Ranger Pets


Bobcat

Small beast, unaligned


  • Armor Class 12
  • Hit Points 14 (4d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 6 (-2)

  • Skills Athletics +3, Perception +4, Stealth +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/8 (25 XP)

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

Pounce. If the bobcat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the bobcat can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

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



Caiman

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

  • Skills Athletics +5, Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/2 (100 XP)

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

Hold Breath. The caiman can hold its breath for 15 minutes.

Surprise Attack. If the caiman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

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.


Cheetah

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 6 (-2)

  • Skills Athletics + 3, Perception +4, Stealth +5
  • Senses passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the cheetah moves at least 30 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

Grasslands Camouflage. The cheetah has advantage on Dexterity (Stealth) checks to hide in grasslands terrain.

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

Nimble Escape. The cheetah can take the Disengage or Hide actions as a bonus action on each of its turns.

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.



Cougar

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

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

Mountain Camouflage. The cougar has advantage on Dexterity (Stealth) checks to hide in mountainous terrain.

Pounce. If the cougar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cougar can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the cougar can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Falcon

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 12 (5d4)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Dive. If the falcon is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 5 (2d4) damage to the target.

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

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

Surge of Speed. The falcon can take the Dash action as a bonus action on its turn.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.



Giant Otter

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
10 (+) 16 (+3) 10 (+0) 3 (-4) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 1/4 (50 XP)

Hold Breath. The caiman can hold its breath for 15 minutes.

Shell Breaker. If a creature has the ability to parry, or is wielding a shield, the giant otter ignores these bonuses to their AC.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3)


Harpy Eagle

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 1/4 (50 XP)

Dive. If the harpy eagle is flying and dives at least 30 feet straight towards a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

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

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

Actions

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

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Honey Badger

Small beast, unaligned


  • Armor Class 11
  • Hit Points 16 (3d6 + 6)
  • Speed 25 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 3 (-4) 13 (+1) 1 (-5)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Magic Resistance. The honey badger has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.



Komodo Dragon

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 40 ft., climb 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 13 (+1) 4 (-3)

  • Skills Athletics +4
  • Senses passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

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

Pack Tactics. The komodo dragon has advantage on attack rolls against a creature if at least one of the komodo dragon's allies is within 5 feet of the creature and isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw, taking 3 (1d6) poison damage and suffers the poisoned condition on a failed save, or half as much damage and is not poisoned on a successful one.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) bludgeoning damage.


Spitting Cobra

Medium beast, unaligned


  • Armor Class 14
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., climb 20 ft., swim 35 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 10 (+0)

  • Skills Intimidation +4, Perception +4, Stealth +6
  • Senses blindsight 30 ft., passive Perception 14
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much on a successful one.

Acid Spit (Recharge 5-6). The spitting cobra exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage and suffers the blinded condition on a failed save, or half as much damage and is not blinded on a successful save.



Stag

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 13 (xd8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 6 (-2)

  • Skills Perception +6, Survival +2
  • Senses passive Perception 6
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the stag moves at least 30 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 3 (1d6) slashing damage.

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

Actions

Antlers. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3)


Terror Bird

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 12 (+1) 3 (-4) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 1/2 (100 XP)

Brute. A melee attack deals one extra die of its damage when the terror bird hits with it (included in the attack).

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

Mount. The terror bird is considered a Large beast for determining whether or not a creature can ride it as a mount.

Rampage. When the terror bird reduces a creature to 0 hit points with a melee attack on its turn, the terror bird can take a bonus action to move up to half its speed and make a beak attack.

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

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

More Beasts to 'Brew
  • Scottish Deer Hound
  • Greyhound
  • Ocelot
  • Caracal
  • Dinos
  • Ostritch
  • Giant Porcupine
  • Albatross
  • Skunk
  • Ram
  • Scorpion
  • Giant Snapping Turtle
  • Jellyfish
  • Penguin
Note to Self

Look into how balanced giving swarms of pets would be.

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