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 27 (4d10 + 5) slashing damage and the target begins bleeding. A bleeding target takes 3 (1d6) necrotic damage at the start of its turns until it either receives magical healing or another creature uses an action to make a DC 15 Wisdom (Medicine) check to stabilize the wound.
Titan Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 19 (3d8 + 5) bludgeoning damage and the target is grappled (escape DC 15). The crab can only have 1 creature grappled in this way at a time.
Shell Quake (Recharge 5-6). The crab lifts and slams its shell on the ground, causing the earth to rumble and split. The ground within 10ft. of the crab becomes difficult terrain for all creatures except the crab until the end of its next turn. Additionally each creature within 10ft. of the crab must make a DC 15 Dexterity saving throw or be knocked prone. When a creature falls prone in this way, the crab can immediately make one cutlass claw against them. Creatures have disadvantage on this saving throw if they are unaware of the crabs turns nature before it uses Shell Quake.
“Hey is it just me or is that pile of rocks looking at us?”
“Hey it kinda does look like it! Thats probably just some old barnacles or coral stuck to the rock after high tide though.”
“Ha! Good thing to, I swear it just blinked!”
– Final conversation of two coastal travelers
NOT MY WORK
Original credit to u/ConnerJamesArt https://www.reddit.com/user/ConorJamesArt/
Giant Scorpion
Tyrant Scorpion
Large Beast, Unaligned
- Armor Class
- 17 (natural armor)
- Hit Points
- 123 (13d10 + 52)
- Speed
- 40ft., climb 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 2 (-4) | 14 (+2) | 4 (-3) |
- Skills
- Stelath+7
- Damage Resistances
- poison
- Senses
- darkvision 60 ft., passive Perception 19
- Languages
- None
- Challenge
- 9 (5,000 XP)
- Proficiency Bonus
- +4
Relentless Endurance. If the scorpion takes damage that would reduce it to 0 hit points, it instead drops to 1 hit point. Once it has used this feature, it can’t use it again until it finishes a short or long rest.
Scuttling Leap. The scorpion can make a running jump of up to 20 feet without moving.
Spider Climb. The scorpion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The scorpion can make two attacks: one with its stinger and one with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) slashing damage. On a hit, if the target is A medium or smaller size, the target is grappled (Escape DC 16). The scorpion can only have one creature grappled at a time.
Stinger. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 14 (3d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage on a failed save.
Fling. The scorpion hurls a creature or object it has garppled in its claws up to 20ft. away. The target of the attack must make a DC 16 Dexterity Saving throw, taking 33 (6d10) bludgeoning damage on a failed save and being knocked prone. IF the thrown object was a creature the damage is halved amongst the 2 targets.
“First came the sting. Like that of a red-hot brand being shoved into my spine. I felt my body go limp, screaming in pain but unable to respond. Then came the claws. Hoisting me off the ground, crushing me, and throwing me against every wall of the canyon. I knew death was coming for me, but I guess everyone else had other ideas… Thanks for that.”
– Testimonial of a retired adventurer.
Mighty Pterosaur
Tyrantdactyl
Huge Beast, Unaligned
- Armor Class
- 15 (natural armor)
- Hit Points
- 84 (8d12 + 32)
- Speed
- 10ft., fly 80ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 13 (+1) | 18 (+4) | 2 (-4) | 15 (+2) | 5 (-3) |
- Skills
- Acrobatics+4, Peception+5
- Senses
- passive Perception 15
- Languages
- None
- Challenge
- 7 (2,900 XP)
- Proficiency Bonus
- +3
Dive. If the tyrantdactyl flies at least 40ft. towards a target in a straight line and then hits them with a bite attack, the attack deals an extra 14 (4d6) piercing damage.
Flyby. The tyrantdactyl does not provoke attacks of opportunity when it flies out of an enemies reach.
Siege Monster. The tyrantdactyl deals double damage to buildings and structures.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 26 (6d6 + 5) piercing damage. If the target is a creature that is Large or smaler, that creature must succeed on a DC 16 Strength saving throw or become grappled and restrained. For the duration of the grapple, the tyrantdactyl cannot make another bite attack against another creature.
Wing. Melee Weapon Attack: +8 to hit, reach 10ft., all targets within range. Hit 25 (3d12 + 5) bludgeoning damage. Creatures hit by the attack must succeed a DC 16 Strength saving throw or be pushed back 10ft. and fall prone.
“Many large cities, especially ones residing in high altitudes, have resorted to relying on travel by air. While larg cargo is tendded to by much larger and stronger creatures, for indiviudal travel Tyrantdactyls have been trained and ridden due to their protective natures, agile speeds, and intelligent and quick-witted minds.”
– Excerpt from The History of Travel
NOT MY WORK
Original credit to u/SonixverseLabs https://www.reddit.com/user/SonixverseLabs/
Tables and lists both work within a note.
Venomtail Salamander
Venomtail Salamander
Small Beast, Unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 27 (6d6 + 6)
- Speed
- 30ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (0) | 16 (+3) | 12 (+1) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Stealth+5
- Damage Resistances
- poison
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- None
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
Amphibious. The salamander can breathe air and water.
Camouflage. The salamander has advantage on Dexterity (Stealth) checks made to hide in marshy or swampy terrain.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Stinger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save.
“Just like many small critters, these salamnders can get real fiesty when confrontd by something several times larger than themselves. But thankfully for them, they got one nasty trick up their sleeve: The stinger at the end of a Venomtail’s tail is, well, loaded with venom! Who would’ve guessed!”
– Eve Stirwin
MTG- It of the Horrid Swarm- full art
Venopede
Small Beast, Unalgined
- Armor Class
- 11 (natural armor)
- Hit Points
- 9 (2d6 + 2)
- Speed
- 25ft., climb 25ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 12 (+1) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Stealth+5
- Damage Resistances
- poison
- Senses
- blindsight 20 ft., passive Perception 11
- Languages
- None
- Challenge
- 1/2 (50 XP)
- Proficiency Bonus
- +2
Spider Climb. The venopede can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stinging Grasp. If the venopede is grappling a creature with its bite attack, it can use a bonus action to inflict additional damage. The grappled creature takes 3 (1d6) poison damage at the start of its turn while it remains grappled by the venopede.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piericng damage and the target is grappled (Escape DC 11).
“You’re sure this will help me get over my fear? I’ve never done ‘exposure therapy’ before.”
“Don’t you trust me? Besides, if you can handle this, you can handle any bug! This things got quite the nasty set of mandibles and love to sting anything they grasp!”
… “Hey! Where’d you go?”
– An up-and-coming doctor testing new practices
Creatures
Whisker Whale
Grgantuan Beast, Unaligned
- Armor Class
- 14 (natural armor)
- Hit Points
- 130 (9d20 + 36)
- Speed
- swim 60ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (0) | 18 (+4) | 2 (-4) | 12 (+1) | 6 (-2) |
- Skills
- Perception+3
- Senses
- blindsight 60 ft., tremorsense 60ft., passive Perception 13
- Languages
- None
- Challenge
- 4 (1,100 XP)
- Proficiency Bonus
- +2
Hold Breath. The whale can hold its breath for 90 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on feeling vibrations.
Actions
Multiattack. The whale makes two attacks; one with its whiskers and one with its tail.
Whisker. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 27 (3d12 + 6) bludgeoning damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 28 (4d10 + 6) bludgeoning damage and the target is pushed back 10ft. away from the whale.
“Just like many whales, Whisker Wales have poor eyeseight but on top of relying on echolocation, they also utilize their long ‘whiskers’ to help feel around for food. But if they become agitated enough, they can spin thier bodies causing these feelers to dance a round like whips! Though don’t worry, usually these mild-mannered giants will allow smaller folk like us to hitch a ride on them.”
– Eve Stirwin
White Reaper Crab
White Reaper Crab
Medium Beast, Unaligned
- Armor Class
- 16 (natural armor)
- Hit Points
- 60 (8d8 + 24)
- Speed
- 20ft., swim 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 3 (-4) | 12 (+1) | 5 (-3) |
- Skills
- Stealth+5
- Damage Resistances
- cold
- Senses
- blindisght 30 ft., passive Perception 11
- Languages
- None
- Challenge
- 3 (700 XP)
- Proficiency Bonus
- +2
Amphibious. The White Reaper Crab can breathe air and water..
Frozen Deception. The White Reaper Crab can fold its claws and tail into its body, appearing like a floating block of ice. While in this state, it has advantage on Dexterity (Stealth) checks to remain hidden.
Actions
Multiattack. The White Reaper Crab makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) slashing damage and the target is grappled (Escape DC 13). the White Reaper Crab can only have one creature grappled at a time.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 16 (2d12 + 3) bludgeoning damage.
“Why don’t you go sailing during this time of the year? I thought thats why you purchased the icebreaker.”
“At first I did and it worked for the first couple of seasons. Broke right through every iceberg in the way.”
“So why’d you stop?”
“Well when the icebergs climb on your ship, bad omen to continue.”
– Two fishermen exchaning stories.