Aronar's Menagerie by Therin Creative

by Therin

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Aronar's Menagerie


A collection of beasts from CR 1/4 to 6 for use with 5e Dungeons and Dragons. Includes template option for Circle of the Moon druids to further expand options across all levels of play.







Contents

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Class Options

Within these pages, you'll find additional options for druids and rangers. Druids can make use of any beast within this book when using Wild Shape, within the usual restrictions of Wild Shape. Rangers will find a number of CR 1/4 beasts for use with the Ranger's Companion feature. Any spellcaster could also conjure beasts of the appropriate CR, or use the beasts as options of polymorph and similar spells.

Druid

While most druids can benefit from the new beasts, the Circle of the Moon druid can choose the following option:

Primal Forms

2nd-level Circle of the Moon feature, which replaces the Circle Forms feature.

The rites of your circle grant you the ability to transform into more dangerous forms. Starting at 2nd level, you can use your Wild Shape feature to transform into a beast using the Standard Beast stat block. When you reach 4th level, you can also choose to use the stat block for the Aquatic Beast, and at 8th level you can also choose to use the stat block for the Aerial Beast.

As you advance in level, you can take on larger forms (as defined on the Form Statistics and Maximum Size table), which affect the form’s statistics as indicated on the Size Statistics table. You can assume a smaller sized form if you choose. When your size affects your damage dice, it only affects attacks which deal bludgeoning, piercing, or slashing damage, including the damage from the Charge trait.

In your primal form, you have 3 Hit Dice, which increases as you advance in this class as shown on the Form Statistics and Maximum Size table.

When you select the Standard Beast statistics, you must select a movement option from the Standard Beast Movement table. You can’t select an option with a swimming speed unless you are at least 4th level in this class. Your movement option will also determine whether or not you get blindsight or darkvision. Aquatic Beast and Aerial Beast statistics have a predefined movement speed.

Your primal form’s attack bonus from proficiency (AB) is +2. When you reach 15th level, the attack bonus increases to +3. You gain a bonus to damage in your primal form (DB) equal to one third your levels in this class when you hit with an attack granted by your primal form. The Form Statistics and Maximum Size table displays these values.

Flavoring Templates

You can change the descriptive label for a template, such as reskinning the Tail action as a bite or tackle.

You should be able to represent nearly any beast you imagine using the template mechanics and flavored for the particulars of your vision.

Form Statistics and Maximum Size
Level Standard Aquatic Aerial Hit Dice Attack Bonus Damage Bonus
2nd Medium 3 +2 +0
3rd Medium 3 +2 +1
4th Medium Medium 3 +2 +1
6th Large Large 5 +2 +2
8th Large Large Small 5 +2 +2
9th Large Huge Medium 7 +2 +3
12th Huge Huge Medium 9 +2 +4
15th Huge Gargantuan Large 11 +3 +5
18th Huge Gargantuan Large 13 +3 +6
Size Statistics
Size Speed* Damage
Tiny −10 ft. half weapon damage die
Small −5 ft. normal weapon damage
Medium normal weapon damage
Large one extra die of damage
Huge +5 ft. one extra die of damage, + 2 damage
Gargantuan +10 ft. one extra die of damage, + 5 damage

Speed can never be reduced to less than 10 ft.

Standard Beast Movement
Option Speed Vision
Running 40 ft.
Climbing 30 ft, climb 30 ft. darkvision 60 ft.
Burrowing 30 ft. burrow 20 ft. blindsight 30 ft.
Amphibious 30 ft., swim 30 ft. darkvision 60 ft.
Waterborne 10 ft., swim 60 ft. blindsight 30 ft.

The standard template can be used for most beasts, including: bears, boars, crabs, elephants, elk, great cats, horses, rhinoceroses, snakes, spiders, and wolves.

The aquatic template can be used for most underwater beasts, including: dolphins, fish, manta rays, sharks, and whales.

The aerial template can be used for all manner of birds and bats.

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Standard Beast

Tiny to Huge beast


  • Armor Class 12 + Dexterity modifier (natural armor)
  • Hit Points 6 + Constitution modifier per Hit Dice
  • Speed select one Standard Beast Movement option

STR DEX CON
14 + 1/3 level 15 + 1/6 level 14 + 1/3 level

Choose one of these traits.

Keen Sense. You have advantage on Wisdom (Perception) checks that rely on your choice of hearing, sight, or smell.

Scaling. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing.

Choose one of these traits.

Charge. You gain the Gore action and increase your movement speed by 5 ft. If you move at least 20 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 1d10 damage of the same type as your gore attack. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Constrict. You gain the Tail action or the Tentacles and Ink Cloud actions. You also increase the Strength and Dexterity scores of your form by 2. When you hit a creature with your bite, tail, or tentacles attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your bite, tail, or tentacles on another target.

Grasp. You gain the Multiattack and Pincer actions and increase your form’s AC by 1. When you hit a target with your claw attack, it is grappled (escape DC equals your spell save DC). You have two pincers, each of which can grapple only one target.

Poisonous. You gain the Venomous Bite action.

Pounce. You gain the Bite and Claw actions. If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Powerful. You gain the Multiattack, Bite, and Claw actions and have a +1 bonus to attack rolls made with your form’s bite and claw attacks. You reduce your movement Speed by 5 ft. (to a minimum of 10 ft.).

Swallow. You gain the Bite and Swallow actions and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit with a bite attack, the target is grappled (escape DC equal to your spell save DC). Until

this grapple ends, the target is restrained, and you can’t bite another target.

Tackle. You gain the Bite action and increase the Strength score of your form by 2. If you hit a creature with your bite attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Additionally, you have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated

Trample. You have the Hooves action and increase your movement Speed by 10 ft. If you move at least 20 feet straight toward a creature and then hit it with a hooves attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, you can make another hooves attack against it as a bonus action.

Actions

Multiattack. You make two attacks: if you have the Bite action, you make one with your bite and one with your claw; otherwise you make two claw attacks.

Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage.

Claw. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB slashing damage.

Gore. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning, piercing, or slashing damage.

Hooves. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d6 + Strength modifier + DB bludgeoning damage.

Ink Cloud (Recharges after a Short or Long Rest). A cloud of ink with a radius equal to your space extends around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.

Pincer. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d4 + Strength modifier + DB bludgeoning, piercing, or slashing damage.

Swallow. You make one bite attack against a creature smaller than you that you are 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 you, and it takes 3d6 acid damage at the start of each of your turns. You can have only one target swallowed at a time.

If you are reduced to 0 hit points, a swallowed creature is no longer restrained and is moved to the nearest unoccupied space from you, but it is prone.

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Tail. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + Strength modifier + DB bludgeoning damage.

Tentacles. Melee Weapon Attack: AB + Strength modifier to hit, reach 10 ft. (15 ft. if Huge), one target. Hit: 1d8 + Strength modifier + DB bludgeoning damage.

Venomous Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: Size 1d6 + Strength modifier + DB piercing damage, and the target must make a Constitution saving throw against your spell save DC, taking 2d6 + 1d6 per 3 levels beyond 3rd you possess in this class poison damage on a failed save, or half as much on a successful one.


Aquatic Beast

Any size beast


  • Armor Class 12 + Dexterity modifier (natural armor)
  • Hit Points 5 + Constitution modifier per Hit Dice
  • Speed 0 ft., swim 60 ft.

STR DEX CON
14 + 1/3 level 9 + 1/6 level 15 + 1/3 level

Aquatic Nature. You can breathe air and water. You have blindsight to a distance of 60 ft. if you are Large or smaller or 120ft. if you have Huge or larger.

Choose one of these traits.

Blood Frenzy. You gain the Bite action. You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Charge. You gain the Slam action, increase your form’s AC by 1, and increase the Strength and Constitution scores of your form by 2. If you move at least 20 feet straight toward a target and then hit it with a slam attack on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet from you.


Actions

Bite. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier + DB piercing damage.

Slam. Melee Weapon Attack: AB + Strength modifier to hit, reach 5 ft., one target. Hit: 1d8+ Strength modifier + DB bludgeoning damage.


Aerial Beast

Tiny to Large beast


  • Armor Class 10 + Dexterity modifier
  • Hit Points 4 + Constitution modifier per Hit Dice
  • Speed 10 ft., fly 60 ft.

STR DEX CON
8 + 1/3 level 17 + 1/6 level 11 + 1/3 level

Flyby. You don’t provoke opportunity attacks when you fly out of an enemy’s reach.

Choose one of these traits.

Echolocation. You gain blindsight to a distance of 120 ft. You can’t use this blindsight while deafened.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Choose one of these traits.

Carry. You gain the Multiattack, Beak, and Talons actions and increase the Dexterity score of your form by 2. When you hit a creature with your talons attack, it is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained, and you can’t use your talons on another target.

Flurry. You gain the Bite action, increase the Constitution score of your form by 2, and have a +1 bonus to attack rolls made with your form’s bite attack. When you hit a creature with your bite attack, you can make another bite attack against it as a bonus action.


Actions

Multiattack. You make two attacks: one with your beak and one with your talons.

Beak. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d4 + Dexterity modifier + DB piercing damage.

Bite. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage.

Talons. Melee Weapon Attack: AB + Dexterity modifier to hit, reach 5 ft., one target. Hit: 1d6 + Dexterity modifier + DB slashing damage.

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Ranger

Rangers with Beast Master archetype can select the following option.

Ranger’s Enhanced Companion

3rd-level Beast Master feature, which requires the Ranger’s Companion feature

Your companion has greater resolve. Add your proficiency bonus to your companion’s Strength and Wisdom saving throws if it doesn’t have saving throw proficiencies. It has a hit point maximum equal to the number listed in its stat block or the value from the Beast Master Companion Hit Points table. It gains a number of HD equal to your ranger level that can be spent to heal itself during a short rest. The size of its HD is indicated on the Beast Master Companion Hit Points table.

You can select any beast of Medium sized or smaller, or one which can serve as a mount that is one size larger than a normal member of your race, provided it doesn’t have a flying speed. Regardless, the beast must have a CR of 1/4 or less.

You can command your beast by taking a bonus action. If you mount your companion beast, you can only command it to take the Dash, Disengage, or Dodge actions. If the companion acts as an uncontrolled mount, it can move, but will only take the Dodge action.

Your companion gains the benefits on ability checks from your Favored Terrain feature and against your foes from your Favored Enemy feature. It also benefits from your Foe Slayer or Enhanced Foe Slayer feature. If you take the Favored Foe feature, you can have your beast’s attacks benefit from the feature instead of your own.

Beast Master Companion Hit Points
Type Hit Points HD Size
No flying speed 5 + 5 times your ranger level d8
Flying speed 4 + 4 times your ranger level d6
Scaling Beasts

The DM can provide support in changing the statistics of a beast so that is has a CR of 1/4 and can be selected as a companion beast. Often this requires reducing the damage die, Strength or Constitution scores, or removing multiattack. This option enables the ranger to have a beast companion beyond the normal range presented in the Player's Handbook and this supplement.

Downtime Activity

The following downtime activity is available.

Taming Wild Beasts

With dedicated time and resources, most beasts can be broken and trained. A beast must be kept in captivity during the training.

Resources. The amount of time and resources for taming a beast is dependent on how large the beast is and its challenge rating.

The beast must be kept well fed, requiring feed cost for every day it is captive, and double the normal amount during the training time. Herbivores require 5 cp of feed each day (10 cp each day during training), while carnivores require 2 sp of feed each day (4 sp each day during training). If the creature is Tiny, the feed costs can be reduced to half, while a Large beast requires three times the cost, and a Huge beast requires ten times the cost. A Gargantuan beast can’t be tamed under normal circumstances as it is too large to properly handle.

You will also have to pay the price for holding and keeping the beast. This requires an additional 3 gp each week the beast is held for maintenance, supervision, and land use fees.

The time required to tame a beast of up to 1/2 CR is 5 workweeks. A CR 1 or higher beast requires 5 + 5 times its CR workweeks. If the creature is feral to the point it doesn’t interact with humanoids, double the required time, while if the creature is domesticated or is still a child, halve the required time (rounded up). If the creature is hostile, double the adjusted time.

Resolution. At the end of each consecutive workweek, make a Wisdom (Animal Handling) check. If you don’t have proficiency with Animal Handling, you make this check with disadvantage. The DC for this check is equal to 10 + the CR of the beast. If the beast is hostile, increase the DC by 5. If the beast is domesticated, you make this check with advantage. If the beast isn’t well fed, the check automatically fails. If the check succeeds, you can advance taming one week, or change the beast’s attitude to neutral.

Once you have completed the taming progress, the beast’s attitude toward you is friendly and it won’t run away from you. At this point, the beast can used for basic functions it is suited for such as having a dog guard a location, a horse be ridden, or an ox pull a cart. If faced with danger, the beast will flee. You can repeat the training process to teach a beast to be bold enough to enter combat, but when it is injured, you will have to succeed on a Wisdom (Animal Handling) check to prevent it from fleeing.

Complications. During the training, it is common for the beast to lapse to its feral habits. Every 2 workweeks spent taming has a 10 percent of causing a complication.

Taming Complications
d6 Complication
1 An interested buyer seeks to possess your beast.*
2 The beast has suffered an injury or infection and needs time to recover. An infection could spread to other beasts, causing burden to other owners who may demand compensation.
3 The beast has reverted to its feral roots and caused an incident that could have resulted in damage to a creature or property or even the death of another creature.
4 The beast escapes its confines and has to be tracked and recaptured.
5 Someone claims your beast has cause an incident and demands its removal.*
6 A fellow tamer approaches you of the possibility of expanding stock, either through capturing more beasts or breeding tamed ones.*

*Might involve a rival.

Taming Nonbeasts

The DM may allow other creatures to be tamed. In these cases, the time it takes to train and tame the creature is longer (multiply the training time by up to 10) depending on how long it takes the beast to mature. Feed costs for the creature are likely to be higher, especially if the creature requires a more exotic or specialized diet. It is also much harder to break and tame nonbeasts; increase the DC of Wisdom (Animal Handling) checks by 10.

Monstrosities and other creatures are also more prone to attacking humanoids and domesticated beasts, leading to more severe results when the creature is lose or causes an incident. A creature with high Intelligence and Charisma can actively stymie attempts to tame it, increasing the DC of Wisdom (Animal Handling) checks by the higher of the creature’s Intelligence or Charisma bonus. If the creature has an alignment proclivity*, it may also prove harder to tame, as it is unlikely to change alignments which can cause it to oppose commands and ignore training.

Nonbeast creatures can also require additional restraints to keep in captivity. Other humanoids are likely to also be very uncomfortable around a creature generally regarded as a monster, so complications can more easily arise where a population is hostile to the creature’s presence. The chance of a complication is 20 percent.


*If following looser alignment mechanics, it is reasonable for a creature to change alignments or simply not have an alignment at all.

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Beasts by Challenge Rating

This roster includes most of the official published beasts for D&D 5e, as well as beasts included in this supplement and the Psychic and Spiritual Handbook.

CR 0

Creature Source
Baboon Monster Manual
Badger Monster Manual
Bat Monster Manual
Cat Monster Manual
Crab Monster Manual
Deer Monster Manual
Eagle Monster Manual
Frog Monster Manual
Giant Fire Beetle Monster Manual
Goat Monster Manual
Hawk Monster Manual
Hyena Monster Manual
Jackal Monster Manual
Lizard Monster Manual
Octopus Monster Manual
Owl Monster Manual
Quipper Monster Manual
Rat Monster Manual
Raven Monster Manual
Scorpion Monster Manual
Sea Horse Monster Manual
Spider Monster Manual
Vulture Monster Manual
Weasel Monster Manual






CR 1/4

Creature Source
Axe Beak Monster Manual
Boar Monster Manual
Coastal Shark Aronar’s Menagerie
Constrictor Snake Monster Manual
Cow / Ox Volo’s Guide to Monsters
Dimetrodon Volo’s Guide to Monsters
Draft Horse Monster Manual
Elk Monster Manual
Giant Badger Monster Manual
Giant Bat Monster Manual
Giant Centipede Monster Manual
Giant Frog Monster Manual
Giant Hornet Aronar’s Menagerie
Giant Lizard Monster Manual
Giant Owl Monster Manual
Giant Poisonous Snake Monster Manual
Giant Wolf Spider Monster Manual
Hadrosaurus Volo’s Guide to Monsters
Lesser Ape Aronar’s Menagerie
Small Bear Aronar’s Menagerie
Panther Monster Manual
Pteranodon Monster Manual
Riding Horse Monster Manual
Velociraptor Volo’s Guide to Monsters
War Crab Aronar’s Menagerie
War Dog Aronar’s Menagerie
War Dolphin Aronar’s Menagerie
War Falcon Aronar’s Menagerie
Wolf Monster Manual

CR 1/8

Creature Source Creature Source Creature Source
Blood Hawk Monster Manual Giant Crab Monster Manual Mule Monster Manual
Camel Monster Manual Giant Rat Monster Manual Poisonous Snake Monster Manual
Dolphin Volo’s Guide to Monsters Giant Weasel Monster Manual Pony Monster Manual
Flying Snake Monster Manual Mastiff Monster Manual Stirge Monster Manual
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CR 1/2

Creature Source
Ape Monster Manual
Black Bear Monster Manual
Crocodile Monster Manual
Giant Goat Monster Manual
Giant Sea Eel Ghosts of Saltmarsh
Giant Sea Horse Monster Manual
Giant Wasp Monster Manual
Manta Ray Aronar’s Menagerie
Reef Shark Monster Manual
Warhorse Monster Manual

CR 1

Creature Source
Brown Bear Monster Manual
Deinonychus Volo’s Guide to Monsters
Dire Bee Aronar’s Menagerie
Dire Wolf Monster Manual
Giant Bombardier Beetle Aronar’s Menagerie
Giant Eagle Monster Manual
Giant Hyena Monster Manual
Giant Mantis Aronar’s Menagerie
Giant Octopus Monster Manual
Giant Seal Aronar’s Menagerie
Giant Spider Monster Manual
Giant Toad Monster Manual
Giant Vulture Monster Manual
Lion Monster Manual
Steeltusk Boar Aronar’s Menagerie
Tiger Monster Manual
Zathrax Aronar’s Menagerie

CR 2

Creature Source
Allosaurus Monster Manual
Aurochs Volo’s Guide to Monsters
Cephalotops Aronar’s Menagerie
Dire Centipede Aronar’s Menagerie
Dire Rat Aronar’s Menagerie
Dire Wasp Psychic and Spiritual Handbook
Giant Boar Monster Manual
Giant Constrictor Snake Monster Manual
Giant Crayfish Tales from the Yawning Portal
Giant Elk Monster Manual
Giant Turtle Aronar’s Menagerie
Hunter Shark Monster Manual
Plesiosaurus Monster Manual
Polar Bear Monster Manual
Quetzalcoatlus Volo’s Guide to Monsters
Rhinoceros Monster Manual
Saber-toothed Tiger Monster Manual
Winged Kite Aronar’s Menagerie

CR 3

Creature Source
Ankylosaurus Monster Manual
Diamondback Slider Aronar’s Menagerie
Dire Ape Psychic and Spiritual Handbook
Dire Mantis Psychic and Spiritual Handbook
Dire Viper Psychic and Spiritual Handbook
Dire Weaver Spider Aronar’s Menagerie
Giant Scorpion Monster Manual
Great Shark Aronar’s Menagerie
Hippopotamus Aronar’s Menagerie
Illhound Aronar’s Menagerie
Jubjub Aronar’s Menagerie
Killer Whale Monster Manual
Ogre Horse Aronar’s Menagerie
Sanguine Weasel Aronar’s Menagerie
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CR 4

Creature Source
Coral Whale Aronar’s Menagerie
Dire Hawk Aronar’s Menagerie
Dire Snapping Turtle Psychic and Spiritual Handbook
Dire Widow Aronar’s Menagerie
Elephant Monster Manual
Flaying Strider Aronar’s Menagerie
Giant Coral Snake Ghosts of Saltmarsh
Giant Manta Ray Aronar’s Menagerie
Giant Subterranean Lizard Tales from the Yawning Portal
Giant Wolverine Aronar’s Menagerie
Razortusk Aronar’s Menagerie
Sand Toad Aronar’s Menagerie
Slaughter Mantis Aronar’s Menagerie
Stegosaurus Volo’s Guide to Monsters
Terrorhowl Aronar’s Menagerie

CR 5

Creature Source
Bloodhorn Aronar’s Menagerie
Brontosaurus Volo’s Guide to Monsters
Dire Iguana Aronar’s Menagerie
Dire Tiger Aronar’s Menagerie
Giant Crocodile Monster Manual
Giant Shark Monster Manual
Giant Squid Aronar’s Menagerie
Giant Stag Beetle Aronar’s Menagerie
Ironback Aronar’s Menagerie
Moonscythe Hound Aronar’s Menagerie
Scylla Crab Aronar’s Menagerie
Triceratops Monster Manual

CR 6

Creature Source
Devil Ray Aronar’s Menagerie
Dire Hippopotamus Aronar’s Menagerie
Dire Scorpion Aronar’s Menagerie
Giant Cave Bear Aronar’s Menagerie
Great Coiled Serpent Aronar’s Menagerie
Great Gorilla Aronar’s Menagerie
Great Whale Aronar’s Menagerie
Mammoth Monster Manual
Shrieker Rat Aronar’s Menagerie
Thunder Beetle Aronar’s Menagerie
Venomous Lache Aronar’s Menagerie
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Beasts

This roster contains statistics for additional animals and other critters. The stat blocks are organized alphabetically by creature name.


Bloodhorn

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 8 (−1) 16 (+3) 5 (−3) 12 (+1) 5 (−3)

  • Senses passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Charge. If the bloodhorn 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 14 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away and knocked prone.

Crushing Trample. The bloodhorn can enter a prone Large or smaller sized creature’s space, but can’t stay there. The first time it enters a prone creature’s space, that creature take 9 (2d8) bludgeoning damage.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage.

A massive wooly rhinoceros, the bloodhorn is known and feared for being fiercely protective of its territory.


Cephalotops

Medium beast, neutral


  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 10 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 8 (−1) 10 (+0) 6 (−2)

  • Skills Perception +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Aquan and Common, but can’t speak them
  • Challenge 2 (450 XP)

Devour. When the cephalotops has grappled a creature with its tentacles, it can make a bite attack against it as a bonus action.

Hold Breath. While out of water, the cephalotops can hold its breath for 1 hour.

Water Breathing. The cephalotops can breathe only underwater.

Actions

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

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the cephalotops can’t use its tentacles on another target.

Corrosive Ink Cloud (Recharges after a Short or Long Rest). A 5-foot radius cloud of ink extends around the cephalotops if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. Each creature which starts its turn within the ink takes 5 (1d8) acid damage. After releasing the ink, the cephalotops can use the Dash action as a bonus action.

A cephalotops is a squid-like creature has a mass of barbed tentacles surrounding a savage maw.

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Coastal Shark

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 4 (−3)

  • Skills Perception +3
  • Senses blindsight 30 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Blood Fury. The shark deals an extra 3 (1d6) piercing damage with its bite attack against any creature that doesn’t have all its hit points.

Water Breathing. The shark can breathe only underwater.

Actions

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




Found in the deepest fathoms, the devil ray is a monstrous fish adept at lurking along the seabed.



Coral Whale

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 136 (16d12 + 32)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+4) 10 (+0) 15 (+2) 3 (−4) 12 (+1) 7 (−2)

  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

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. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away.

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

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

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

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.



Devil Ray

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 2 (−4) 12 (+1) 6 (−3)

  • Skills Perception +4, Stealth +5
  • Senses blindsight 120 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

Dart Away. When the ray first grapples a creature smaller than it, it can use the Dash action as a bonus action.

Hold Breath. While out of water, the ray can hold its

breath for 30 minutes.

Still. While motionless, the ray has advantage on Dexterity (Stealth) checks.

Water Breathing. The ray can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the ray can’t use its bite on another target.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature which fails its saving throw is also paralyzed for 1 minute, but makes a new saving throw at the end of each of its turns, ending the paralyzed condition on a successful save.

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Diamondback Slider

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 17 (+3) 2 (−4) 10 (+0) 5 (−3)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 3 (200 XP)

Actions

Multiattack. The slider makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone.

A diamondback slider is a large lizard prized for its sturdy scales used in crafting armor and shields.


Dire Bee

Small beast, unaligned


  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 10 ft., fly 50ft.

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

  • Senses passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

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

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one.


Dire Centipede

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 1 (−5) 10 (+0) 2 (−4)

  • Skills Perception +2
  • Senses blindsight 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Rapid Crawling. The centipede can enter another creature’s space, but it can’t stay there.

Stable Stance. The centipede makes ability checks and saving throws against the prone condition with advantage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

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Dire Hawk

Large beast, unaligned


  • Armor Class 12
  • Hit Points 76 (9d10 + 27)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 16 (+3) 2 (−4) 14 (+2) 6 (−2)

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

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

Actions

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

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and if the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the hawk can’t use its talons on another target.


Dire Hippopotamus

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 30 ft., swim 40ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 19 (+4) 3 (−4) 12 (+1) 4 (−3)

  • Senses passive Perception 11
  • Languages
  • Challenge 6 (2,300 XP)

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

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the hippopotamus can’t use its bite on another target.


Dire Iguana

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 50 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 1 (−5) 11 (+0) 2 (−4)

  • Skills Perception +3
  • Senses darkvision 120ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

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

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 5) piercing damage.

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Dire Rat

Medium beast, unaligned


  • Armor Class 14
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 13 (+1) 8 (−1) 12 (+1) 7 (−2)

  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

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

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical or psionic means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.


Dire Scorpion

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 1 (−5) 9 (−1) 3 (−4)

  • Senses blindsight 60 ft., passive Perception 9
  • Languages
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one.


Dire Tiger

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 105 (10d12 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 3 (−4) 12 (+1) 8 (−1)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

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

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

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

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Dire Weaver Spider

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 +24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 2 (−4) 11 (+0) 4 (−3)

  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Ambusher. In the first round of combat, the spider has advantage on attack rolls against any creature it surprised.

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

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

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

Actions

Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Web. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by the webbing. As an action, the restrained creature 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). If a creature restrained by the webbing is hit by this attack again, the web increases its hit points by 10 and the DC of the Strength check is increased by 2 to a maximum of 20.


Dire Widow

Medium beast, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 10 (+0) 8 (−1) 13 (+1) 7 (−2)

  • Skills Stealth +8
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 4 (1,100 XP)

Spider Climb. The widow 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 widow knows the exact location of any other creature in contact with the same web.

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

Actions

Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. If the save is failed, it takes 33 (6d10) poison damage and is poisoned. As long as a creature is poisoned from this attack, it is paralyzed. If the save succeeds, the creature only takes half the damage. At the end of each of its turns, a poisoned creature makes anew saving throw, ending the poisoned condition on a success.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by the webbing. As an action, the restrained creature 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).

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Flaying Strider

Large beast, unaligned


  • Armor Class 14
  • Hit Points 75 (10d10 + 20)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 6 (−2) 12 (+1) 7 (−2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Breakaway. When the strider hits a creature with a beak attack, it doesn’t provoke opportunity attacks from that creature for the rest of the turn.

Mobile. When the strider takes the Dash action, difficult terrain doesn’t cost it extra movement on that turn.

Serrated Beak. A creature hit by the beak attack of the strider must make a Constitution saving throw, bleeding on a failed save. A bleeding creature loses 4 (1d8) hit points from blood loss at the start of each of its turns until it regains hit points. A creature can also use its action to make a DC 12 Wisdom (Medicine) check, ending the bleeding on a success. A creature only takes damage from a strider’s bleeding effect once each round.

Actions

Multiattack. The strider makes two beak attacks.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

A long-legged bird that is a brutal hunter, the flaying strider has a serrated edge along its beak for tearing flesh.


Giant Bombardier Beetle

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

  • Senses blindsight 30 ft., passive Perception 10
  • Languages
  • Challenge 1 (450 XP)

Actions

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

Acid Spray (Recharge 5-6). The beetle releases a 10-foot cone of acid. Each target within the cone takes 13 (3d8) acid damage. A creature must make a DC 12 Dexterity saving throw, taking only half the damage on a successful save.


Giant Cave Bear

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 21 (+5) 2 (−4) 13 (+1) 7 (−2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

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

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

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Giant Hornet

Small beast, unaligned


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
9 (−1) 16 (+3) 10 (+0) 1 (−5) 10 (+0) 3 (−5)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.


Giant Manta Ray

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 104 (11d12 + 33)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 7 (−2) 12 (+1) 5 (−3)

  • Skills Perception +5
  • Senses blindsight 60 ft., passive Perception 15
  • Languages ¬understands Aquan and Common, but can’t speak them
  • Challenge 4 (1,100 XP)

Swimby. The ray doesn’t provoke opportunity attacks when it swims out of an enemy’s reach.

Water Breathing. The ray can breathe only underwater.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


Giant Mantis

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 22 (5d6 + 5)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 2 (−4) 12 (+1) 5 (−3)

  • Skills Perception +3, Stealth +5
  • Senses blindsight 30 ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Camouflage. When the mantis lies motionless, it has advantage on Dexterity (Stealth) checks to hide.

Consume. While a creature is grappled by the mantis, the mantis can make a bite attack against it as a bonus action.

Actions

Multiattack. The mantis makes two claw attacks.

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target is grappled (escape DC 14). The mantis has two claws, each of which can grapple only one target.

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Giant Seal

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 4 (−3) 12 (+1) 7 (−2)

  • Senses passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Hold Breath. The seal can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.


Giant Stag Beetle

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 17 (+3) 1 (−5) 10 (+0) 4 (−3)

  • Senses blindsight 30 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Charge. If the beetle 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 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.


Giant Squid

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 82 (11d12 + 11)
  • Speed 10 ft., swim 60ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 13 (+1) 4 (−3) 10 (+0) 4 (−3)

  • Skills Perception +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

Hold Breath. While out of water, the squid can hold its breath for 1 hour.

Jet. While in water, the squid can take the Dash or Disengage action using a bonus action.

Water Breathing. The squid can breathe only underwater.

Actions

Multiattack. The squid makes two tentacles attacks, or one with its beak and one with its tentacles.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Tentacles. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). The squid can grapple up to two targets with its tentacles. During its turn, the squid can position one target it grapples in reach of its beak attack.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot radius cloud of ink extends around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.

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Giant Turtle

Medium beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft., swim 40 ft.

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

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Giant Wolverine

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 2 (−4) 12 (+1) 5 (−3)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 4 (1,100 XP)

Frenzy. The wolverine has advantage on melee attack rolls when it has fewer than half its hit points.

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

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) slashing damage.


Great Coiled Serpent

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d12 + 18)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 14 (+2) 6 (−2) 13 (+1) 7 (−2)

  • Skills Perception +4
  • Senses blindsight 30 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The serpent makes three attacks: one with its bite, one with its coils, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much on a successful one.

Coils. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the serpent can’t use its coils on another target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be knocked prone.

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 10 (3d6) acid damage at the start of each of the serpent’s turns. The serpent can have only one target swallowed at a time.

If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

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Great Gorilla

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 157 (15d12 + 60)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 19 (+0) 6 (−2) 11 (+0) 7 (−2)

  • Skills Athletics +9
  • Senses passive Perception 10
  • Languages
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The gorilla makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Great Shark

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 66 (7d12 + 21)
  • Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 17 (+3) 1 (−5) 10 (+0) 4 (−3)

  • Skills Perception +2
  • Senses blindsight 60 ft., passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

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

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.


Great Whale

Gargantuan beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 200 (16d20 + 32)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 15 (+2) 3 (−4) 12 (+1) 7 (−2)

  • Skills Perception +4
  • Senses blindsight 120 ft., passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

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

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

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

Actions

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

Variant: Great Sperm Whale

Some deep ocean whales have teeth and can bite a target. A great sperm whale has a challenge rating of 6 (2,300 XP) and has the following action in addition to the its slam attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

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Hippopotamus

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 102 (12d10)
  • Speed 25 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 3 (−4) 12 (+1) 4 (−3)

  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

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

Actions

Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the hippopotamus can’t use its bite on another target.


Illhound

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

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

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

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

Savage Attacks. If the hound hits a target with its bite attack, it can make a bite attack as a bonus action against a second target, provided it is within reach.

Toxic Venom. At the start of each of its turns, a creature poisoned by the hound must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw, or it is poisoned for 1 minute.

An illhound is a venomous dog with a tight muscular frame.


Ironback

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 19 (+4) 5 (−3) 13 (+1) 7 (−2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Charge. If the ironback 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 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Curl Up. The ironback curls into a ball, increasing its AC by 6 until it takes a bonus action to unroll itself.

A mammal with an armored shell, the ironback is normally timid, preferring to roll into a ball to endure attack.

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Jubjub

Large beast, unaligned


  • Armor Class 14
  • Hit Points 52 (7d10 + 14)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+2) 4 (−3) 12 (+1) 7 (−2)

  • Skills Perception +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages understands Common, but can’t speak it
  • Challenge 3 (700 XP)

Keen Smell and Sight. The jubjub has advantage on Wisdom (Perception) checks that rely on smell or sight.

Relentless (Recharges after a Short or Long Rest). If the jubjub takes 12 damage or less that would reduce it to 0 > - Hit Points, it is reduced to 1 hit point instead.

Actions

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

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the jubjub can’t use its talons on another target.

A jubjub has a beak filled with teeth. Fur lines its head, neck, and tail.


Lesser Ape

Small beast, unaligned


  • Armor Class 13
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13(+1) 6 (−2) 12 (+1) 7 (−2)

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

Actions

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

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Manta Ray

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d10)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 10 (+0) 1 (−5) 12 (+1) 2 (−4)

  • Skills Perception +5
  • Senses blindsight 60 ft., passive Perception 15
  • Languages
  • Challenge 1/2 (100 XP)

Swimby. The ray doesn’t provoke opportunity attacks when it swims out of an enemy’s reach.

Water Breathing. The ray can breathe only underwater.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

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Moonscythe Hound

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 4 (−3) 11 (+0) 5 (−3)

  • Skills Perception +6, Stealth +5
  • Senses passive Perception 16
  • Languages
  • Challenge 5 (1,800 XP)

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

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

Relentless (Recharges after a Short or Long Rest). If the hound takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hound can make one claw attack against it as a bonus action.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.


Ogre Horse

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 47 (5d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 19 (+4) 2 (−4) 12 (+1) 7 (−2)

  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

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 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another hooves attack against it as a bonus action.

Actions

Multiattack. The horse makes two attacks: one with its bite and one with its hooves.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) bludgeoning damage.

A heavy duty horse, the ogre horse is often maligned for its misshapen form.

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Razortusk

Large beast, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 94 (9d10 +45)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 21 (+5) 6 (−2) 12 (+1) 7 (−2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Charge. If the razortusk 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 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 5 feet away and knocked prone.

Relentless (Recharges after a Short or Long Rest). If the razortusk takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Breakaway. When the razortusk hits a creature with its tusk attack, it doesn’t provoke opportunity attacks from that creature for the rest of the turn.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

A razortusk is a savage boar that doesn’t hesitate to attack creatures larger than it.


Sand Toad

Large beast, unaligned


  • Armor Class 11
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 4 (−3) 12 (+1) 3 (−4)

  • Skills Stealth +3
  • Senses darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 4 (1,100 XP)

Amphibious. The toad can breathe air and water.

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

Venom Hide. The first time each round a creature touches the toad, it must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one. If the toad is grappling a creature, it makes its save at the start of each of the toad’s turn.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 9 (2d8) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.

Swallow. The toad 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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Sanguine Weasel

Medium beast, unaligned


  • Armor Class 14
  • Hit Points 27 (5d8 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 8 (−1) 12 (+1) 5 (−3)

  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

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

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

Actions

Multiattack. The weasel makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.


Scylla Crab

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 17 (+3) 4 (−3) 15 (+2) 5 (−3)

  • Skills Stealth +4
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The crab can breathe air and water.

Actions

Multiattack. The crab makes two claw attacks.


Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target.


Shrieker Rat

Medium beast, unaligned


  • Armor Class 15
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 15 (+2) 7 (−2) 13 (+1) 7 (−2)

  • Condition Immunities blinded, deafened
  • Skills Perception +4
  • Senses blindsight 30 ft., tremorsense 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

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

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

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

Actions

Multiattack. The rat makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Shriek (Recharge 5-6). The rat emits a shriek audible within 300 feet of it. Each creature within 30 feet of the rat which can hear it must make a DC 13 Constitution saving throw. If the save is failed, the creature takes 28 (8d6) thunder damage and is deafened for 1 minute. If the save succeeds, it only takes half the damage.

The piercing squeals of a shrieker rat are dire warnings to farmers and ranchers.

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Slaughter Mantis

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d10)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 15 (+2) 2 (−4) 14 (+2) 5 (−3)

  • Skills Perception +4, Stealth +3
  • Senses blindsight 30 ft., passive Perception 14
  • Languages
  • Challenge 4 (1,100 XP)

Consume. While a creature is grappled by the mantis, the mantis can make a bite attack against it as a bonus action.

Actions

Multiattack. The mantis makes two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14). The mantis has two claws, each of which can grapple only one target.


Small Bear

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d8 +6)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)

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

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

Actions

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

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


Steeltusk Boar

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d8 +8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 2 (−4) 11 (+0) 5 (−3)

  • Senses passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Charge. If the boar 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 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

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

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Terrorhowl

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (−4) 10 (+0) 7 (−2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages
  • Challenge 4 (1,100 XP)

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

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the terrorhowl can make another bite attack against it as a bonus action.

Howl (Recharge 5-6). Each creature within 30 feet of the terrorhowl must succeed on a DC 10 Wisdom saving throw or become frightened by it for one minute. At the end of each of its turns, the creature makes a new save, ending the frightened condition on a successful save. A terrorhowl isn’t frightened by the howl of another terrorhowl.


Thunder Beetle

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 115 (11d12 + 44)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 19 (+4) 1 (−5) 7 (−2) 4 (−3)

  • Senses blindsight 60 ft., passive Perception 8
  • Languages
  • Challenge 6 (2,300 XP)

Trampling Charge. If the beetle 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 18 Strength saving throw or be knocked prone. If the target is prone, the beetle can make another claw attack against it as a bonus action.

Actions

Multiattack. The beetle makes two attacks, one with its bite and one with its claw.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) piercing damage.

A lizard with a snake-like torso and elongated tail, the venomous lache is a predator found near riverbanks and lakes.


Venomous Lache

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d12 + 18)
  • Speed 40 ft., climb 30 ft., swim 40 ft.

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

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 6 (2,300 XP)

Amphibious. The lache can breathe air and water.

Wall Climb. The lache can climb difficult surfaces without needing to make an ability check.

Actions

Multiattack. The lache makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the lache can’t use its tail on another target.

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War Crab

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 1 (−5) 9 (−1) 3 (−4)

  • Skills Stealth +4
  • Senses blindsight 30 ft., passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.


War Dog

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 13 (2d8 + 4)
  • Speed 40 ft.

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

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

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

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 12 Strength saving throw or be knocked prone.


War Dolphin

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 6 (−2) 12 (+1) 7 (−2)

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

Charge. If the dolphin 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 3 (1d6) bludgeoning damage.

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

Actions

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


War Falcon

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 5 (2d4)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 10 (+0) 3 (−4) 14 (+2) 6 (−2)

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

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.

Actions

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

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Winged Kite

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., fly 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 15 (+2) 4 (−3) 13 (+1) 6 (−2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

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

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

Actions

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

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

A winged kite is a large lizard with wings that allows it to glide while hunting.


Zathrax

Small beast, unaligned


  • Armor Class 13
  • Hit Points 18 (4d8)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 7 (−2) 13 (+1) 8 (−1)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 1 (200 XP)

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

Actions

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

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

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

A zathrax is an odd bird, possessing an extra set of wings.


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