Chirurgic Ranger

by Jojirius, boes

Search GM Binder

The Chirurgic Ranger

by Jojirius, with help from boes, NASA, and Marcy

Art by Even Amundsen

Design Approach

Skip this page if you want to get to the mechanics.


There are dozens of approaches to the ranger, some simple, some complex.

I have seen alterations so simple as to give the beast more HP, or to give the ranger prepared spellcasting instead of spells known. I’ve seen folks that call the ranger in the Player’s Handbook absolutely unplayable who completely revamp it, and I’ve seen folks who state that it is not only balanced, but that even the Beast Master archetype is fantastic (There is the occasional pteradon-riding halfing out there that insists on pummeling home their effectiveness).

Wizards of the Coast has released an official revised ranger in their September 2016 Unearthed Arcana article, one that revamps the Beast Master while also tweaking the core class features, though they admitted that multiclass considerations did not have a big influence on their design.

Why do this, then? Why not just take one of the many approaches out there that works?

There are multiple answers:

  • First and foremost, some of the ideas here don’t reflect the needs of the average campaign. I was inspired largely by the monsters in the online web serial Twig written by Wildbow and wanted to have ranger companions that had been surgically or magically altered to fight alongside the ranger.
  • I was also inspired by the minimalistic alterations of /u/Leuku on the Beast Master, via the Reddit post “What the Beast Master Needs is Accounting”.
  • I wanted to take design ideas from the Revised Ranger, but wanted to dial back the power so that multi-classing as a ranger wouldn’t unbalance the metagame.
  • Finally, I got the idea that it would be more interesting for the player and more easily compartmentalized for the designer to create specific beasts with the Beast Master in mind. The current design philosophy is to take beasts made for combat and to adapt them to be a beast companion, which makes sense if you solely have the wilderness as your source for animal companions.

In Twig, scientists start experimenting with animals, creating specialized creatures for war, for tracking, for spying, and the like. This is even done within the Forgotten Realms to some extent – we see Earth Cultists that ride young bulettes and ankhegs, we see Dragon Cultists that have figured out ways of creating Guard Drakes through Tiamat’s influence, and we see a plethora of synergies between creatures and NPCs that can be used as a flavor basis for the Beast Master.

While I like portions of the Revised Ranger, I overall found the revival mechanics to be too far removed from who I imagined a ranger to be – it seemed more inspired by Full Metal Alchemist or by a powerful cleric than any ranger I’d seen or read about in fantasy.

I’m aware that my preferences won't apply to the majority of games. There certainly players who love reviving their beast so that it will never die (allowing them to place it in more strategic but potentially callous positions in battle). All of the above simply provides a backdrop explaining why I created this. I hope folks find it illuminating.

A documentation of specific changes can be found below. Much of the text is simply adapted from the multitude of work that has already been done.

Documentation of Changes
  • Added the Languages, Acrobatics, and Medicine proficiencies.
  • Hunter’s Lore replaces Favored Enemy.
  • Primeval Awareness and Land’s Stride are buffed.
  • Added Reconnaissance Expert, Exploit Weakness, and Sovereign of the Wild.
  • Fell Hunter Conclave gains Steel Will at 7th level by default.
  • Beast Conclave gains Coordinated Attack and Beast’s Defense at level 7.
  • Giant Killer has been changed.
  • The Ranger’s Companion is heavily buffed.
  • For your Ranger's Companion, you can now choose a creature of CR ½ or lower, a larger creature counted as medium, or from a list (mentioned below).
  • Added Ranger’s List of Chirurgic Beasts.

—Spell Slots per Spell Level—

The Ranger
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Hunter's Lore, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 4 2
6th +3 Natural Explorer improvement, Reconaissance Expert 4 4 2
7th +3 Ranger Archetype feature 5 4 3
8th +3 Ability Score Improvement, Land's Stride 6 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer improvement, Hide in Plain Sight 7 4 3 2
11th +4 Ranger Archetype feature 8 4 3 3
12th +4 Ability Score Improvement 8 4 3 3
13th +5 9 4 3 3 1
14th +5 Exploit Weakness 10 4 3 3 1
15th +5 Ranger Archetype feature 10 4 3 3 2
16th +5 Ability Score Improvement 11 4 3 3 2
17th +6 11 4 3 3 3 1
18th +6 Feral Senses 11 4 3 3 3 1
19th +6 Ability Score Improvement 12 4 3 3 3 2
20th +6 Sovereign of the Wild 13 4 3 3 3 2

Class Features

As a ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Languages: You can speak, read, and write one extra language of your choice as a result of your travels.

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Hunter’s Lore

Beginning at 1st level, you have significant experience studying, tracking, and hunting your enemies. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or a race of humanoid (such as gnolls or orcs). You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you attempt to recall information about a creature, if you do not know the information, you often know where you can obtain it. This information might be with another ranger, a place of learning, a reclusive sage, or a spirit of nature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Some secrets are not to be lightly unearthed.

Each time you complete a journey to seek out unknown information about a creature in this way, you can add that creature’s type to your list of favored enemies.

Natural Explorer

Your familiarity with certain regions of the wilderness makes you adept at exploring those environments. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make any ability check related to traversing or understanding your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

Additionally, while traveling in the wilderness, you gain the following benefits:

  • You have advantage on initiative rolls.
  • Difficult terrain doesn't slow your group's travel speed.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as the druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Fell Hunter Conclave or the Beast Conclave, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primeval Awareness

At 3rd level, you establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety) and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This

feature reveals which of your favored enemies are present, their numbers, and their general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reconnaissance Expert

Starting at 6th level, you can take the Dash, Hide, or Search action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Land’s Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them or taking damage from them.

In addition, you ignore plants that are magically created or manipulated to impede movement. For example, you are immune to the restraining effect of the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Exploit Weakness

At 14th level, you learn to always strike at your enemies’ most vulnerable points. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Wild Sovereign

At 20th level, you become a peerless survivalist and hunter. You count all creatures as your favored enemies and all natural terrain as your favored terrain.

Ranger Conclaves

Across the wilds, rangers come together to form conclaves – loose associations whose members share a similar outlook on how best to protect nature from her foes.

Fell Hunter Conclave

Members of the Fell Hunter Conclave seek and destroy the most vicious threats of the wild, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes 1d8 extra damage if it‘s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. Your proficiency bonus is doubled for any weapon attack roll you make against a creature that is Large or larger.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Steel Will

At 7th level, you have advantage on saving throws against being frightened.

Defensive Tactics

Also at 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to your AC against all subsequent attacks made by it on the same turn.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Beast Conclave

Members of the Beast Conclave form close bonds with beasts and ally with them, strengthening those bonds in the crucible of strife as they vanquish their foes in tandem.

Ranger’s Companion

At 3rd level, you gain a creature that accompanies you on your adventures as your companion and is trained to fight alongside you. Choose a monstrosity from the List of Chirurgic Beasts or a beast that has a challenge rating of 1/2 or lower (appendix D presents statistics for the hawk, black bear, wolf, and panther as examples), but without a flying speed if the challenge rating is above 1/4. If the companion is listed as larger than Medium, it was the runt of its pack and is treated as Medium-sized.

The companion obeys your commands as best it can. In combat, it shares your initiative but takes its turn immediately after yours for the purposes of determining turn order. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

If your companion dies, you can obtain a new companion by spending 8 hours bonding with a creature that isn’t hostile to you, either the same type of creature as before or a different one.

Companion’s Bond

Your companion gains a variety of benefits while it is linked to you.

The companion loses its Multiattack action, if it has one. Replace the companion’s proficiency bonus (which at 3rd level matches yours at +2) with your own proficiency bonus and apply it to the companion’s Armor Class, attack rolls, damage rolls, saving throws, and any skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or five times your ranger level, whichever is higher. It also has a number of Hit Dice equal to your ranger level and appropriate to its size (as described on page 7 of the Monster Manual) that it can spend during a short rest to regain hit points.

When you reach 4th level in this class, and again at 8th, 12th, 16th, and 19th level, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Your companion gains the benefits of your Hunter's Lore feature. It uses the favored enemies you selected for those features. Additionally, when traveling through your favored terrain, you and your companion can both move stealthily at a normal pace.

Coordinated Attack

At 7th level, you and your animal companion form a more potent fighting team, in sync with each other despite all adversity. When you take the Attack action on your turn, you can forgo any number of attacks to command your companion to attack instead. When you do so, your companion can use its reaction to move up to half its speed and also attack a number of times equal to the number of attacks you have forgone. If it is a monstrosity from the Beast Conclave’s List of Companions, it may only use the attack specified in the companion’s stat block.

Bestial Defense

At 7th level, when your companion can see you, it has advantage on Strength, Dexterity, and Constitution saving throws.

Primal Fury

Starting at 11th level, your companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

Additionally, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Shared Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your companion with the spell if the beast is within 30 feet of you.

Appendix: List of Chirurgic Beasts


Behemoth Warbeast

Medium monstrosity, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 22 (3d8+9)
  • Speed 40 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

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

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the warbeast can use its reaction to move up to half its speed and make one bite attack per attack forgone.

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

Rampage. When the warbeast reduces a creature to 0 HP with a melee attack on the warbeast’s turn, it can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

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

Although they are variable in coloration and in their specific features, all behemoth warbeasts are built as creatures of war, brutish and heavyset. They're meant to tear and break, and aren't crafted with "restraint" in mind.


Bracken Wolf

Medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d8+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 13 (+1) 11 (+0)

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

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the wolf can use its reaction to move up to half its speed and make one bite attack per attack forgone.

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

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

Green Fern Camouflage. The wolf has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Silver Fern Camouflage. The wolf has advantage on Dexterity (Stealth) checks it makes in snowy terrain.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

The bracken wolf takes its name from the symbiotic relationship between the wolf and the thorny ferns that suffuse its body. The druids of ages past combined plant and beast into one ferocious guardian to protect their sacred glades.


Coeurl

Medium monstrosity, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 3 (-4) 14 (+2) 7 (-2)

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

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the coeurl can use its reaction to move up to half its speed and make one bite attack per attack forgone.

Displacement. The coeurl projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, incapacitated, or has its speed reduced to 0, this trait is disrupted for the day.

Keen Senses. The coeurl has advantage on Wisdom (Perception) checks that rely on smell or electric fields.

Pounce. If the coeurl 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 12 Strength saving throw or be knocked prone. If the target is prone, the coeurl can make one bite attack against it as a bonus action.

Actions

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

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

Whiskers. Melee Weapon Attack: +4 to hit reach 10 ft., one target. Hit: (1d4+2) bludgeoning damage plus (1d6) lightning damage.

Coeurls are distantly related to displacer beasts. They are one of the rarest of the chirurgic beasts, though they are common among those who worship the cat deities. Their tentacle-like whiskers are said to bless the worthy, though they are more likely to deliver a nasty shock.


Deep Scorpid

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +4
  • Senses blindsight 60 ft., darkvision 10 ft., passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the scorpid can use its reaction to move up to half its speed and make one bite attack per attack forgone.

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

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4+1) piercing damage plus (1d6) poison damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The scorpid has two claws, each of which can grapple only one target.

Denizens of the Underdark though they may be, deep scorpids are considered reliable companions by the sapient races of that dismal world. Dwarves train them to hunt and kill umber hulks. In turn, Illithid train them to hunt and kill dwarves.


Emperor Cobra

Small monstrosity, unaligned


  • Armor Class 14
  • Hit Points 13 (3d6+3)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 9 (-1)

  • Skills Intimidation +1, Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the cobra can use its reaction to move up to half its speed and make one bite attack per attack forgone.

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

Underwater Camouflage. The cobra has advantage on Dexterity (Stealth) checks made while underwater.

Actions

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

Spit Poison. Ranged Weapon Attack: +6 to hit, range 15/30 ft., one target. Hit: The target must succeed a DC 11 Constitution saving throw or take (3d6) poison damage. If the target rolls a 1 on the saving throw, it is blinded until the end of its next turn.

Emperor cobras are one of the most venomous snakes of the known world, prized by snake charmers for their beautiful hoods. Their naga-like spitting attacks and potent venom make them as deadly as they are beautiful.


Giant Rust Beetle

Small monstrosity, unaligned


  • Armor Class 14 (natural armor), 11 while prone
  • Hit Points 13 (3d6+3)
  • Speed 40 ft., burrow 10 ft.

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

  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the rust beetle can use its reaction to move up to half its speed and make one bite attack per attack forgone.

Iron Scent. The rust beetle can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Rust Metal. Any nonmagical weapon made of metal that hits the rust beetle corrodes. After dealing damage, 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 that hits the rust monster is destroyed after dealing damage.

Actions

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

Antennae. The rust beetle corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust beetle’s touch.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Through a series of hormonal treatments, it is possible to keep the rust monster in its juvenile form, colloquially referred to as the giant rust beetle. Despite their smaller, more manageable size, they're just as corrosive as their adult counterpart.


Gilded Boar

Medium monstrosity, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 16 (3d8+3)
  • Speed 40 ft.,

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra (1d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the boar can use its reaction to move up to half its speed and make one tusk attack per attack forgone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hits points, it is reduced to 1 HP instead. Once the ranger gains 7 class levels, the damage maximum for this feature becomes 10 damage.

Actions

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

The only warbeast that can compete with the brute force of the behemoth is the gilded boar, a creature bred to ferociously gore its masters' enemies. Dwarves have had more luck with the creatures than humans have had - they've got more truffles in their lands to satiate the beasts.


Khanate Destrier

Medium monstrosity, unalignment


  • Armor Class 11
  • Hit Points 16 (3d8+3)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)

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

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the destrier can use its reaction to move up to half its speed and make one attack with its hooves per attack forgone.

War Mount. The destrier is considered to be a Large creature for the purpose of determining its carrying capacity and functionality as a mount.

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

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.

Actions

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

The khanate destrier is simply a beautiful breed of horse, easily the equal of any warhorse despite its smaller size. It's a favorite steed of many adventurers, because its smaller frame and surer step allow it to traverse dungeons with ease.


Lying Cat

Medium monstrosity, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 10 (+0) 16 (+3) 7 (-2)

  • Skills Insight +7, Perception +5, Stealth +6
  • Senses passive Perception 15
  • Languages understands Common but can only say the word “Lying”
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the cat can use its reaction to move up to half its speed and make one melee attack per attack forgone.

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

Lie Detector. The cat has advantage on Wisdom (Insight) checks that determine whether a creature is lying, even if it does not understand the creature’s language. If the cat believes the creature is lying, it may then contemptuously utter the word “Lying”, the only word in Common it is able to say.

Pounce. If the cat 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 12 Strength saving throw or be knocked prone. If the target is prone, the coeurl can make one bite attack against it as a bonus action.

Actions

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

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

When a wizard's cat is exposed to too much divination magic and not enough adventure, it changes into an adept lie-detecting tool suited to an urban lifestyle - or so the stories go. Whether this is how lying cats truly come to be or not is hard to say. Hairless, ugly as sin, and steadfastly loyal, a lying cat is an invaluable tool to fantasy sleuths.


Mournhawk

Small monstrosity, unaligned


  • Armor Class 13
  • Hit Points 13 (3d6+3)
  • Speed 20 ft., climb 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 13 (+1) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4, tealth +5
  • Senses darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the hawk can use its reaction to move up to half its speed and make one beak attack per attack forgone.

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

Keen Hearing and Sight. The mournhawk has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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

Actions

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

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

Mournhawks are the ultimate falconer's dream, once you get over their haunted appearance. Products of a past lich king's experiments, mournhawks have remarkably articulated joints for a bird and are able to crawl around on them even if their wings are damaged. Their decrepit appearance causes many to mistake them for undead birds of prey.


Plague Stirge

Tiny monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 7 (3d4)
  • Speed 10 ft., climb 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Damage Immunities poison
  • Condition Immunities diseased, poisoned
  • Languages
  • Challenge 1/4 (50 XP)

Concocted Plague. This feature replaces the Coordinated Attack feature, which the Plague Stirge cannot take advantage of due to its low intelligence. Once the ranger gains 7 class levels, the ranger can feed the stirge doses of poison as an action, replacing the effects of its poisonous skin with the effects of the new poison for 1 hour per dose of poison. Applicable poisons are at the GM’s discretion, but might include carrion crawler mucous and diseased giant rat blood from the Monster Manual or the basic poison from the Player’s Handbook. The plague stirge does not benefit from the coordinated attack feature.

Poisonous Skin. Any creature comes into direct contact with the stirge’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the stirge can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage, and the stirge attaches to the target, triggering its poisonous skin ability. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses (1d4+3) HP due to blood loss.

The stirge can detach itself by spending 5 ft. of its movement. A creature, including the target, can use its action to detach the stirge.

After multiple outbreaks of giant rats throughout the known world, a diabolical counter-revolutionary came up with the idea that stirges might carry the plague further and even more viciously than rats would. Plague stirges are an effective but abhorred symbol of those who would bring down the powers that be.


Shroud Weaver

Medium monstrosity, unaligned


  • Armor Class 13
  • Hit Points 16 (3d8+3)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 2 (-4) 11 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the spider can use its reaction to move up to half its speed and make one bite attack per attack forgone.

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

Web Sense. While in contact with a web, the spider knows the location of any other creature in contact with the web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 HP, the target is stable but poisoned for 1 hours, even after regaining HP, and is paralyzed while poisoned in this way.

Web (Recharge 6). Ranged Weapon Attack: +5 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 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Shroud weavers are a species of giant spider that are relatively docile. More importantly, they don't require communion with a famous spider demon to be tamed. Their silvery sink means that they are owned by craftsmen as often as by adventurers.


Sightless Hound

Medium monstrosity, unaligned


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

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 16 (+3) 5 (-3)

  • Skills Perception +5, Stealth +4, Survival +5
  • Senses blindsight 60 ft., passive Perception 15
  • Languages -
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the hound can use its reaction to move up to half its speed and make one attack with its tentacles per attack forgone.

Mental Fortitude. The hound has advantage on saving throws against being charmed or frightened, and magic can’t put the hound to sleep.

Tracking. The hound has advantage on Wisdom (Perception) checks and Wisdom (Survival) checks that rely on hearing or smell.

Actions

Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the hound can’t attack another target with its tentacles.

With their heads lobotomized and rearranged, sightless hounds share none of the distractibility that normal dogs have. They’re absolutely ruthless trackers, and their tentacles serve them well for holding their quarries down as the ranger comes in for the killing blow.


Drakeling

Medium monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 19 (3d8++6)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak it
  • Challenge 1/4 (50 XP)

Coordinated Attack. Once the ranger gains 7 class levels, when the ranger forgoes attacks with the Coordinated Attack feature, the drakeling can use its reaction to move up to half its speed and make one tail attack per attack forgone.

Elemental Affinity. The drakeling gains damage resistance to its affiliated dragon type: acid for black drakelings, lighting for blue drakelings, poison for green drakelings, fire for red drakelings, and cold for white drakelings.

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

Unique Movement. The drakeling gains a climbing speed of 30 ft. if it is a red or white drakeling. It is amphibious (it can breathe air or water) and has a swimming speed of 30 ft. if it is a black or green drakeling. It has a burrowing speed of 20 ft. if it is a blue drakeling.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage plus (1d4) elemental damage related to its affiliated dragon type.

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

When a guard drake is made through evil rituals to Tiamat, its personality isn't guaranteed to be aligned with wickedness. Despite their low cunning, guard drakes sometimes come to despise their evil masters. Cults regularly purge their ranks of these temperamental drakes, which often end up joining the heroes of the realm as drakelings.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.