Mythological Beasts

by CanceRevolution

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Mythological Beasts

These creatures often embody a myriad of characteristics, ranging from the awe-inspiring and benevolent to the malevolent and treacherous. They are the very embodiment of nature's wonders, mysteries, and sometimes, its wrath. Their forms and attributes often stem from a fusion of various natural elements, sometimes even defying the laws of nature, presenting a visage both familiar and yet utterly alien.

Tier 0


Small Griff

Tiny, Beast

Tier 0, Challenge Point 1, XP: -

Attributes

AC 11 AP 0
HP 1 Posture 4
  • Passive Insight/ Perception 10
  • Language None

Movement

Base/ Fly 30 Climb/ Swim 10 Dash 20

Stats + Skills

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

Tier 1


Hippogriff

Large, Beast

Tier 1, Challenge Point 4, XP: 4

Attributes

AC 8 AP 0
HP 21 Posture 8
  • Passive Insight/ Perception 10
  • Language None

Movement

Base/ Fly 40 Climb 0/ Swim 10 Dash 20

Stats + Skills

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

Action (1)

  • Peck Hit +5, Dmg 1d8 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.
  • Hooves Hit +5, Dmg 1d8 strike
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.

Tier 2



Young Griffon

Large, Beast

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 15 AP 0
HP 40 Posture 25
  • Passive Insight/ Perception 14
  • Language None

Movement

Base/ Fly 35 Climb/ Swim 15 Dash 30

Stats + Skills

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

Ability

  • Pounce If you Dash and move up to 20 feet on your turn, you can make 1 Attack as a Free Action.

Actions (1)

  • Talons Hit +7, Dmg 1d8 slash
  • Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 14) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Peck Hit +7, Dmg 2d8 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.


Griffon

Large, Beast

Tier 2, Challenge Point 16, XP: 24

Attributes

AC 16 AP 0
HP 102 Posture 56
  • Passive Insight/ Perception 14
  • Language None

Movement

Base/ Fly 35 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX +8 INT -3 WIS +4 CHA -3
  • 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)

  • Talons Hit +8, Dmg 1d12 slash
  • Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 14) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Peck Hit +8, Dmg 2d12 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.


Pegasus

Large, Beast/ Celestial

Tier 2, Challenge Point 5, XP: 10

Attributes

AC 9 AP 0
HP 37 Posture 20
Mana 4
  • Passive Insight/ Perception 15
  • Language Celestial Speech

Movement

Base/ Fly 25 Climb 0/ Swim 20 Dash 40

Stats + Skills

STR +7 DEX +1 INT -3 WIS +5 CHA +3
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d6 light damage.
  • Fast You are always on fast terrain
  • Spell Skill Spell Hit: +7, Spell DC (15)

Action (1)

  • Radiant Hooves Hit +7, Dmg 1d12 strike + 1d12 light
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
  • Cast Spell You can cast the following spells:
  • At Will: Bless, Minor Beam Light, Sense Good & Evil

Bonus Action

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Restoration


Unicorn

Large, Beast/ Fey

Tier 2, Challenge Point 5, XP: 10

Attributes

AC 9 AP 0
HP 37 Posture 20
Mana 4
  • Passive Insight/ Perception 15
  • Language Sylvan

Movement

Base/ Fly 25 Climb 0/ Swim 20 Dash 40

Stats + Skills

STR +7 DEX +1 INT -3 WIS +5 CHA +3
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action.
  • Fast You are always on fast terrain

  • Fey Heritage You have advantage on Insight and Memory Checks and Saves.

  • Spell Skill: Spell Hit: +7, Spell DC (15)

Action (1)

  • Hooves Hit +7, Dmg 1d12 strike
  • Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
  • Horn Hit +7, Dmg 1d12 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 becomes Knocked Prone.
  • Cast Spell You can cast the following spells:
  • At Will: Commune with Nature,Conjure Minor Vines
  • Level 1 (1 Mana): Conjure Vines

Free Action

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Wild Body


Hippocampus

Large, Beast/ Fey

Tier 2, Challenge Point 5, XP: 10

Attributes

AC 9 AP 0
HP 37 Posture 20
Mana 6
  • Passive Insight/ Perception 15
  • Language Sylvan

Movement

Base/ Swim (breath) 25 Climb/ Walk 0 Dash 40

Stats + Skills

STR +7 DEX +1 INT -3 WIS +5 CHA +3
  • LU +3: Luck Points: 3; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight and Memory Checks and Saves.

  • Swimmer You are in harsh terrain while on the ground, and in fast terrain while underwater. In addition, you don't have disadvantage on Attacks because you are underwater.

  • Spell Skill: Spell Hit: +7, Spell DC (15)

Action (1)

  • Fish Tail Hit +7, Dmg 1d12 strike
  • Water Bash: On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage.
  • Cast Spell You can cast the following spells:
  • At Will: Commune with Nature,
    Minor Water Manipulation, Water Dart
  • Level 4 (6 Mana): Control Water

Young Owlbear

Large, Beast

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 10 AP 3
HP 55 Posture 29
  • Passive Insight/ Perception 15
  • Senses Dark Vision
  • Language None

Movement

Base/ Climb/ Swim 30 Dash 40

Stats + Skills

STR +7 DEX +2 INT -3 WIS +5 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

Actions (2)

  • Peck Hit +7, Dmg 2d8 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.
  • Claw Hit +7, Dmg 2d8 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

Tier 3


Owlbear

Enormous, Beast

Tier 3, Challenge Point 8, XP: 24

Attributes

AC 10 AP 3
HP 73 Posture 38
  • Passive Insight/ Perception 16
  • Senses Dark Vision
  • Language None

Movement

Base/ Climb/ Swim 30 Dash 50

Stats + Skills

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

Abilities

  • Blood Frenzy Once per round, you can Attack 1 target that is Bleeding as a Free Action.
  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

Actions (2)

  • Peck Hit +9, Dmg 2d10 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.
  • Claw Hit +9, Dmg 2d10 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d8).


Raging Owlbear

Enormous, Beast

Tier 3, Challenge Point 17, XP: 51

Attributes

AC 12 AP 3
HP 145 Posture 72
  • Passive Insight/ Perception 14
  • Senses Dark Vision
  • Language None

Movement

Base/ Climb/ Swim 30 Dash 50

Stats + Skills

STR +9 DEX +4 INT -3 WIS +4 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Aura of Fear At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 17) or become Scared of you for 1 turn.
  • Blood Frenzy Once per round, you can Attack 1 target that is Bleeding as a Free Action.
  • Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

Actions (3)

  • Peck Hit +9, Dmg 2d10 thrust
  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.
  • Claw Hit +9, Dmg 2d10 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d8).


Royal Young Griffon

Enormous, Beast

Tier 3, Challenge Point 7, XP: 21

Attributes

AC 17 AP 0
HP 50 Posture 28
  • Passive Insight/ Perception 17
  • Language None

Movement

Base/ Fly 35 Climb/ Swim 25 Dash 50

Stats + Skills

STR +8 DEX +7 INT -2 WIS +7 CHA -3
  • 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.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 16), or be pushed 10 feet away from you and become Knocked Prone.

Actions (1)

  • Talons Hit +8, Dmg 1d12 slash

  • Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 16) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.

  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

  • Peck Hit +8, Dmg 2d12 thrust

  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.



Royal Griffon

Enormous, Beast

Tier 3, Challenge Point 17, XP: 51

Attributes

AC 17 AP 0
HP 111 Posture 58
  • Passive Insight/ Perception 17
  • Language None

Movement

Base/ Fly 35 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX +7 INT -2 WIS +7 CHA -3
  • 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.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 17), or be pushed 10 feet away from you and become Knocked Prone.

Actions (2)

  • Talons Hit +9, Dmg 1d12 slash

  • Aerial Grab: If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 17) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.

  • Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

  • Peck Hit +9, Dmg 2d12 thrust

  • Advanced Precision: You Attack with advantage. If the Attack was already with advantage, it automatically hits instead.

  • Royal Roar All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 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 17), or become Scared of you for 1 turn.

  • Triumph: This Action has a limit of once per round.



Manticore

Large, Beast/ Monstrosity

Tier 3, Challenge Point 28, XP: 84

Attributes

AC 18 AP 0
HP 175 Posture 92
  • Passive Insight/ Perception 16
  • Language Common, Infernal Speech

Movement

Base/ Fly 45 Climb/ Swim 20 Dash 40

Stats + Skills

STR +7 DEX +8 INT +5 WIS +6 CHA +4
  • LU +0: Luck Points: 0; Critical Fail: 1

Ability

  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 16), or be pushed 10 feet away from you and become Knocked Prone.

Actions (3)

  • Bite Hit +8, Dmg 2d10 thrust

  • Armor Piercer: You ignore 2 AP

  • Tail Sting +8, Dmg 1d10 thrust

  • Immobilizing Poison: On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d10, 1 turn). While Poisoned this way, the target also becomes Paralyzed.

  • Triumph: This Action has a limit of once per round.

  • Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 16), taking 2d10 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 16), or become Scared of you for 1 turn.

  • Triumph: This Action has a limit of once per round.

Tier 4



Devious Manticore

Large, Beast/ Monstrosity

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 18 AP 0
HP 249 Posture 128
Mana 30
  • Passive Insight/ Perception 17
  • Language Common, Infernal Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX +8 INT +9 WIS +7 CHA +7
  • LU +3: Luck Points: 3; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

Ability

  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.

  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 17), or be pushed 10 feet away from you and become Knocked Prone.

  • Spel Skill Spell Hit: +9, Spell DC (17)

  • Cast Ritual Spell You can cast the following spells:

  • Fake Terrain, Non-Detection

Actions (3)

  • Bite Hit +9, Dmg 2d12 thrust

  • Armor Piercer: You ignore 2 AP

  • Tail Sting +9, Dmg 1d12 thrust

  • Immobilizing Poison: On a hit, the target must succeed on an Endurance Save (DC 17), or become Poisoned (1d12, 1 turn). While Poisoned this way, the target also becomes Paralyzed.

  • Triumph: This Action has a limit of once per round.

  • Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 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 17), or become Scared of you for 1 turn.

  • Triumph: This Action has a limit of once per round.

  • Cast Spell You can cast the following spells:

  • At Will: Magic, Missile, Minor Illusion

  • Level 1 (1 Mana) Hypnotize, Invisibility, Hologram,

  • Level 2 (2 Mana) Create Anger, Create Fear

  • Level 3 (4 Mana) Enchanting Words, Grand Illusion, True Invisibility

  • Level 4 (6 Mana) Mirage

Bonus Action

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana) Fake Self

Reaction

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana) Counter Spell


Chimera

Enormous, Beast/ Monstrosity

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 17 AP 0
HP 329 Posture 167
  • Passive Insight/ Perception 19
  • Senses Blindsenses
  • Language None

Movement

Base 35 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX +7 INT -3 WIS +9 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells

Abilities

  • Triple Heads You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once.

  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.

  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Lion Bite as a Free Action.

  • Spell Skill Spell Hit: +9, Spell DC (17)

Action (3)

  • Lion Bite Hit +9, Dmg 2d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 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 17), or become Scared of you for 1 turn.
  • Triumph: This Action has a limit of once per round.
  • Snake Bite Hit +9, Dmg 1d12 thrust
  • Long Reach: The reach of this Attack is 10 feet.
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 17), or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 1d12 extra poison damage instead.
  • Triumph: This Action has a limit of once per round.
  • Cast Goat Spells You can cast the following spells:
  • At Will: Fire Orb, Flamethrower

Reactions (3)

  • Territorial If a creature within 5 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.

Tier 5



Greater Chimera

Enormous, Beast/ Monstrosity

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 19 AP 0
HP 370 Posture 190
Mana 4
  • Damage Resistance Fire
  • Passive Insight/ Perception 20
  • Senses Blindsenses
  • Language None

Movement

Base 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +9 INT -3 WIS +10 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Head Save When you fail a Save, you can choose to succeed on it instead. However, you lose 1 Action and Reaction on your next turn as your heads start fighting with each other.
  • Second Phase Once you reach 0 HP, instead of dying, you become Burning Soul Chimera.

Abilities

  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Lion Bite as a Free Action.

  • Spell Skill Spell Hit: +10, Spell DC (18)

  • Triple Heads You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once.

  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.

Action (3)

  • Lion Bite Hit +10, Dmg 2d12 thrust + 1d6 fire
  • Armor Piercer: You ignore 2 AP
  • Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 18), taking 2d12 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 18), or become Scared of you for 1 turn.
  • Triumph: This Action has a limit of once per round.
  • Snake Bite Hit +10, Dmg 1d12 thrust + 1d6 fire
  • Long Reach: The reach of this Attack is 10 feet.
  • Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 18), or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 1d10 extra poison damage instead.
  • Triumph: This Action has a limit of once per round.
  • Cast Goat Spells You can cast the following spells:
  • At Will: Fire Orb, Flamethrower
  • Level 2 (2 Mana): Burning Strike, Fireball

Reactions (3)

  • Territorial If a creature within 5 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.


Burning Soul Chimera

Enormous, Elemental/ Monstrosity

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 19 AP 0
HP 130 Posture 70
Mana 10
  • Damage Immunities Fire
  • Passive Insight/ Perception 20
  • Senses Blindsenses
  • Language Elemental Speech (Ignan)

Movement

Base 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +9 INT -3 WIS +10 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Burning Rage On the end of each creature turn, you can make 1 Burn Attack against that creature if possible.

Abilities

  • Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d8 fire damage and become Ignited (1d8).
  • Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
  • Spell Skill Spell Hit: +10, Spell DC (18)

Action (1)

  • Burn Attack Hit +10, Dmg 2d8 fire

  • Ignite: On a hit, that target becomes Ignited (1d8).

  • Ranged Attack (60/120)

  • Cast Goat Spells You can cast the following spells:

  • At Will: Fire Orb, Flamethrower

  • Level 2 (2 Mana): Burning Strike, Fireball

  • Level 3 (4 Mana): Fire Barrier