Common Beasts

by CanceRevolution

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Common Beasts

In the vast and diverse expanse of the world's wilderness, adventurers often encounter the Common Beasts of the Wild. These creatures, while not inherently magical or possessing the unique abilities of more rarefied monsters, are still a force to be reckoned with due to their strength, agility, and survival instincts honed through millennia of evolution. Their very commonality across landscapes makes them both essential to ecosystems and a frequent sight for those who travel the realms.

Tier 0


Bird

Tiny, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 13 AP 0
HP 1 Posture 6
  • Passive Insight/ Perception 11
  • Language None

Movement

Base/Fly 35 Climb/Swim 0 Dash 10

Stats + Skills

STR -3 DEX +5 INT -3 WIS +1 CHA +3
  • LU +0: Luck Points: 0; Critical Fail: 1

Cat

Tiny, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 12 AP 0
HP 2 Posture 5
  • Passive Insight/ Perception 11
  • Language None

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR -2 DEX +4 INT -2 WIS +1 CHA +2
  • LU +3: Luck Points: 3; Critical Fail: 1

Cow

Large, Beast

Tier 0, Challenge Point 2, XP: -

Attributes

AC 12 AP 0
HP 25 Posture 8
  • Passive Insight/ Perception 8
  • Language None

Movement

Base 20 Climb/Swim 0 Dash 30

Stats + Skills

STR +5 DEX -2 INT -2 WIS -2 CHA +0
  • LU -1: Luck Points: 0; Critical Fail: 1

Dog

Small, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 12 AP 0
HP 6 Posture 6
  • Passive Insight/ Perception 14
  • Language None

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +2 DEX +1 INT -2 WIS +4 CHA +3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Tracker: You gain advantage on Nature Checks to track creatures.

Actions (1)

  • Bite Hit +2, Dmg 1d4 thrust

Goat

Small, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 7 AP 0
HP 6 Posture 3
  • Passive Insight/ Perception 11
  • Language None

Movement

Base/Climb 25 Swim 15 Dash 30

Stats + Skills

STR +2 DEX -1 INT -2 WIS +1 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Ram: Hit +2, Dmg 1d4 strike
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 10), or become Knocked Prone. This Attack deals double Posture damage

Horse

Large, Beast

Tier 0, Challenge Point 3, XP: -

Attributes

AC 9 AP 0
HP 29 Posture 11
  • Passive Insight/ Perception 9
  • Language None

Movement

Base 30 Climb 0/ Swim 20 Dash 40

Stats + Skills

STR +5 DEX -1 INT -2 WIS -1 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fast You are on fast terrain while on the ground.

Action (1)

  • Hooves Hit +5, Dmg 1d10 strike
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 13), or become Knocked Prone. This Attack deals double Posture damage

Rat

Tiny, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 11 AP 0
HP 1 Posture 5
  • Passive Insight/ Perception 13
  • Language None

Movement

Base 30 Climb/Swim 5 Dash 10

Stats + Skills

STR -3 DEX +4 INT -2 WIS +3 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Too Small A Small or larger creature has disadvantage on all Attacks against you.

Sheep

Small, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 7 AP 0
HP 4 Posture 2
  • Passive Insight/ Perception 9
  • Language None

Movement

Base 25 Climb/Swim 5 Dash 10

Stats + Skills

STR -2 DEX -1 INT -3 WIS -1 CHA +0
  • LU +0: Luck Points: 0; Critical Fail: 1

Snake

Tiny, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 12 AP 0
HP 1 Posture 5
  • Passive Insight/ Perception 11
  • Senses Blind Senses
  • Language None

Movement

Base/Climb/Swim 15 Dash 10

Stats + Skills

STR -3 DEX +4 INT -3 WIS +1 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Bite Hit +4, Dmg 1 thrust

Capybara

Medium, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 9 AP 0
HP 8 Posture 6
  • Passive Insight/ Perception 13
  • Language None

Movement

Base/Swim 30 Climb 0 Dash 30

Stats + Skills

STR +2 DEX +1 INT -2 WIS +3 CHA +3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 10), or become Enchanted by you for 1 turn.

Tier 1


Ape

Medium, Beast

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 11 AP 0
HP 14 Posture 10
  • Passive Insight/ Perception 13
  • Language None

Movement

Base/Climb 30 Swim 15 Dash 30

Stats + Skills

STR +2 DEX +4 INT -2 WIS +3 CHA +1
  • LU +2: Luck Points: 2; Critical Fail: 1

Actions (1)

  • Strike Hit +4, Dmg 1d8 strike
  • Throw Shit Hit +4, Dmg 1d4 strike
  • Ranged Attack (30/60)
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 12), or become Poisoned (1d4, 1 turn). A creature that is already Poisoned takes 1d4 extra poison damage instead.
  • Big Triumph: You can only use this Action once.

Bear

Large, Beast

Tier 1, Challenge Point 4, XP: 4

Attributes

AC 10 AP 2
HP 38 Posture 20
  • Passive Insight/ Perception 14
  • Language None

Movement

Base/Climb/Swim 30 Dash 40

Stats + Skills

STR +6 DEX +2 INT -2 WIS +4 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Bite Hit +6, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +6, Dmg 1d12 slash
  • Bloody Hit: On a hit, the target must succeed on an Endurance Save (DC 14), or start Bleeding (1d6)


Rat Swarm

Tiny, Swarm, Beast

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 11 AP 0
HP - Posture 9
  • Passive Insight/ Perception 13
  • Language None

Movement

Base 30 Climb/Swim 5 Dash 10

Stats + Skills

STR -3 DEX +3 INT -2 WIS +3 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Swarm The amount of Posture determines the number of creatures in the swarm. For each 3 Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn.
  • In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage.
  • Once its Posture reaches 0, the swarm ends and becomes 1d4 Rats with 0 Posture.
  • Too Small A Small or larger creature has disadvantage on all Attacks against you.

Actions (3)

  • Bite Hit +3, Dmg 1d4 thrust
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Reactions (3)

  • Survival Instincts Before you make a Save, you can use your Reaction to gain advantage on that Save. If the Save was already being made with advantage, it automatically succeeds instead.

Venomous Snake

Tiny, Beast

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 13 AP 0
HP 1 Posture 7
  • Passive Insight/ Perception 11
  • Senses Blind Senses
  • Language None

Movement

Base/Climb/Swim 30 Dash 10

Stats + Skills

STR -3 DEX +5 INT -3 WIS +1 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Bite Hit +5, Dmg 1d4 thrust
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 13), or become Poisoned (1d4, 1 turn). A creature that is already Poisoned takes 1d4 extra poison damage instead.

Wolf

Small, Beast

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 12 AP 0
HP 16 Posture 10
  • Passive Insight/ Perception 14
  • Language None

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +4 DEX +4 INT -2 WIS +4 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Tracker: You gain advantage on Nature Checks to track creatures.
  • Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.

Actions (1)

  • Bite Hit +4, Dmg 1d8 thrust
  • Armor Piercer: You ignore 2 AP

Giant Rat

Medium, Beast

Tier 1, Challenge Point 2, XP: 2

Attributes

AC 14 AP 0
HP 14 Posture 12
  • Passive Insight/ Perception 14
  • Language None

Movement

Base/Climb 30 Swim 5 Dash 10

Stats + Skills

STR +2 DEX +6 INT -2 WIS +4 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d8 damage.

Actions (1)

  • Bite Hit +6, Dmg 1d8 thrust
  • Armor Piercer: You ignore 2 AP

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Reaction

  • Survival Instincts Before you make a Save, you can use your Reaction to gain advantage on that Save. If the Save was already being made with advantage, it automatically succeeds instead.

Tier 2


Cave Bear

Enormous, Beast

Tier 2, Challenge Point 5, XP: 10

Attributes

AC 10 AP 2
HP 49 Posture 26
  • Passive Insight/ Perception 16
  • Senses Dark vision
  • Language None

Movement

Base/Climb/Swim 30 Dash 40

Stats + Skills

STR +9 DEX +3 INT -2 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (2)

  • Bite Hit +9, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +9, Dmg 1d12 slash
  • Bloody Hit: On a hit, the target must succeed on an Endurance Save (DC 17), or start Bleeding (1d6)

Dire Wolf

Medium, Beast

Tier 2, Challenge Point 4, XP: 8

Attributes

AC 14 AP 2
HP 30 Posture 18
  • Passive Insight/ Perception 15
  • Language None

Movement

Base 35 Climb/Swim 20 Dash 40

Stats + Skills

STR +6 DEX +6 INT -2 WIS +5 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Tracker: You gain advantage on Nature Checks to track creatures.
  • Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.

Actions (2)

  • Bite Hit +6, Dmg 1d10 thrust
  • Armor Piercer: You ignore 2 AP
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 14), or become Knocked Prone. This Attack deals double Posture damage


Lion

Large, Beast

Tier 2, Challenge Point 5, XP: 10

Attributes

AC 14 AP 1
HP 37 Posture 21
  • Passive Insight/ Perception 14
  • Language None

Movement

Base 35 Climb/Swim 20 Dash 40

Stats + Skills

STR +7 DEX +6 INT -2 WIS +4 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Fast Impulse You're on fast terrain during the turns that you Dash.
  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.

Actions (2)

  • Bite Hit +7, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +7, Dmg 1d12 slash
  • Bloody Hit: On a hit, the target must succeed on an Endurance Save (DC 15), or start Bleeding (1d6)
  • Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 15), taking 1d8 sonic damage on a fail, or half as much on a success.
  • A creature that takes this sonic damage must also succeed on an Insight Save (DC 15), or become Scared of you for 1 turn.
  • Triumph: This Action has a limit of once per round.

Blood Lust Hyena

Medium, Beast

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 13 AP 2
HP 42 Posture 23
  • Passive Insight/ Perception 14
  • Language None

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +6 DEX +5 INT -2 WIS +4 CHA -3
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Tracker: You gain advantage on Nature Checks to track creatures.
  • Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.

Actions (2)

  • Bite Hit +6, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d6).
  • Consume: If you hit an Attack against a creature that is Bleeding, you can deal extra 1d4 bleed damage, and regain that same amount of HP.


Rhinoceros

Enormous, Beast

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 14 AP 3
HP 56 Posture 22
  • Passive Insight/ Perception 8
  • Language None

Movement

Base 20 Climb 0/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX -2 INT -2 WIS -2 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Charge If you Dash and move at least 20 feet, you gain advantage on your next attack this turn, and deal an extra 1d10 damage with that same attack.
  • Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Attack as a Free Action.

Action (2)

  • Horns Hit +8, Dmg 1d10 thrust
  • Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target must succeed on a Brawling Save (DC 16), or become Knocked Prone.
  • Stomp Hit +8, Dmg 1d8 strike
  • Crushing Weight: If you hit a Medium or smaller target that is Knocked Prone, that target takes extra 1d8 damage.

Giant Goat

Large, Beast

Tier 2, Challenge Point 3, XP: 6

Attributes

AC 10 AP 1
HP 25 Posture 11
  • Passive Insight/ Perception 12
  • Language None

Movement

Base/Climb 20 Swim 20 Dash 40

Stats + Skills

STR +7 DEX +2 INT -2 WIS +2 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Actions (2)

  • Ram: Hit +7, Dmg 1d6 strike
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 15), or become Knocked Prone. This Attack deals double Posture damage
  • Stomp Hit +7, Dmg 1d6 strike
  • Crushing Weight: If you hit a Medium or smaller target that is Knocked Prone, that target takes extra 1d6 damage.

Giant Capybara

Large, Beast

Tier 2, Challenge Point 3, XP: 6

Attributes

AC 11 AP 1
HP 23 Posture 11
  • Passive Insight/ Perception 12
  • Language None

Movement

Base/Swim 20 Climb 20 Dash 40

Stats + Skills

STR +5 DEX +2 INT -2 WIS +2 CHA +5
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 13), or become Enchanted by you for 1 turn.

Actions (2)

  • Bite Hit +5, Dmg 1d8 thrust
  • Armor Piercer: You ignore 2 AP

Hyena

Medium, Beast

Tier 2, Challenge Point 3, XP: 6

Attributes

AC 11 AP 0
HP 24 Posture 12
  • Passive Insight/ Perception 13
  • Language None

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +6 DEX +3 INT -2 WIS +3 CHA -2
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
  • Tracker: You gain advantage on Nature Checks to track creatures.
  • Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.

Actions (1)

  • Bite Hit +6, Dmg 1d12 thrust
  • Armor Piercer: You ignore 2
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 14), or start Bleeding (1d6).

Panther

Large, Beast

Tier 2, Challenge Point 3, XP: 6

Attributes

AC 15 AP 0
HP 22 Posture 16
  • Passive Insight/ Perception 13
  • Language None

Movement

Base 35 Climb/Swim 20 Dash 40

Stats + Skills

STR +4 DEX +7 INT -2 WIS +3 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Fast Impulse You're on fast terrain during the turns that you Dash.
  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.

Actions (1)

  • Bite Hit +7, Dmg 1d10 thrust
  • Armor Piercer: You ignore 2 AP
  • Claw Hit +7, Dmg 1d10 slash
  • Bloody Hit: On a hit, the target must succeed on an Endurance Save (DC 15), or start Bleeding (1d6)

Tier 3



Elephant

Enormous, Beast

Tier 3, Challenge Point 17, XP: 51

Attributes

AC 5 AP 3
HP 136 Posture 73
  • Passive Insight/ Perception 15
  • Language None

Movement

Base 20 Climb 0 / Swim 25 Dash 50

Stats + Skills

STR +10 DEX -3 INT +0 WIS +5 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Charge If you Dash and move at least 20 feet, you gain advantage on your next attack this turn, and deal an extra 2d12 damage with that same attack.
  • Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Attack as a Free Action.

Action (1)

  • Hooves Hit +10, Dmg 2d10 strike
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 18), or become Knocked Prone. This Attack deals double Posture damage
  • Crushing Weight: If you hit a Medium or smaller target that is Knocked Prone, that target takes extra 1d10 damage
  • Tusk Hit +10, Dmg 2d12 thrust
  • Charge Attack: If you Dash and move 20 feet, you can make this Attack with advantage and if it hits, the target must succeed on a Brawling Save (DC 18), or become Knocked Prone.


Giant Snake

Enormous, Beast

Tier 3, Challenge Point 17, XP: 51

Attributes

AC 16 AP 0
HP 110 Posture 59
  • Passive Insight/ Perception 16
  • Senses Blind Senses
  • Language None

Movement

Base/Climb/Swim 30 Dash 50

Stats + Skills

STR +8 DEX +8 INT -3 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.

Action (3)

  • Constrict Hit +8, Dmg 2d10 strike
  • Containment: On a hit, a Enormous or smaller creature must succeed on a Reflex Save (DC 16), or become grappled by you. A creature grappled this way also becomes Contained.
  • You can only grapple 2 creatures at once.
  • Bite Hit +8, Dmg 1d8 thrust
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d8, 1 turn). A creature that is already Poisoned takes 1d8 extra poison damage instead.
  • Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 16) or be swallowed by you if it’s Large or smaller. While swallowed:
  • • Shares the same space as you.
  • • Is in Full Cover.
  • • Becomes Paralyzed if it has 0 Posture.
  • • Takes 2d8 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
  • You can have 1 creature swallowed at once, but you vomit if you lose Concentration.

Reaction

  • Evasion When an Attack would hit you, you can use your Reaction to gain a +4 bonus to your AC, potentially making that Attack miss instead.