Laserllama Compendium of Beasts v3.0.0
The following Beasts are presented in order of ascending CR. These Beasts are meant to be used with laserllama content in place of those in the Monster Manual & Player's Handbook. The Beasts included here have been redesigned to be more dynamic in play.
CR 0
bat
cat
crab
fox
firefly
fish
frog
goat
hare
lizard
mole
monkey
octopus
owl
raccoon
raven
rodent
rooster
scorpion
spider
tortoise
CR ⅛
alligator turtle
badger
beaver
beetle (giant)
camel
crab (giant)
dolphin
hawk
hellwasp
heron
hunting dog
llama
lynx
piranha
pony
rodent (giant)
scarab (giant)
vampire bat
viper
vulture
wild dog
CR ¼
boa constrictor
boar
centipede (giant)
electric eel
falcon
fish (giant)
frog (giant)
lizard (giant)
ox
CR ¼ (cont.)
panther
racoon (giant)
rooster (giant)
stag
swarm of bats
swarm of birds
swarm of bugs
wolf
wolf spider (giant)
CR ½
black bear
cheetah
chimpanzee
emu
goat (giant)
horse
komodo dragon
porcupine (giant)
reef shark
soldier ant (giant)
swarm of rodents
swarm of spiders
tortoise (giant)
walrus
wasp (giant)
CR 1
aurochs
badger (giant)
bat (giant)
crocodile
dire wolf
eagle
gorilla
giraffe
king cobra
lion
mantis (giant)
octopus (giant)
owl (giant)
spider (giant)
swarm of piranhas
swarm of wasps
tiger
toad (giant)
vulture (giant)
wild dog (giant)
CR 2
anaconda
boar (giant)
dire beaver
emu (giant)
grizzly bear
CR 2 (cont.)
hawk (giant)
hunter shark
polar bear
R.O.U.S.
stag (giant)
stag beetle (giant)
swarm of fire ants
swarm of vipers
CR 3
alligator turtle (giant)
ant queen (giant)
electric eel (giant)
falcon (giant)
hippopotamus
killer whale
mole (giant)
rhinoceros
saber-toothed tiger
scorpion (giant)
swarm of vampire bats
CR 4
cave bear
elder vampire bat
elephant
heron (giant)
CR 4 (cont.)
rhino beetle (giant)
swarm of scarabs
toad (colossal)
walrus (giant)
CR 5
deep mole
dire tiger
giant squid
sloth (giant)
swarm of plague rats
terror bird
titanoboa
wasp queen (giant)
CR 6
badger lord
cave bear (giant)
crocodile (giant)
gorilla (giant)
mammoth
shark (giant)
royal eagle
spider (colossal)
CR 8
sperm whale
New Rules for Beasts
Beasts in this Compendium have had their Challenge Ratings (CR) updated, and use the new and alternate rules below:
Beast Subtypes
Like other monsters (notably Fiends), Beasts have subtypes: Aquatic, Avian, Brute, Carnivore, Insect, Reptilian, or Vermin.
Recharge Features
If you use a feature to take on the shape of a creature with a Recharge feature (either on a d6 roll of 5-6 or after a short or long rest), you do not regain the use of that feature until the specified recharge condition is met, even if you revert to your normal form then take on the shape of that creature again.
Size: Diminutive
Diminutive is a new size category for creatures smaller than Tiny. Diminutive creatures are smaller than 1 ft. x 1 ft., and includes insects, rodents, and other vermin.
When you use a feature to take the shape of a Diminutive creature, like polymorph ll or Wild Shape, you instantly revert to your normal form if you take damage or fail a saving throw.
Challenge Rating:0
Beasts of Challenge Rating 0 include the most common and plentiful Beasts that exist on the Material Plane. Beasts of CR 0 are not a threat unless encountered in large groups.
When a creature casts the conjure familiar spell, they can also select any CR 0 Beast from this Compendium, along with the options included in the conjure familiar spell.
Bat cr 0
Diminutive Beast (Vermin), Neutral
-
AC 12
- HP 1 (1)
- Speed 5 ft., fly 30 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Blindsight 60 ft.
Traits
Echolocation. When the Bat makes an ability check that uses its hearing, it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Cat cr 0
Tiny Beast (Carnivore), Neutral
-
AC 12
- HP 2 (1d4)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +4 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3, Stealth +4
- Senses Darkvision 30 ft.
Traits
Keen Smell. The Cat has advantage on ability checks that rely on its sense of smell.
Pounce. If a Cat moves 20 ft. in a line, and hits a creature equal to its size (or smaller) with its Claw, it falls Prone.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Reflexive Fall. When the Cat falls, it can reduce any falling damage it takes by its Dexterity score (15). If it reduces this damage to 0, the Cat lands on its feet.Reactions
Crab cr 0
Tiny Beast (Aquatic), Neutral
-
AC 12 (natural armor)
- HP 2 (1d4)
- Speed 5 ft., swim 30 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
Traits
Amphibious. The Crab can breathe both air and water.
Aquatic Camouflage. The Crab has advantage on Stealth checks while underwater or covered in sand, mud, or dirt.
Bottom Feeder. Underwater, the Crab has advantage on ability checks to smell creatures are below their hit point maximum, and automatically succeeds on ability checks to smell dead creatures within 1 mile.
Pincer. When the Crab hits a target with its Claw attack it can automatically Grapple the target (escape DC 6). If the target is larger than the Crab, its speed is not reduced to 0, but the Crab automatically moves with the target.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage, and it uses Pincer.






Fox cr 0
Tiny Beast (Carnivore), Neutral
-
AC 13
- HP 2 (1d4)
- Speed 30 ft., burrow 5 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Perception +3, Stealth +5
- Senses Darkvision 30 ft.
Traits
Keen Hearing. The Fox has advantage on ability checks that rely on its sense of hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Scamper. The Fox takes the Disengage or Hide action. Bonus Actions
Firefly cr 0
Diminutive Beast (Insect), Neutral
-
AC 10
- HP 1 (1)
- Speed 10 ft., fly 20 ft.
| MOD | SAVE | Str | 1 | -5 | -5 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Skills Acrobatics +2
Traits
Agile Flight. The Firefly has advantage on Dexterity ability checks and saving throws while using its flying speed.
Illumination. The Firefly emits bright light within a 10-ft. radius of itself, and dim light 10 ft. beyond that.
Fish cr 0
Diminutive Beast (Aquatic), Neutral
-
AC 13
- HP 1 (1)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 9 | -1 | -1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Senses Darkvision 60 ft.
Traits
Aquatic. The Fish can only breathe underwater.
Bottom Feeder. Underwater, the Fish has advantage on ability checks to smell creatures are below their hit point maximum, and automatically succeeds on ability checks to smell dead creatures within 1 mile.
Shimmering Camouflage. The Fish has advantage on Stealth checks to hide while it is underwater.
Frog cr 0
Diminutive Beast (Reptilian), Neutral
-
AC 11
- HP 1 (1)
- Speed 20 ft., climb 20 ft., swim 20 ft.
| MOD | SAVE | Str | 1 | -5 | -5 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +3
Traits
Amphibious. The Frog can breathe both air and water.
Standing Leap. The Frog can do a long jump of 10 ft.
and a standing jump of 5 ft. without a running start.








Goat cr 0
Medium Beast (Brute), Neutral
-
AC 10
- HP 4 (1d8)
- Speed 30 ft., climb 20 ft.
| MOD | SAVE | Str | 11 | +0 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Athletics +3
Traits
Ram. If the Goat moves 20 ft. in a line, then hits with its Headbutt, it deals 1d4 bonus damage, then a target equal to its size or smaller is knocked back 10 ft. in a line.
Sure-Footed. The Goat has advantage on saving throws to resist being knocked Prone or moved against its will.
Actions
Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Hare cr 0
Tiny Beast (Brute), Neutral
-
AC 13
- HP 1 (1d4 -1)
- Speed 20 ft., burrow 5 ft.
| MOD | SAVE | Str | 1 | -5 | -5 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 17 | +3 | +3 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 9 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Perception +2, Stealth +5
- Senses Darkvision 30 ft.
Traits
Keen Hearing. The Hare has advantage on ability checks that rely on its sense of hearing.
Standing Leap. The Hare can do a long jump of 10 ft.
and a standing jump of 5 ft. without a running start.
Bonus Actions
Scamper. The Hare takes the Dash or Hide action.
Lizard cr 0
Diminutive Beast (Reptilian), Neutral
-
AC 10
- HP 1 (1)
- Speed 20 ft., climb 20 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +2
Traits
Cold-Blooded. If the Lizard takes cold damage, it cannot take reactions and its speed is halved on its next turn.
Natural Camouflage. The Lizard has advantage on Stealth checks to Hide in natural environments.
Sticky Grip. The Lizard can climb up sheer surfaces and upside down without needing to make an ability check.
Reactions
Shed Tail (1/day). When the Lizard is Grappled or takes damage it can shed its tail to automatically escape from the Grapple or reduce the triggering damage to 0.
Mole cr 0
Diminutive Beast (Vermin), Neutral
-
AC 10
- HP 1 (1)
- Speed 20 ft., burrow 10 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 9 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Darkvision 10 ft., Tremorsense 20 ft.
Traits
Keen Smell. The Mole has advantage on ability checks that rely on its sense of smell.
Tunneler. When the Mole Burrows through loose earth while moving at half its speed, it leaves a tunnel behind.
Weak Sight. The Mole's normal sight only extends out to a 10-foot radius, beyond that it relies on its Tremorsense.




Monkey cr 0
Tiny Beast (Brute), Neutral
-
AC 12
- HP 2 (1d4)
- Speed 25 ft., climb 30 ft.
| MOD | SAVE | Str | 8 | -1 | -1 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Acrobatics +6, Sleight of Hand +4
Traits
Nimble. The Monkey adds double its Proficiency Bonus to any Acrobatics checks it makes (included above).
Opposable Thumbs. The Monkey can manipulate tools and objects as well as a Commoner, though it cannot wield weapons, shields, or complex artisan's tools.
Prehensile Tail. The Monkey can use its tail to hold Tiny objects and grab surfaces to aid in climbing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Octopus cr 0
Small Beast (Aquatic), Neutral
-
AC 12
- HP 3 (1d6)
- Speed 5 ft., swim 30 ft.
| MOD | SAVE | Str | 4 | -4 | -4 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Sleight of Hand +4, Stealth +4
- Senses Darkvision 60 ft.
Traits
Aquatic. The Octopus can only breathe underwater.
Oozing Form. The Octopus can move through gaps as narrow as 1-inch wide without having to squeeze.
Underwater Camouflage. The Octopus has advantage on Stealth checks made to Hide while it is underwater.
Actions
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage. If the target is equal to its size or smaller it is Grappled (escape DC 12) and the Octopus can only attack it with this Tentacle.
Ink Cloud (1/short or long rest). When the Octopus isReactions
targeted by an attack it can see while underwater, it can fill its space with ink, then move up to its speed without provoking opportunity attacks. The ink heavily obscures its space for 1 minute or until it is dispersed.
Owl cr 0
Tiny Beast (Avian), Neutral
-
AC 11
- HP 1 (1d4 -1)
- Speed 5 ft., fly 60 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +5, Stealth +3
- Senses Darkvision 120 ft.
Traits
Hunter's Senses. The Owl adds double its Proficiency Bonus to its Perception checks (included above).
Nocturnal Hunter. In dim light and darkness, the Owl has advantage on all Stealth checks and it does not provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1) slashing damage.








Raccoon cr 0
Tiny Beast (Vermin), Neutral
-
AC 12
- HP 2 (1d4)
- Speed 25 ft., climb 25 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Sleight of Hand +6, Stealth +4
- Senses Darkvision 60 ft.
Traits
Bandit. The Raccoon adds double its Proficiency Bonus to any Sleight of Hand checks it makes (included above).
Keen Smell. The Raccoon has advantage on ability checks that rely on its sense of smell.
Opposable Thumbs. The Raccoon can manipulate tools and objects as well as a Commoner, though it cannot wield weapons, shields, or complex artisan's tools.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Raven cr 0
Tiny Beast (Avian), Neutral
-
AC 12
- HP 1 (1d4 -1)
- Speed 10 ft., fly 50 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Perception +3
Traits
Mimicry. The Raven can perfectly mimic simple sounds
it has heard, like a person's voice or an animal chittering. A successful DC 10 Insight check reveals this mimicry.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Reskinning Beast Statblocks
Many of the stat blocks in this Compendium can be used to represent multiple Beasts. For example, the Raven could be used for songbirds, parrots, and other birds. Or, the Rodent stat block can be used to represent the multitude of small furry mammals: mice, rats, squirrels, hedgehogs, ferrets, etc.
Rodent cr 0
Diminutive Beast (Vermin), Neutral
-
AC 10
- HP 1 (1)
- Speed 20 ft., climb 20 ft., swim 20 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 9 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Sleight of Hand +2, Stealth +2
- Senses Darkvision 30 ft.
Traits
Keen Smell. The Rodent has advantage on ability checks that rely on its sense of smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Scamper. The Rodent takes a Disengage or Hide action. Bonus Actions








Rooster cr 0
Tiny Beast (Avian), Neutral
-
AC 12
- HP 1 (1d4 -1)
- Speed 20 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Intimidation +3
Traits
Limited Flight. If the Rooster falls at least 10 feet it can glide 2 feet horizontally for every 1 foot it falls. When the Rooster uses this trait, a Medium or smaller creature can hold on to the Rooster's feet to glide along with it.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Scorpion cr 0
Diminutive Beast (Insect), Neutral
-
AC 11 (natural armor)
- HP 1 (1)
- Speed 20 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 1 | -5 | -5 |
- Senses Blindsight 10 ft.
Traits
Pincer. If the Scorpion hits a target with its Claw attack it can automatically Grapple the target (escape DC 6). If the target is larger than the Scorpion, its speed isn't reduced to 0, but the Scorpion automatically moves with it.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage.
Stinger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage. On hit, it must make a Constitution saving throw (DC 9), or it takes 1d6 poison damage and is Poisoned until the end of its next turn.
Spider cr 0
Diminutive Beast (Insect), Neutral
-
AC 12
- HP 1 (1)
- Speed 20 ft., climb 20 ft.
| MOD | SAVE | Str | 1 | -5 | -5 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Skills Stealth +4
- Senses Darkvision 30 ft.
Traits
Arachnid. The Spider can climb on sheer surfaces, upside down, and along webs without making an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage, and it must suceed on a Constitution saving throw (DC 9) or it takes 1d4 poison damage and is Poisoned until the end of its next turn.
Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 10 ft., forming a continuous line of webbing from where it is standing to the target.
Tortoise cr 0
Tiny Beast (Reptilian), Neutral
-
AC 16 (natural armor)
- HP 4 (1d4 +2)
- Speed 20 ft.
| MOD | SAVE | Str | 11 | +0 | +2 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 4 | -3 | -3 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Withdraw. The Tortoise recedes into its shell gaining a +2 bonus to its Armor Class, but its speed becomes 0.
As an action, it can emerge and return to normal.



Challenge Rating:⅛
Beasts of Challenge Rating ⅛ include common Beasts that are hardy, trainable by humanoids, or potentially dangerous should they catch a group of adventurers unaware.
Alligator Turtle cr ⅛
Small Beast (Reptilian), Neutral
-
AC 15 (natural armor)
- HP 13 (3d6 +3)
- Speed 20 ft., swim 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +3
Traits
Hold Breath. The Turtle can hold its breath for 1 hour.
Natural Camouflage. The Alligator Turtle has advantage on Stealth checks to Hide in water, mud, and swamps.
Strong Jaws. If the Turtle hits a creature equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 12), but the Turtle can't use its Bite on other targets.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage. If it is Grappled
by the Alligator Turtle, it takes a bonus 1d4 damage.
Badger cr ⅛
Tiny Beast (Vermin), Neutral
-
AC 12 (natural armor)
- HP 6 (2d4 +2)
- Speed 20 ft., burrow 5 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Condition Immunities Frightened, Poisoned
- Senses Darkvision 30 ft.
Traits
Keen Smell. The Badger has advantage on ability checks that rely on its sense of smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.
Aggressive. The Badger takes the Dash action, but must end this movement closer to a hostile creature. Bonus Actions
Beaver cr ⅛
Small Beast (Vermin), Neutral
-
AC 12 (natural armor)
- HP 9 (2d6 +2)
- Speed 20 ft., burrow 5 ft., swim 30 ft.
| MOD | SAVE | Str | 11 | +0 | +0 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 7 | -2 | -2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Survival +3
Traits
Keen Senses. The Beaver has advantage on ability checks that rely on its sense of hearing or smell.
Logger. When the Beaver hits with its Bite attack against a tree, an object or structure made from wood, or a Plant, it deals the maximum possible damage instead of rolling.
Mighty Laborer. The Beaver counts as one size larger for the purpose of determining its carrying capacity and the total weight that it can push, pull, drag, and lift.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.







Beetle, Giant cr ⅛
Small Beast (Insect), Neutral
-
AC 13 (natural armor)
- HP 13 (3d6 +3)
- Speed 30 ft., climb 30 ft., fly 30 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
Traits
Limited Flight. If the Beetle ends its turn while flying it falls to the ground, but it takes no falling damage.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 +1) piercing damage.
Reflective Carapace. If a creature makes a melee attack against the Beetle, the Beetle can unfurl its reflective wings to impose disadvantage on the triggering attack. Reactions
Camel cr ⅛
Large Beast (Brute), Neutral
-
AC 9
- HP 15 (2d10 +4)
- Speed 50 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 8 | -1 | -1 |
| MOD | SAVE | Con | 14 | +2 | +4 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Resistances Fire
- Immunities Exhaustion (first 5 levels only)
Traits
Desert Dweller. The Camel has advantage on all saving throws to resist hostile effects of desert environments.
It can also survive up to 15 days without food or water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) bludgeoning damage.
Spit. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: The creature has disadvantage on attack rolls against targets other than the Camel until the start of the Camel's next turn.
Crab, Giant cr ⅛
Medium Beast (Aquatic), Neutral
-
AC 15 (natural armor)
- HP 13 (3d8)
- Speed 25 ft., swim 30 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +4
- Senses Blindsight 30 ft.
Traits
Amphibious. The Crab can breathe both air and water.
Aquatic Camouflage. The Crab has advantage on Stealth checks while underwater or covered in sand, mud, or dirt.
Bottom Feeder. Underwater, the Crab has advantage on ability checks to smell creatures are below their hit point maximum, and automatically succeeds on ability checks to smell dead creatures within 1 mile.
Pincer. When the Crab hits a creature equal to its size (or smaller) with its Claw attack, it can automatically Grapple the target (escape DC 11). While Grappling a target this way, it cannot attack other targets with that Claw.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) bludgeoning damage.








Dolphin cr ⅛
Medium Beast (Aquatic), Neutral
-
AC 12 (natural armor)
- HP 11 (2d8 +2)
- Speed 0 ft., swim 60 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Acrobatics +3
- Senses Blindsight 60 ft.
Traits
Charge. If the Dolphin swims at least 60 ft. in a line then hits a creature equal to its size (or smaller) with its Slam, the target is Stunned until the start of its next turn.
Echolocation. When the Dolphin makes an ability check that uses its sense of hearing, it treats a roll of 9 or lower on the d20 as a 10. The Dolphin loses this benefit and its Blindsight if it is Deafened.
Hold Breath. The Dolphin can hold its breath for up to 30 minutes while it is underwater.
Pack Tactics. The Dolphin has advantage on attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) bludgeoning damage.
Hawk cr ⅛
Tiny Beast (Avian), Neutral
-
AC 12
- HP 7 (3d4)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 5 | -3 | -3 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Acrobatics +4, Perception +6
Traits
Hunter's Senses. The Hawk adds double its Proficiency Bonus to its Perception checks (included above).
Pack Tactics. The Hawk has advantage on its attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage.
Hellwasp ⅛
Diminutive Beast (Insect), Neutral
-
AC 12
- HP 1 (1)
- Speed 10 ft., fly 30 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Skills Acrobatics +4, Perception, Intimidation
Traits
Agile Flight. The Hellwasp has advantage on all Dexterity ability checks and saving throws its makes while flying.
Hellwasp Venom (1/day). If the Hellwasp hits a creature with a Sting attack, the target must make a Constitution saving throw (DC 12). On a failure, it is Poisoned until the end of its next turn. If it fails by 5 or more, it is also Paralyzed for the same duraiton.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage, and the Hellwasp must make a Constitution saving throw (DC 10) or die.







Heron cr ⅛
Small Beast (Avian), Neutral
-
AC 12
- HP 7 (2d6)
- Speed 10 ft., fly 40 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Perception +6, Stealth +4
Traits
Ambush Hunter. The Heron has advantage on all Stealth checks made to Hide in marshland and swamp. Creatures have disadvantage on ability checks made to detect the Heron, so long as the Heron is standing still.
Ambush Strike. When the Heron hits a creature with its Beak attack while its target is unaware of the Heron, the attack deals a bonus 2d4 damage on hit.
Hunter's Senses. The Heron adds double its Proficiency Bonus to its Perception checks (included above).
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.
Hunting Dog cr ⅛
Medium Beast (Carnivore), Neutral
-
AC 12
- HP 11 (2d8 +2)
- Speed 40 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3
Traits
Keen Senses The Hunting Dog has advantage on ability checks that rely on its sense of hearing or smell.
Loyal. The Hunting Dog has advantage on saving throws to resist the Charmed and Frightened conditions while there is a conscious allied creature within 30 ft.
Strong Jaws. If the Hunting Dog hits a creature equal to its size (or smaller) with a Bite attack, it can Grapple the creature in its jaws (escape DC 11). When Grappling a creature it cannot use its Bite attack on other targets.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) piercing damage.
Llama cr ⅛
Medium Beast (Brute), Neutral
-
AC 10
- HP 13 (2d8 +4)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Athletics +3
Traits
Beast of Burden. The Llama counts as one size larger for the purposes of determining its carrying capacity.
Sure-Footed. The Llama has advantage on saving throws to resist being knocked prone or moved against its will.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 +1) bludgeoning damage.
Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one target. Hit: The creature has disadvantage on attack rolls against all targets other than the Llama until the beginning of the Llama's next turn.
Legends tell of a powerful fey creature spoken of in whispers as the Laser Llama. The legends say this mythical llama can fly and conjure blasts of pure radiance to smite its foes...








Lynx cr ⅛
Small Beast (Carnivore), Neutral
-
AC 12
- HP 10 (3d6)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 11 | +0 | +0 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3, Stealth +4
- Senses Dakrvision 60 ft.
- Resistances Cold
Traits
Keen Smell. The Lynx has advantage on all ability checks that rely on its sense of smell.
Natural Camouflage. The Lynx has advantage on Stealth checks it makes to Hide while in forested environments.
Pounce. If a Lynx moves 20 ft. in a line, and hits a target equal to its size (or smaller) with its Claw, it falls Prone.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage.
Piranha cr ⅛
Diminutive Beast (Aquatic), Neutral
-
AC 12
- HP 1 (1)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 7 | -2 | -2 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Senses Darkvision 60 ft.
Traits
Aquatic. The Piranha can only breathe underwater.
Blood Sense. The Piranha knows the exact direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.
Bottom Feeder. The Piranha automatically succeeds on ability checks to smell dead creatures within 1 mile.
Shimmering Camouflage. The Piranha has advantage on Stealth checks to hide while it is underwater.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.
Opportunist. If the Piranha sees a creature take damage, it moves up to half its speed and uses its Bite against it.Reactions
Pony cr ⅛
Medium Beast (Brute), Neutral
-
AC 10
- HP 13 (2d8 +4)
- Speed 40 ft.
| MOD | SAVE | Str | 15 | +2 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Athletics +3
Traits
Beast of Burden. The Pony counts as one size larger for the purposes of determining its carrying capacity and the amount of weight that it can carry, push, pull, and drag.
Sure-Footed. The Pony has advantage on saving throws to resist being knocked Prone or moved against its will.
Actions
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 +1) bludgeoning damage.
Kick. When a creature the Mule can see enters its reach, the Pony can make one Hooves attack against it. Reactions





Rodent, Giant cr ⅛
Small Beast (Vermin), Neutral
-
AC 12
- HP 7 (2d6)
- Speed 30 ft., climb 30 ft., swim 30 ft.
| MOD | SAVE | Str | 7 | -2 | -2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +4 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Sleight of Hand +4, Stealth +4
- Senses Darkvision 60 ft.
- Resistances Poison
Traits
Keen Smell. The Rodent has advantage on ability checks that rely on its sense of smell.
Pack Tactics. The Rodent has advantage on attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Fetid Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage, and it cannot regain hit points until the start of the Rodent's next turn.
Scamper. The Rodent takes a Disengage or Hide action. Bonus Actions
Scarab, Giant cr ⅛
Small Beast (Insect), Neutral
-
AC 13 (natural armor)
- HP 13 (3d6 +3)
- Speed 30 ft., climb 30 ft., burrow 10 ft.
| MOD | SAVE | Str | 8 | -1 | -1 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Senses Tremmorsense 30 ft.
Traits
Devour Flesh. The Scarab can strip the flesh from a dead creature equal to its size or smaller in 1 minute.
Scavenger. The Scarab has advantage on all ability checks to sense dead creatures or creatures below their hit point maximum, so long as the target is within 300 ft.
Spider Climb. The Scarab can climb sheer surfaces and upside-down without needing to make an ability check.
Actions
Devouring Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage, and if the target has flesh, it takes the same amount of damage to its maximum hit points. Any damage dealt to maximum hit points is restored after completing a long rest.
Vampire Bat cr ⅛
Tiny Beast (Vermin), Neutral
-
AC 12
- HP 7 (2d6)
- Speed 15 ft., fly 40 ft.
| MOD | SAVE | Str | 6 | -3 | -3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Blindsight 60 ft.
Traits
Echolocation. When the Bat makes an ability check that uses its hearing, it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.
Latch. When the Bat hits a creature with its Bite, it can automatically Grapple it (escape DC 7). If the creature is larger than the Bat, its speed is not reduced to 0, but the Bat automatically moves with the Grappled target.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.
Drain. A creature Grappled by the Bat takes 1d4 necrotic damage, and the Bat gains temporary hit points equal to the damage dealt. This feature has no effect on creatures that do not have blood flowing in their veins. Bonus Actions






Viper cr ⅛
Tiny Beast (Reptilian), Neutral
-
AC 12
- HP 7 (3d4)
- Speed 30 ft., swim 30 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 3 | -2 | -2 |
- Skills Stealth +4
Traits
Cold-Blooded. If the Viper takes cold damage, it cannot take reactions and its speed is halved on its next turn.
Thermal Vision. The Viper knows the exact location of any warm-blooded creatures within 30 feet of it.
Venom (Recharge 5-6). If the Viper hits a creature with a Strike, it can force it to make a Constitution saving throw (DC 10). On a failed save, the creature takes an aditional 2d4 poison damage and is Poisoned.
A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, the effect ends, but on a failure, it takes an additional 1d4 poison damage.
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.
Vulture cr ⅛
Small Beast (Avian), Neutral
-
AC 11
- HP 9 (2d6 +2)
- Speed 15 ft., fly 60 ft.
| MOD | SAVE | Str | 7 | -2 | -2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Perception +3
Traits
Carrion Sense. The Vulture has advantage on all ability checks to smell creatures within 120 ft. that are below their hit point maximum. It automatically succeeds on ability checks to smell dead creatures within 1 mile.
Keen Sight & Smell. The Vulture has advantage on all ability checks that rely on its sense of sight or smell.
Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 +1) piercing damage.
Opportunist. If the Vulture sees a creature take damage, it moves up to half its speed and uses its Beak against it.Reactions
Wild Dog cr ⅛
Medium Beast (Carnivore), Neutral
-
AC 11
- HP 11 (2d8 +2)
- Speed 50 ft.
| MOD | SAVE | Str | 11 | +0 | +0 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Perception +3
Traits
Keen Hearing & Smell. The Wild Dog has advantage on all ability checks that rely its sense of hearing or smell.
Pack Tactics. The Wild Dog has advantage on attack rolls if a conscious allied creature is within 5 ft. of its target.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) piercing damage.
Opportunist. If the Wild Dog sees a target take damage, it moves up to half its speed and uses its Bite against it.Reactions





Boa Constrictor cr ¼
Large Beast (Reptilian), Neutral
-
AC 12
- HP 13 (2d10 +2)
- Speed 30 ft., climb 20 ft., swim 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
Traits
Cold-Blooded. If the Boa takes cold damage, it can't take reactions and its speed is halved on its next turn.
Serpentine. The Boa Constrictor counts as two sizes smaller for the purposes of moving through passages.
Thermal Vision. The Boa Constrictor knows the exact location of any warm-blooded creature within 30 feet.
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 +2) bludgeoning damage, and if the target is equal to the Boa Constrictor's size (or smaller) it is Grappled (escape DC 12). While Grappled, the target is also Restrained, and the Boa can't Grapple another target.
Crush. The Boa Constrictor forces one creature that it is Grappling to make a Strength saving throw (DC 12). On a failed save, it suffers one level of Exhaustion.
Challenge Rating:¼
Beasts of Challenge Rating ¼ include dangerous herbivores and small predators which may pose a risk to adventurers:
Boar cr ¼
Medium Beast (Brute), Neutral
-
AC 11 (natural armor)
- HP 16 (3d8 +3)
- Speed 40 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
Traits
Thick Hide. The Boar reduces all damage, other than force, psychic, and radiant by its Con. modifier (1).
Trampling Charge. When the Boar moves at least 20 ft. in a line and hits a creature equal to its size (or smaller) with a Tusk attack, the target is knocked Prone. The Boar can then make a Stomp attack against it as a bonus action.
Relentless (1/day). When the Boar would be reduced to
0 points, but not killed outright, it falls to 1 hit point.
Actions
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) bludgeoning damage.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) bludgeoning damage.
Centipede, Giant cr ¼
Small Beast (Insect), Neutral
-
AC 13 (natural armor)
- HP 13 (3d6 +3)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 5 | -3 | -3 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Senses Blindsight 30 ft.
Traits
Venom (Recharge 5-6). When the Centipede hits with its Bite, it can force the target to make a Constitution saving throw (DC 11). On a failure, it takes 3d6 poison damage and is Poisoned. On a success, it only takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 1d6 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.







Electric Eel cr ¼
Medium Beast (Aquatic), Neutral
-
AC 12
- HP 16 (3d8 +3)
- Speed 0 ft., swim 30 ft.
| MOD | SAVE | Str | 11 | +0 | +0 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Resistances Lighting
Traits
Aquatic. The Electric Eel can only breath underwater.
Electrosense. While underwater, the Electric Eel knows the exact location of any living creature within 30 feet.
Slippery. Opportunity attacks are made at disadvantage against the Electric Eel while it is underwater.
Actions
Shocking Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage plus (1d4) lighting damage, and the target can't take reactions until the start of the Electric Eels next turn.
Falcon cr ¼
Tiny Beast (Avian), Neutral
-
AC 13
- HP 10 (4d4)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 7 | -2 | -2 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Acrobatics +5, Perception +6
Traits
Aerodynamic. When the Falcon takes the Dash action its speed bonus is doubled, and opportunity attacks against it have disadvantage until the end of that turn.
Dive. When the Falcon flies 40 ft. down in a line then hits with its Talons, it deals a bonus 1d6 damage. If the target is equal to the Falcon's size (or smaller) it falls Prone.
Hunter's Senses. The Falcon adds double its Proficiency Bonus to its Perception checks (included above).
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) slashing damage.
Fish, Giant cr ¼
Large Beast (Aquatic), Neutral
-
AC 13 (natural armor)
- HP 16 (3d10)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Senses Darkvision 60 ft.
Traits
Aquatic. The Fish can only breathe underwater.
Bottom Feeder. Underwater, the Fish has advantage on ability checks to smell creatures are below their hit point maximum, and automatically succeeds on ability checks to smell dead creatures within 1 mile.
Ram. If the Fish swims 20 ft. in a line, then hits with its Slam, it deals 1d8 bonus damage. If the target is equal to the Fish's size (or smaller) it is knocked back 20 ft. in a straight line.
Shimmering Camouflage. The Fish has advantage on Stealth checks it makes to hide while it is underwater.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 +2) bludgeoning damage.



Frog, Giant cr ¼
Medium Beast (Reptilian), Neutral
-
AC 11
- HP 18 (4d8)
- Speed 30 ft., climb 30 ft., swim 30 ft.
| MOD | SAVE | Str | 12 | +1 | +1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +3
Traits
Amphibious. The Frog can breath both air and water.
Mighty Leap. Once per turn, the Frog can expend 5 ft. of movement to long jump up to 20 ft., or high jump up to 10 ft., even if this exceeds is remaining speed.
Strong Jaws. If the Frog hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 12), but the Frog cannot use its Bite on other targets.
Swallow. If the Frog uses its Bite on a creature Grappled in its mouth, it Swallows it. While Swallowed, a creature is Blinded and Restrained, and it has total cover from all attacks and effects from outside of the Frog.
At the start of the Frog's turns, Swallowed creatures take (2d4) acid damage, then the Frog makes a Constitution saving throw (DC equals the total damage taken since its previous turn). On a failure, the Swallowed creature lands Prone in an unoccupied space within 5 ft. of the Frog Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 +1) bludgeoning damage. Actions
Ox (Cow) cr ¼
Large Beast (Brute), Neutral
-
AC 10
- HP 15 (2d10 +4)
- Speed 30 ft.
| MOD | SAVE | Str | 17 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
Traits
Beast of Burden. The Ox counts as one size larger for the purposes of determining its carrying capacity and the amount of weight that it can carry, push, pull, and drag.
Charge. If the Ox moves 20 ft. in a line, then hits a target equal to its size (or smaller) with its Gore, it falls Prone.
Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage.
Lizard, Giant cr ¼
Large Beast (Reptilian), Neutral
-
AC 12 (natural armor)
- HP 19 (3d10 +3)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 12 | +1 | +3 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Senses Dakrvision 30 ft.
Traits
Cold-Blooded. If the Lizard takes cold damage, it cannot take reactions and its speed is halved on its next turn.
Natural Camouflage. The Lizard has advantage on Stealth checks to Hide in natural environments.
Sticky Grip. The Lizard can climb up sheer surfaces and upside down without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 +2) piercing damage.
Shed Tail (1/day). When the Lizard is Grappled or takes damage it can shed its tail to automatically escape from the Grapple or reduce the triggering damage to 0.Reactions






Panther cr ¼
Medium Beast (Carnivore), Neutral
-
AC 12
- HP 13 (3d8)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +4, Stealth +4
- Senses Dakrvision 60 ft.
Traits
Keen Smell. The Panther has advantage on ability checks that rely on its sense of smell.
Pounce. If the Panther moves at least 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw the target is knocked Prone, then the Panther can make one Bite attack against it as a bonus action.
Twilight Camouflage. The Panther has advantage on all Stealth checks while it is in dim light or darkness.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage.
Raccoon, Giant cr ¼
Medium Beast (Vermin), Neutral
-
AC 12
- HP 18 (4d8)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 10 | +0 | +0 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 6 | -3 | -3 |
- Skills Sleight of Hand +7, Stealth +5
- Senses Darkvision 60 ft.
Traits
Bandit. The Raccoon adds double its Proficiency Bonus to any Sleight of Hand checks it makes (included above).
Keen Smell. The Raccoon has advantage on ability checks that rely on its sense of smell.
Opposable Thumbs. The Raccoon can manipulate tools and objects as well as a Commoner, though it cannot wield weapons, shields, or complex artisan's tools.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage.
Rooster, Giant cr ¼
Medium Beast (Avian), Neutral
-
AC 11
- HP 13 (3d8)
- Speed 30 ft., fly 10 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Intimidation +4, Perception +2
Traits
Imposing Presence. The Rooster uses Strength, in place of Charisma, for Intimidation checks (included above).
Limited Flight. If the Rooster ends its turn while flying it falls. If it falls at least 10 ft., it can glide 2 ft. horizontally for every 1 ft. that it falls. When it uses this trait, a Large or smaller creature can hold its feet to glide with it.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage. This attack deals Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) slashing damage, and its speed is reduced by 10 ft. until the end of its next turn.
a bonus (2d6) damage against Prone targets.








Stag cr ¼
Large Beast (Brute), Neutral
-
AC 10
- HP 13 (2d10 +2)
- Speed 50 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 6 | -3 | -3 |
Traits
Cervine Leap. With a 10 ft. running start, a Stag can long jump up to 30 ft. and high jump up to 15 ft.
Trampling Charge. When the Stag moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with its Antler, the target falls Prone and the Stag can make one Hooves attack against it as a bonus action.
Actions
Antler. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 +3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) bludgeoning damage.
Kick. When a creature the Stag can see enters its reach, the Stag can make one Hooves attack against it.Reactions
Swarm of Bats cr ¼
Medium Swarm of Tiny Beasts (Vermin), Neutral
-
AC 12
- HP 13 (3d8)
- Speed 5 ft., fly 30 ft.
| MOD | SAVE | Str | 4 | -2 | -2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Blindsight 60 ft.
Traits
Echolocation. When the Swarm makes an ability check that uses its hearing, it treats a d20 roll of 9 or lower as a 10. It loses this benefit and Blindsight if it is Deafened.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Tiny Bat without having to squeeze.
Actions
Flurry of Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 12). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Swarm of Birds cr ¼
Medium Swarm of Tiny Beast (Avian), Neutral
-
AC 12
- HP 13 (3d8)
- Speed 10 ft., fly 50 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Skills Perception +3
Traits
Cacophony. Creatures (other than the Swarm) within the Swarm's space are Deafened. At the beginning of its turn, the Swarm can repress this Trait until its next turn.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Tiny Bird without having to squeeze.
Actions
Flurry of Talons. Creatures of the Swarm's choice in its space must make a Dexterity saving throw (DC 12). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.






Swarm of Bugs cr ¼
Medium Swarm of Diminutive Beasts (Insect), Neutral
-
AC 10
- HP 13 (3d8)
- Speed 20 ft., climb 20 ft., burrow 10 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Vulnerabilities Fire
- Senses Blindsight 10 ft.
Traits
Spider Climb. The Swarm can climb sheer surfaces and upside-down without needing to make an ability check.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Insect without squeezing.
Actions
Flurry of Bites.Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 11). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Any creature that fails by 5 or more is also Frightened of the Swarm until they leave the Swarm's space
Wolf cr ¼
Medium Beast (Carnivore), Neutral
-
AC 13 (natural armor)
- HP 11 (2d8 +2)
- Speed 40 ft.
| MOD | SAVE | Str | 12 | +1 | +1 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 6 | -3 | -3 |
- Skills Perception +3, Stealth +4, Survival +3
Traits
Keen Hearing & Smell. The Wolf has advantage on ability checks that rely on its sense of hearing or smell.
Pack Tactics. The Wolf has advantage on its attack rolls if
a conscious allied creature is within 5 ft. of its target.
Strong Jaws. If the Wolf hits a target equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 11), but the Wolf can't use its Bite on other targets.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) piercing damage.
Wolf Spider, Giant cr ¼
Medium Beast (Insect), Neutral
-
AC 13
- HP 11 (2d8 +2)
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 12 | +1 | +1 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Stealth +5
- Senses Blindsight 10 ft., Darkvision 60 ft.
Traits
Arachnid. The Spider can climb on sheer surfaces, upside down, and along webs without making an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.
Venom (Recharge 5-6). If the Spider hits with its Bite, it can force the target to make a Constitution saving throw (DC 11). On a failure, it takes 2d6 poison damage and is Poisoned. On a success, it only takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 1d6 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage.
Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 20 ft., forming a continuous line of webbing from where it is standing to the target.








Challenge Rating:½
Beasts of Challenge Rating ½ include the most powerful domesticated animals and deadly hunters in their habitat.
Black Bear cr ½
Medium Beast (Carnivore), Neutral
-
AC 11 (natural armor)
- HP 19 (3d8 +6)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
Traits
Keen Smell. The Black Bear has advantage on ability checks that rely on its sense of smell.
Strong Jaws. If the Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 12), but the Bear cannot use its Bite on other targets.
Thick Hide. The Bear reduces damage, other than force, psychic, and radiant by its Constitution modifier (2).
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) slashing damage, and a target equal to the Black Bear's size (or smaller) is knocked Prone.
Cheetah cr ½
Medium Beast (Carnivore), Neutral
-
AC 13
- HP 19 (4d8)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 12 | +1 | +1 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 17 | +3 | +3 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 8 | -1 | -1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +4, Stealth +5
- Senses Darkvision 30 ft.
Traits
Keen Smell. The Cheetah has advantage on ability checks that rely on its sense of smell.
Pounce. When the Cheetah moves at least 20 ft. in a line, then hits a target equal to its size (or smaller) with a Claw attack, the target falls Prone, then the Cheetah can make one Bite attack against it as a bonus action.
Spotted Camouflage. The Cheetah has advantage on all Stealth checks to Hide while it is in grasslands.
Sprinter. When the Cheetah takes the Dash action its speed bonus is doubled, and opportunity attacks against it have disadvantage until the end of that turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 +3) slashing damage.
Chimpanzee cr ½
Small Beast (Brute), Neutral
-
AC 12
- HP 19 (3d8 +6)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Acrobatics +4, Athletics +5
Traits
Opposable Thumbs. The Chimpanzee can manipulate tools and objects as well as a Commoner. However, it
can't use weapons, shields, or complex Artisan's Tools.
Actions
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) bludgeoning damage.
Hurl. Ranged Weapon Attack: The Chimpanzee throws a single Tiny (or smaller) object. +5 to hit, range 25/50 ft., one target. Hit: (1d6 + 3) bludgeoning damage.







Emu cr ½
Large Beast (Avian), Neutral
-
AC 12 (natural armor)
- HP 19 (3d10 +3)
- Speed 50 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Perception +2
Traits
Pack Tactics. The Emu has advantage on its attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage. This attack deals Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) slashing damage, and if the target is equal to the Emu's size (or smaller), it is knocked Prone.
Aggressive. The Emu takes the Dash action, but it must end this movement closer to a Hostile creature.
a bonus (1d6) damage against Prone targets.
Bonus Actions
Goat, Giant cr ½
Large Beast (Brute), Neutral
-
AC 11 (natural armor)
- HP 19 (3d10 +3)
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 17 | +3 | +5 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Athletics +5
Traits
Beast of Burden. The Goat counts as one size larger for the purposes of determining its carrying capacity and the amount of weight that it can carry, push, pull, and drag.
Ram. If the Goat moves at least 20 ft. in a line, then hits with its Headbutt, it deal a bonus 2d4 damage, and if its target is equal to the Goats size (or smaller), the target is knocked back 25 ft. in a straight line.
Sure-Footed. The Goat has advantage on saving throws to resist being knocked Prone or moved against its will.
Actions
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) bludgeoning damage.
Horse cr ½
Large Beast (Brute), Neutral
-
AC 10
- HP 21 (3d10 +6)
- Speed 60 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
Traits
Trampling Charge. If the Horse moves at least 20 ft. in a line, then hits a creature equal to its size (or smaller) with its Hooves, the target falls Prone, then the Horse can use a bonus action to make another Hooves attack against it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) bludgeoning damage.
Kick. When a creature the Horse can see enters its reach, the Horse can make one Hooves attack against it.Reactions









Komodo Dragon cr ½
Large Beast (Reptilian), Neutral
-
AC 11
- HP 19 (3d10 +3)
- Speed 30 ft., climb 30 ft., swim 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Resistances Poison
- Skills Perception +2
Traits
Cold-Blooded. If the Komodo takes cold damage, it can't take reactions and its speed is halved on its next turn.
Strong Jaws. If the Komodo hits a target equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 12), but the Komodo cannot Bite on other targets.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing + (1d6) poison damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 +2) bludgeoning damage, and a target equal to the Komodo's size (or smaller) falls Prone.
Porcupine, Giant cr ½
Medium Beast (Vermin), Neutral
-
AC 14 (natural armor)
- HP 19 (3d8 +6)
- Speed 30 ft., climb 10 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Perception +3, Survival +3
- Senses Darkvision 60 ft.
Traits
Defensive Quills. If a creautre hits the Porcupine with a melee attack, it must make a Dexterity saving throw (DC 13) or it takes the damage of a single Quill attack.
Pincushion. As an action, a creature can make a Wisdom (Medicine) check to remove any number of Quills from a creature it can touch, or itself. (DC is 5 + 5 per Quill). On a success, the Quills are removed. On a failure, the Quills are still removed from the target, but the creature takes 1d4 piercing damage per Quill removed.
Actions
Quill. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) piercing damage, and until the Quill is removed, the creature's speed is reduced by 5 ft.
Reef Shark cr ½
Medium Beast (Aquatic), Neutral
-
AC 12 (natural armor)
- HP 22 (4d8 +4)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Blindsight 30 ft.
Traits
Aquatic. The Reef Shark can only breathe underwater.
Blood Sense. The Reef Shark knows the direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.
Opportunist. If the Shark senses a target take damage, it moves up to half its speed and uses its Bite against it.Reactions






Soldier Ant, Giant cr ½
Medium Beast (Insect), Neutral
-
AC 14 (natural armor)
- HP 19 (3d8 +6)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 4 | -3 | -3 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 1 | -5 | -5 |
- Senses Blindsight 30 ft.
Traits
Hive Mind. For each additional Soldier Ant or Ant Queen within 30 ft., the Soldier Ant gains a +1 bonus to attack rolls, ability checks, and saving throws (maximum +10).
Strong Jaws. When the Ant hits a target equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 12), but the Ant cannot use its Bite on other targets.
Worker. The Ant counts as two sizes larger for calculating its carrying capacity, and the weight that it can push, pull, and lift. Also, its speed is not halved while Grappling.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.
Swarm of Rodents cr ½
Medium Swarm of Diminutive Beasts (Vermin), Neutral
-
AC 10
- HP 16 (3d8 +3)
- Speed 25 ft., climb 25 ft., swim 25 ft.
| MOD | SAVE | Str | 6 | -3 | -3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 60 ft.
Traits
Keen Smell. The Swarm has advantage on ability checks that rely on its sense of smell.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Rodent without squeezing.
Actions
Flurry of Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 12). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Bonus Actions
Scamper. The Swarm takes a Disengage or Hide action.
Swarm of Spiders cr ½
Medium Swarm of Diminutive Beasts (Insect), Neutral
-
AC 12
- HP 13 (3d8)
- Speed 25 ft., climb 25 ft.
| MOD | SAVE | Str | 3 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 30 ft.
Traits
Arachnid. The Swarm can climb sheer surfaces, upside down, and along webs without making an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Spider without squeezing.
Actions
Flurry of Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 12). They take poison damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Web Wrap. One Medium or smaller creature within the Swarm's space is wrapped in webs and Restrained. As an action, this creature can make a Strength check (DC12), escaping on a success. The webbing is also destroyed by any amount of fire damage dealt to it.






Tortoise, Giant cr ½
Large Beast (Reptilian), Neutral
-
AC 17 (natural armor)
- HP 25 (3d10 +9)
- Speed 20 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 4 | -3 | -3 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
Traits
Thick Hide. The Tortoise reduces all damage, other than force, psychic, and radiant by its Con. modifier (3).
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) slashing damage.
Withdraw. The Tortoise recedes into its shell gaining a +2 bonus to Armor Class and resistance to all damage except for force, psychic, and radiant damage. However, its speed is reduced to 0 and it can't use its Bite attack.
As an action, it can emerge and return to normal.
Walrus cr ½
Large Beast (Aquatic), Neutral
-
AC 10
- HP 22 (3d10 +6)
- Speed 20 ft., swim 40 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Cold
- Skills Intimidation +4
Traits
Hold Breath. The Walrus can hold its breath for 1 hour.
Imposing Presence. The Walrus uses Strength, in place
of Charisma, for Intimidation checks (included above).
Thick Hide. The Walrus reduces all damage, other than force, psychic, and radiant by its Con. modifier (2).
Actions
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) piercing damage, and if it is smaller than the Walrus, its speed is halved on its next turn.
Wasp, Giant cr ½
Medium Beast (Insect), Neutral
-
AC 12
- HP 13 (3d8)
- Speed 10 ft., fly 50 ft.
| MOD | SAVE | Str | 10 | +0 | +0 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Acrobatics +4
Traits
Agile Flight. The Wasp has advantage on Dexterity ability checks and saving throws while using its flying speed.
Hive Mind. For each additional Wasp or Wasp Queen within 30 ft., the Wasp gains a +1 bonus to attack rolls, ability checks, and saving throws (maximum +10).
Venom (Recharge 5-6). When the Wasp hits with its Bite, it can force the target to make a Constitution saving throw (DC 10). On a failure, it takes 3d6 poison damage and is Poisoned. On a success, it only takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 1d6 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 +2) piercing damage.









Challenge Rating:1
Beasts of Challenge Rating 1 are apex predators or massive herd animals. Beasts of this CR make formidable enemies by themselves for a group of inexperienced adventurers.
Aurochs cr 1
Large Beast (Brute), Neutral
-
AC 11 (natural armor)
- HP 38 (4d10 +16)
- Speed 50 ft.
| MOD | SAVE | Str | 19 | +4 | +6 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 19 | +4 | +6 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
Traits
Beast of Burden. The Aurochs counts as one size larger for the purposes of determining its carrying capacity and the amount of weight it can carry, push, pull, and drag.
Trampling Charge. If the Aurochs moves at least 20 ft. in a line and hits a creature equal to its size (or smaller) with its Gore, the target is knocked Prone, then the Aurochs can make one Stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) bludgeoning damage.
Badger, Giant cr 1
Medium Beast (Vermin), Neutral
-
AC 10
- HP 32 (5d8 +10)
- Speed 30 ft., burrow 10 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Resistances Poison
- Immunities Frightened, Poisoned
- Senses Darkvision 90 ft.
Traits
Keen Smell. The Badger has advantage on ability checks that realy on its sense of smell.
Strong Jaws. If the Badger hits a creature equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 12), but then the Badger cannot Bite other targets.
Thick Hide. The Badger reduces all damage, other than force, psychic, and radiant by its Con. modifier (2).
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.
Aggressive. The Badger takes the Dash action, but must end its movement closer to a Hostile creature. Bonus Actions




Bat, Giant cr 1
Large Beast (Vermin), Neutral
-
AC 13
- HP 33 (6d10)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 16 | +3 | +5 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Senses Blindsight 90 ft.
Traits
Echolocation. When the Bat makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.
Hunter's Grasp. If the Bat hits a target at least one size smaller than it with its Claw attack, it can automatically Grapple the target in its Claws (escape DC 13).
Nocturnal Hunter. When in dim light or darkness, the Bat has advantage on Stealth checks and it does not provoke opportunity attacks when flying out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +3) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 +2) slashing damage.
Crocodile cr 1
Large Beast (Reptilian), Neutral
-
AC 12 (natural armor)
- HP 32 (5d10 +5)
- Speed 30 ft., swim 40 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +3 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Stealth +2
Traits
Crushing Strength. If the Crocodile damages a creature while it is holding its breath underwater, it knocks the air from its lungs, and the creature begins Suffocating.
Hold Breath. The Crocodile can hold its breath 1 hour.
Natural Camouflage. The Crocodile has advantage on Stealth checks in swampland, marshes, or underwater.
Strong Jaws. If the Crocodile hits a target equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 12), but the Crocodile cannot Bite other targets.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) piercing damage.
Death Roll. The Crocodile forces one creature Grappled by it to make a Strength saving throw (DC 12). It takes (2d10) slashing damage on failure, and half on success.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d8 +3) bludgeoning damage.




Dire Wolf cr 1
Large Beast (Carnivore), Neutral
-
AC 14 (natural armor)
- HP 37 (5d10 +10)
- Speed 50 ft.
| MOD | SAVE | Str | 17 | +3 | +3 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3, Stealth +2, Survival +3
Traits
Keen Hearing & Smell. The Dire Wolf has advantage on all ability checks that rely on its sense of hearing or smell.
Pack Tactics. The Dire Wolf has advantage on its attack rolls
if a conscious allied creature is within 5 ft. of its target.
Strong Jaws. If the Dire Wolf hits a target equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 11), but the Wolf can't use its Bite on other targets.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) slashing damage, and if it is equal to the Dire Wolf's size (or smaller) the target is knocked Prone.
Call of the Hunt. When the Dire Wolf scores a critical hit or reduces a Hostile creature to 0 hit points, it can let forth a howl audible out to 300 ft. Creatures of its choice that hear the howl have advantage on their next attack roll. Bonus Actions
Eagle cr 1
Medium Beast (Avian), Neutral
-
AC 14
- HP 27 (5d8 +5)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 8 | -1 | -1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 18 | +4 | +6 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Acrobatics +6, Perception +6
Traits
Airborne Evasion. When the Eagle is forced to make a Dexterity saving throw to avoid damage while flying, it takes no damage on a success, and half on a failure.
Hunter's Grasp. If the Eagle hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 9), then it cannot use its Talons on other targets.
Hunter's Senses. The Eagle adds double its Proficiency Bonus to its Perception checks (included above).
Swift Wing. Opportunity attacks against the Eagle have disadvantage while it is using its flying speed.
Actions
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 14) or it becomes Blinded until the end of its next turn.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) slashing damage, and the target has disadvantage on attack rolls against all targets other than the Eagle until the start of the Eagle's next turn.








Gorilla cr 1
Large Beast (Brute), Neutral
-
AC 12 (natural armor)
- HP 36 (5d10 +5)
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 19 | +4 | +6 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Athletics +6, Intimidation +6
Traits
Concussive Blow. Once per turn, when the Gorilla hits a creature equal to its size (or smaller) with its Fist, it can force it to make a Constitution saving throw (DC 14), or the creature is Stunned until the start of its next turn.
Imposing Presence. The Gorilla uses Strength, in place
of Charisma, for Intimidation checks (included above).
Keen Smell. The Gorilla has advantage on ability checks that rely on its sense of smell.
Actions
Multiattack. The Gorilla makes two attacks, using its Fist, Hurl, or making a Grapple or Shove in any combination.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage.
Hurl. Ranged Weapon Attack: The Gorilla throws a single object it is holding or a creature is Grappled by it that is Small (or smaller). +6 to hit, range 30/60 ft., one target. Hit: (1d8 +4) bludgeoning damage.
Intimidating Show. The Gorilla forces Hostile creatures that can see or hear it within 30 ft. to make a Wisdom saving throw (DC 14). On a failure, they are Frightened Creatures that succeed on this saving throw are immune to the Gorilla's Intimidating Show for the next 24 hours.
of the Gorilla for 1 minute. They repeat the saving throw at the end of their turn, ending the effect on a success.
Giraffe cr 1
Huge Beast (Brute), Neutral
-
AC 10
- HP 34 (4d12 +8)
- Speed 50 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3
Traits
Lofty Sight. The Giraffe has advantage on ability checks that rely on its sens of sight while it is standing upright.
Spindly Frame. The Giraffe counts as a Large creature for the purposes of its carrying capacity, Trampling Charge, and all other features except for the space it occupies.
Trampling Charge. If the Giraffe moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with its Neck, the taraget falls Prone, the the Giraffe can make one Hooves attack against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 +2) bludgeoning damage.
Neck. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 +2) bludgeoning damage.
Kick. When a creature that the Giraffe can see enters its reach, the Giraffe can make one Hooves attack against it.Reactions





Lion cr 1
Large Beast (Carnivore), Neutral
-
AC 12
- HP 38 (6d10 +6)
- Speed 50 ft.
| MOD | SAVE | Str | 17 | +3 | +5 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 8 | -2 | -2 |
- Skills Intimidation +5, Perception +3
- Senses Darkvision 60 ft.
Traits
Imposing Presence. The Lion uses Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Lion has advantage on ability checks that rely on its sense of smell.
Pack Tactics. The Lion has advantage on its attack rolls if a conscious allied creature is within 5 ft. of its target.
Pounce. If the Lion moves at least 20 ft. in a line and hits a target equal to its size (or smaller) with its Claw attack, the target is knocked Prone, then the Lion can make one Bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 +3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 +3) slashing damage.
Roar The Lion forces all Hostile creatures that can hear it within 30 ft. to make a Wisdom saving throw (DC 13), or be Frightened of the Lion until the start of its next turn.
King Cobra cr 1
Medium Beast (Reptilian), Neutral
-
AC 14
- HP 27 (5d8 +5)
- Speed 30 ft., swim 30 ft.
| MOD | SAVE | Str | 10 | +0 | +0 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 18 | +4 | +4 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Perception +2, Stealth +6
Traits
Cold-Blooded. If the Cobra takes cold damage, it cannot take reactions and its speed is halved on its next turn.
Serpentine. The King Cobra counts as one size smaller for the purposes of moving through passageways.
Thermal Vision. The King Cobra knows the exact location of any warm-blooded creatures within 30 ft. of it.
Venom (Recharge 5-6). When the Cobra hits a creature with a Strike, it can force it to make a Constitution saving throw (DC 11) or it takes an extra 2d8 poison damage and is Poisoned.
A Poisoned creature repeats this saving throw at the end of each of its turns. On a success, this effect ends. On a failure, it takes an additional 2d8 poison damage.
Actions
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.
Hypnotic Gaze. The Cobra rears up and forces a creature that can see it within 20 ft. to make a Wisdom saving throw (DC 14). On a failure, it is Charmed and Stunned until the start of the King Cobra's next turn. This effect ends if the creature is attacked or forced to make an ability check or saving throw. Creatures that succeed on this saving throw are immune to the King Cobra's Hypnotic Gaze for the next 24 hours.






Mantis (Giant) cr 1
Large Beast (Insect), Neutral
-
AC 13
- HP 32 (5d10 +5)
- Speed 30 ft., climb 30 ft., fly 20 ft.
| MOD | SAVE | Str | 12 | +1 | +1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 17 | +3 | +3 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Perception +2, Stealth +5
Traits
Ambush Hunter. The Mantis has advantage on all Stealth checks made to Hide in forest and natural environemnts. Creatures have disadvantage on ability checks made to detect the Mantis, so long as the Mantis is standing still.
Ambush Strike. When the Mantis hits a creature with its Foreleg attack while its target is unaware of the Mantis, the attack deals a bonus 1d8 damage on hit.
Limited Flight. If the Mantis ends its turn while flying it falls, but takes no falling damage. However, if the Mantis falls at least 10 ft., it can glide up to 2 ft. horizontally for every 1 ft. that it falls.
Serrated Grasp. When the Mantis hits a creature at least one size smaller than it with a Foreleg attack, it can pull the target to an unoccupied space with 5 ft., then use its bonus action to make a single Bite attack against it.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 +3) piercing damage.
Foreleg. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d8 +3) slashing damage.
Octopus, Giant cr 1
Large Beast (Aquatic), Neutral
-
AC 12
- HP 39 (6d10 +6)
- Speed 15 ft., Swim 30 ft.
| MOD | SAVE | Str | 17 | +3 | +3 |
|---|---|---|---|
| Int | 7 | -2 | +0 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Sleight of Hand +4, Stealth +4
- Senses Darkvision 60 ft.
Traits
Aquatic. The Octopus can only breathe underwater.
Hold Breath. The Octopus can hold its breath for 1 hour.
Oozing Form. The Octopus can move through gaps as narrow as 3-inches wide without having to squeeze.
Underwater Camouflage. The Octopus has advantage on Stealth checks made to Hide while it is underwater.
Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) bludgeoning damage, and if the target is equal to the Octopus' size (or smaller) then it is automatially Grappled (escape DC 13), and the Octopus cannot attack other targets with that tentacle.
Ink Cloud (1/short or long rest). When the Octopus is targeted by an attack it can see while underwater, it fills its space with ink, then moves up to its speed without provoking opportunity attacks. The ink heavily obscures its space for 1 minute, or until it is dispersed.Reactions




Owl, Giant cr 1
Large Beast (Avian), Neutral
-
AC 12
- HP 31 (5d10 +5)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 13 | +1 | +1 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +3 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +5, Stealth +4
- Senses Darkvision 120 ft.
Traits
Hunter's Grasp. If the Owl hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 11), then it cannot use its Talons on other targets.
Hunter's Senses. The Owl adds double its Proficiency Bonus to its Perception checks (included above).
Nocturnal Hunter. In dim light and darkness, the Owl has advantage on all Stealth checks and it does not provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 +2) slashing damage.
Spider, Giant cr 1
Large Beast (Insect), Neutral
-
AC 14 (natural armor)
- HP 32 (5d10 +5)
- Speed 30 ft., climb 30 ft.
| MOD | SAVE | Str | 14 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Skills Stealth +4
- Senses Blindsight 20 ft., Darkvision 60 ft.
Traits
Arachnid. The Spider can climb on sheer surfaces, upside down, and along webs without making an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.
Venom (Recharge 5-6). If the Spider hits with its Bite, it can force the target to make a Constitution saving throw (DC 12). On a failure, it takes 2d8 poison damage and is Poisoned. On a success, it only takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 1d8 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Wrap. When the Spider targets a creature equal to its size (or smaller) with its Web Strand, it must make a Dexterity saving throw (DC 12) or be wrapped in webs that reduce its speed to 0. As an action it can make a Strength check, destroying the webs and escaping on a success.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 +3) piercing damage.
Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 30 ft., forming a continuous line of webbing from where it is standing to the target.




Swarm of Piranhas cr 1
Medium Swarm of Diminutive Beasts (Aquatic), Neutral
-
AC 12
- HP 18 (4d8)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 9 | -1 | -1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 60 ft.
Traits
Aquatic. The Swarm can only breathe underwater.
Blood Sense. The Swarm knows the exact direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.
Bottom Feeder. The Swarm automatically succeeds on ability checks to smell dead creatures within 1 mile.
Shimmering Camouflage. The Swarm has advantage on Stealth checks to hide while it is underwater.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can pass through spaces large enough for a Diminutive Piranha without squeezing.
Actions
Flurry of Bites. Creatures of the Swarm's choice in its space must make a Dexterity saving throw (DC 13). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Opportunist. If the Swarm sees a creature take damage it moves up to half its speed, and if it ends its movement in that creautre's space, it can use its Flurry of Bites. Reactions
Swarm of Wasps cr 1
Medium Swarm of Diminutive Beasts (Insect), Neutral
-
AC 12
- HP 18 (4d8)
- Speed 10 ft., fly 30 ft.
| MOD | SAVE | Str | 2 | -4 | -4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 6 | -2 | -2 |
| MOD | SAVE | Con | 10 | +0 | +0 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Darkvision 30 ft.
Traits
Agile Flight. The Swarm has advantage on all Dexterity ability checks and saving throws its makes while flying.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can pass through spaces large enough for a Diminutive Piranha without squeezing.
Vital Stingers. When the Swarm Poisons a creature with its Flurry of Stings, the Swarm loses 1d4 +1 hit points.
Actions
Flurry of Stings. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 13). On a failed save, they take piercing damage equal to the Swarm's remaining hit points and are Poisoned until the start of their next turn. On a successful save, they take half as much damage and are not Poisoned.




Tiger cr 1
Large Beast (Carnivore), Neutral
-
AC 13
- HP 37 (5d10 +10)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 17 | +3 | +3 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 16 | +3 | +5 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 8 | -2 | -2 |
- Skills Perception +3, Stealth +7
- Senses Darkvision 60 ft.
Traits
Keen Smell. The Tiger has advantage on all ability checks that rely on its sense of smell.
Pounce. If the Tiger moves at least 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw, the target falls Prone, then the Tiger can make one Bite attack against it as a bonus action.
Stalker. The Tiger adds double its Proficiency Bonus to Stealth checks (included above).
Strong Jaws. When the Tiger hits a creature equal to its size (or smaller) with its Bite, it can Grapple the target in its jaws (escape DC 13). While it is Grappling a creature, the Tiger cannot use its Bite attack on other targets.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 +3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing damage.
Toad, Giant cr 1
Large Beast (Reptilian), Neutral
-
AC 11
- HP 39 (6d10 +6)
- Speed 20 ft., swim 40 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 13 | +1 | +3 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Senses Darkvision 30 ft.
Traits
Mighty Leap. Once per turn, the Toad can expend 5 ft. of movement to long jump up to 20 ft., or high jump up to 10 ft., even if this exceeds is remaining speed.
Strong Jaws. When the Toda hits a creature equal to its size (or smaller) with its Toxic Bite, it can Grapple the target in its mouth (escape DC 13). While it is Grappling a creature, the Today cannot use its Toxic Bite attack on other targets.
Amphibious. The Toad can breath both air and water.
Swallow. When the Toad uses its Toxic Bite on a creature Grappled in its mouth, it Swallows it. A Swallowed creature is Blinded and Restrained, and it has total cover from all attacks and effects from outside of the Toad.
At the start of the Toad's turns, any Swallowed creatures take (3d4) acid damage, then the Toad must make a Constitution saving throw (DC is the total damage taken since its previous turn). On a failure, the Swallowed creature lands Prone in an unoccupied space within 5 ft. of the Toad. Toxic Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 +2) piercing plus (1d10) poison damage.
Sticky Tongue. The Toad forces a target it can see within 15 ft. that is at least one size smaller than it to make a Strength saving throw (DC 12). On a failure, the target is pulled to an unoccupied space within 5 ft. of the Toad, then the Toad can use its Toxic Bite attack against it as a bonus action. Actions






Vulture, Giant cr 1
Large Beast (Avian), Neutral
-
AC 10
- HP 29 (5d10 +8)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +2
Traits
Carrion Sense. The Vulture has advantage on all ability checks to smell creatures within 120 ft. that are below their hit point maximum. It automatically succeeds on ability checks to smell dead creatures within 1 mile.
Hunter's Grasp. When the Vulture hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 12), but it can't use Talons on other targets.
Keen Sight & Smell. The Vulture has advantage on all ability checks that rely on its sense of sight or smell.
Pack Tactics. The Vulture has advantage on its attack rolls if a conscious allied creature is within 5 ft. of its target.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 +2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 +2) slashing damage.
Opportunist. If the Vulture sees a creature take damage, it moves up to half its speed and uses its Beak against it.Reactions
Wild Dog, Giant cr 1
Large Beast (Carnivore), Neutral
-
AC 12
- HP 45 (6d10 +12)
- Speed 50 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +3
Traits
Keen Hearing & Smell. The Wild Dog has advantage on all ability checks that rely its sense of hearing or smell.
Pack Tactics. The Wild Dog has advantage on attack rolls if a conscious allied creature is within 5 ft. of its target.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing damage.
Rampage. If the Wild Dog kills a creature, it can move up to half its speed and make a Bite attack with advantage. Opportunist. If the Wild Dog sees a target take damage, it moves up to half its speed and uses its Bite against it.Bonus Actions
Reactions



Challenge Rating:2
Beasts of Challenge Rating 2 are highly dangerous monsters which inspire myth and legend amongst the common people. These Beasts are deadly to all but the most skilled hunters.
Anaconda cr 2
Huge Beast (Reptilian), Neutral
-
AC 12
- HP 60 (8d12 +8)
- Speed 30 ft., climb 20 ft., swim 30 ft.
| MOD | SAVE | Str | 20 | +5 | +7 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Athletics +8
Traits
Cold-Blooded. When the Anaconda takes cold damage, it can't take reactions and its speed is halved its next turn.
Serpentine. The Anaconda counts as two sizes smaller for the purposes of moving through passageways.
Thermal Vision. The Anaconda knows the exact location
of any warm-blooded creatures within 30 ft. of it.
Actions
Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 +5) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 +5) bludgeoning damage, and if the creautre is equal to the Anaconda's size (or smaller) it is Grappled (escape DC 15) and Restrained. The Anaconda can only Grapple one creature at a time in this way.
Crush. The Anaconda forces one creature it is Grappling to make a Strength saving throw (DC 15). On a failure, it suffers one level of Exhaustion.
Boar, Giant cr 2
Large Beast (Brute), Neutral
-
AC 12 (natural armor)
- HP 42 (5d10 +15)
- Speed 40 ft.
| MOD | SAVE | Str | 18 | +4 | +6 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
Traits
Thick Hide. The Boar reduces all damage, other than force, psychic, and radiant by its Con. modifier (3).
Trampling Charge. When the Boar moves at least 20 ft. in a line and hits a creature equal to its size (or smaller) with a Tusk attack, the target is knocked Prone. The Boar can then make a Stomp attack against it as a bonus action.
Relentless (Recharge 5-6). When the Boar is reduced to 0 points, but not killed outright, it falls to 3 hit points.
Actions
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) bludgeoning damage.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.
Dire Beaver cr 2
Large Beast (Vermin), Neutral
-
AC 12 (natural armor)
- HP 52 (7d10 +14)
- Speed 30 ft., burrow 10 ft., swim 40 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 7 | -2 | -2 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 15 | +2 | +4 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Survival +4
Traits
Hold Breath. The Beaver can hold its breath for 1 hour.
Keen Senses. The Beaver has advantage on ability checks that rely on its sense of hearing or smell.
Logger. When the Beaver hits with its Bite attack against a tree, an object or structure made from wood, or a Plant, it deals the maximum possible damage instead of rolling.
Mighty Laborer. The Beaver counts as one size larger for the purpose of determining its carrying capacity and the total weight that it can push, pull, drag, and lift.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +3) piercing damage, and if it is smaller then that Beaver, its speed is halved on its next turn.







Emu, Giant cr 2
Huge Beast (Avian), Neutral
-
AC 12 (natural armor)
- HP 42 (5d12 +10)
- Speed 60 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 14 | +2 | +2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Intimidation +6, Perception +3
Traits
Imposing Presence. The Emu uses Strength, in place
of Charisma, for Intimidation checks (included above).
Pack Tactics. The Emu has advantage on its attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Emu's size (or smaller) is knocked Prone.
Aggressive. The Emu takes the Dash action, but must end its movement closer to a hostile creature.
Vicious. If the Emu knocks a creature Prone with its Kick attack, it can make one Beak attack against that target. Bonus Actions
Grizzly Bear cr 2
Large Beast (Carnivore), Neutral
-
AC 12 (natural armor)
- HP 51 (6d10 +18)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +5 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Intimidation +6, Perception +3
Traits
Imposing Presence. The Bear uses its Strength, in place
of Charisma, for Intimidation checks (included above).
Keen Smell. The Bear has advantage on all ability checks that rely on its sense of smell.
Strong Jaws. If the Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 14), but the Bear cannot use its Bite on other targets.
Thick Hide. The Bear reduces damage, other than force, psychic, and radiant by its Constitution modifier (3).
Actions
Multiattack. The Bear makes two attacks, using its Bite and its Claw attacks in any combination.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Bear's size (or smaller) is knocked Prone.
Roar of Dominance. After the Bear hits a creature with a Bite or Claw attack, it can roar, and the creature hit by that attack must make a Wisdom saving throw (DC 14), or it becomes Frightened of the Bear until the start of the Bear's next turn. Creatures that succeed on this saving throw are immune to the Bear's Roar of Dominance for the next 24 hours. Bonus Actions






Hawk, Giant cr 2
Large Beast (Avian), Neutral
-
AC 14
- HP 45 (7d10 +7)
- Speed 20 ft., fly 60 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 18 | +4 | +6 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Acrobatics +6, Perception +6
Traits
Airborne Evasion. When the Hawk is forced to make a Dexterity saving throw to avoid damage while flying, it takes no damage on a success, and half on a failure.
Hunter's Grasp. If the Hawk hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 13), then it cannot use its Talons on other targets.
Hunter's Senses. The Hawk adds double its Proficiency Bonus to its Perception checks (included above).
Pack Tactics. The Hawk has advantage on its attack rolls
if a conscious allied creature is within 5 ft. of its target.
Actions
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 14) or it is Blinded until the start of the Hawk's next turn.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage.
Hunter Shark cr 2
Large Beast (Aquatic), Neutral
-
AC 12 (natural armor)
- HP 45 (6d10 +12)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Blindsight 30 ft.
- Skills Perception +2
Traits
Aquatic. The Hunter Shark can only breathe underwater.
Blood Sense. The Hunter Shark knows the direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.
Frenzy. The Shark has advantage on Bite attacks against creatures with less than their maximum hit points.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.
Aggressive. The Shark takes the Dash action, but it must end its movement closer to a Hostile creature. Bonus Actions




Polar Bear cr 2
Large Beast (Carnivore), Neutral
-
AC 12 (natural armor)
- HP 51 (6d10 +5)
- Speed 40 ft., climb 30 ft., swim 30 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +5 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Intimidation +6, Perception +3
- Resistances Cold
Traits
Ice Walk. The Polar Bear can move on and climb icy surfaces without making an ability check. Additionally, the Polar Bear can ignore difficult terrain imposed by ice or snow.
Imposing Presence. The Polar Bear uses its Strength, in place
of Charisma, for Intimidation checks (included above).
Keen Smell. The Polar Bear has advantage on ability checks that rely on its sense of smell.
Strong Jaws. If the Polar Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 14), but the Bear cannot use its Bite on other targets.
Thick Hide. The Polar Bear reduces damage, other than force, psychic, and radiant by its Constitution modifier (3).
Actions
Multiattack. The Polar Bear makes two attacks, using its Bite and its Claw attacks in any combination.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage, and any creature equal to the Polar Bear's size (or smaller) is knocked Prone.
Aggressive. The Polar Bear takes the Dash action, but it must end its movement closer to a Hostile creature. Bonus Actions
Rodent of Unusual Size cr 2
Large Beast (Vermin), Neutral
-
AC 14 (natural armor)
- HP 51 (6d10 +18)
- Speed 40 ft., climb 20 ft., swim 40 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Immunities Poison; Poisoned
- Senses Darkvision 60 ft.
- Skills Athletics +6, Intimidation +6
Traits
Imposing Presence. The R.O.U.S. uses Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The R.O.U.S. has advantage on all ability checks that rely on its sense of smell.
Pack Tactics. The R.O.U.S. has advantage on attack rolls if a conscious allied creature is within 5 ft. of its target.
Thick Hide. The R.O.U.S. reduces damage, other than force, psychic, and radiant by its Con. modifier (3).
Actions
Fetid Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage, and the target is Poisoned until the start of the R.O.U.S.'s next turn.
Scamper. The R.O.U.S. takes a Disengage or Hide action. Bonus Actions
Stag, Giant cr 2
Huge Beast (Brute), Neutral
-
AC 14 (natural armor)
- HP 42 (5d12 +10)
- Speed 60 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 16 | +3 | +3 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Athletics +6, Intimidation +6, Perception +3
Traits
Cervine Leap. With a 10 ft. running start, a Stag can long jump up to 40 ft. and high jump up to 25 ft.
Imposing Presence. The Stag uses Strength, in place of Charisma, for Intimidation checks (included above).
Trampling Charge. When the Stag moves at least 20 ft.
in a line and hits a creature equal to its size (or smaller) with its Antler, the target falls Prone and the Stag can make one Hooves attack against it as a bonus action.
Actions
Antler. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 +4) bludgeoning damage.
Kick. When a creature the Stag can see enters its reach, the Stag can make one Hooves attack against it.Reactions
Stag Beetle, Giant cr 2
Large Beast (Insect), Neutral
-
AC 15 (natural armor)
- HP 60 (8d10 +16)
- Speed 30 ft., climb 10 ft., fly 30 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Intimidation +6
Traits
Imposing Presence. The Beetle uses Strength, in place
of Charisma, for Intimidation checks (included above).
Limited Flight. If the Beetle ends its turn while flying it falls, but takes no falling damage. If it falls at least 10 ft., it can glide up to 2 ft. horizontally for every 1 ft. that it falls.
Strong Jaws. If the Beetle hits a creature equal to its size (or smaller) with its Mandibles, it can Grapple the target (escape DC 14). While it is Grappling a creature, the Beetle can't use its Mandibles attack on other targets.
Actions
Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage.
Reflective Carapace. When a creature the Beetle can see makes a melee attack against the Beetle, it can unfurl its wings and impose disadvantage on its attack roll.Reactions
Swarm of Fire Ants cr 2
Large Swarm of Diminutive Beasts (Insect), Neutral
-
AC 14
- HP 19 (3d10 +3)
- Speed 25 ft., climb 25 ft., burrow 10 ft.
| MOD | SAVE | Str | 4 | -3 | -3 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 18 | +4 | +4 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 11 | +1 | +1 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Blindsight 20 ft.
Traits
Spider Climb. The Swarm can climb sheer surfaces and upside-down without needing to make an ability check.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Insect without squeezing.
Actions
Flurry of Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 14). On a failure, they take piercing damage equal to the Swarm's remaining hit points and are Poisoned until the start of their next turn. On a success, they only take half damage.
Aggressive. The Swarm takes the Dash action, but it must end its movement closer to a Hostile creature. Reactions
Swarm of Vipers cr 2
Medium Swarm of Tiny Beasts (Reptilian), Neutral
-
AC 14
- HP 22 (4d8 +4)
- Speed 30 ft., swim 30 ft.
| MOD | SAVE | Str | 6 | -2 | -2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 19 | +4 | +4 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 3 | -2 | -2 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Traits
Cold-Blooded. If the Swarm takes cold damage, it cannot take reactions and its speed is halved on its next turn.
Swarm. The Swarm can occupy the same space as another creature, and vice versa. It can also pass through any space large enough for a Tiny Viper without squeezing.
Thermal Vision. The Swarm knows the exact location of any warm-blooded creatures within 30 feet of it.
Actions
Flurry of Fangs. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 14). On a failure, creatures take piercing damage equal to the Swarm's remaining hit points and are Poisoned. On a successful save, they take half as much damage and are not Poisoned.
A Poisoned creature repeats this saving throw at the end of each of its turns. On a successful save, this effect ends, but on a failure, it takes an additional 2d4 poison damage.



Challenge Rating:3
Beasts of Challenge Rating 3 are massive and extremely rare Beasts which dominate their chosen habitat. When common folk venture into their lairs they are never heard from again.
Alligator Turtle, Giant cr 3
Large Beast (Reptilian), Neutral
-
AC 17 (natural armor)
- HP 59 (8d10 +16)
- Speed 30 ft., swim 40 ft.
| MOD | SAVE | Str | 19 | +4 | +5 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 7 | -2 | -2 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Skills Stealth +2
- Senses Darkvision 60 ft.
Traits
Hold Breath. The Turtle can hold its breath for 3 hours.
Natural Camouflage. The Alligator Turtle has advantage on Stealth checks to Hide in water, mud, and swamps.
Strong Jaws. If the Turtle hits a creature equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 14), but the Turtle can't use its Bite on other targets.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (4d6 +4) slashing damage. If it is Grappled
by the Alligator Turtle, it takes a bonus 2d6 damage.
Ant Queen, Giant cr 3
Medium Beast (Insect), Neutral
-
AC 14
- HP 52 (8d8 +16)
- Speed 30 ft., climb 30 ft., fly 30 ft.
| MOD | SAVE | Str | 15 | +2 | +2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 18 | +4 | +4 |
|---|---|---|---|
| Wis | 12 | +1 | +3 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 1 | -5 | -5 |
- Senses Blindsight 30 ft.
Actions
Multiattack. The Queen makes two attacks with its Bite. It can replace one or both attacks with the Orders below.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d6 +4) piercing damage.
Attack Order. The Queen orders a Soldier Ant within 30 ft. to use its Bite against a target of the Queen's choice.
Maneuver Order. The Queen orders a Soldier Ant within 30 ft. to move up to its speed. This movement does not provoke opportunity attacks so long as the Soldier Ant remains within 30 ft. of the Queen.
Electric Eel, Giant cr 3
Large Beast (Aquatic), Neutral
-
AC 13
- HP 52 (6d10 +18)
- Speed 0 ft., swim 40 ft.
| MOD | SAVE | Str | 11 | +0 | +0 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 17 | +3 | +5 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Resistances Lightning
Traits
Aquatic. The Electric Eel can only breath underwater.
Electrosense. The Electric Eel knows the exact location of any living creature within 90 ft. of it while underwater.
Slippery. Opportunity attacks are made at disadvantage against the Electric Eel while it is underwater.
Stunning Jolt (Recharge 5-6). When the Eel hits a target with Shocking Bite, it can force it to make a Constitution saving throw (DC 13). On a failure, it takes 3d6 lightning damage and is Stunned until the start of its next turn. On a success, it takes half as much lightning damage and its speed is halved on its next turn.
Actions
Multiattack. The Eel makes two Shocking Bite attacks.
Shocking Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 +3) piercing plus (1d6) lighting damage, and it cannot take reactions until its next turn.








Falcon, Giant cr 3
Large Beast (Avian), Neutral
-
AC 15
- HP 44 (8d10)
- Speed 10 ft., fly 60 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 20 | +5 | +7 |
|---|---|---|---|
| Wis | 15 | +2 | +2 |
| MOD | SAVE | Con | 11 | +0 | +0 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Acrobatics +7, Perception +6
Traits
Aerodynamic. When the Falcon takes the Dash action its speed bonus is doubled, and opportunity attacks against it have disadvantage until the end of that turn.
Dive. When the Falcon flies 40 ft. down in a line then hits with its Talons, it deals a bonus 2d6 damage. If the target is equal to the Falcon's size (or smaller) it falls Prone and is Stunned until the start of its next turn.
Hunter's Grasp. If the Falcon hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 13), then it cannot use its Talons on other targets.
Hunter's Senses. The Falcon adds double its Proficiency Bonus to its Perception checks (included above).
Actions
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d4 +5) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 15) or it is Blinded until the start of the Falcon's next turn.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d6 +3) slashing damage.
Hippopotamus cr 3
Large Beast (Brute), Neutral
-
AC 10
- HP 67 (8d10 +24)
- Speed 25 ft., swim 30 ft.
| MOD | SAVE | Str | 18 | +4 | +6 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Intimidation +6
Traits
Hold Breath. The Hippo can hold its breath for 30 mins.
Imposing Presence. The Hippopotamus uses Strength, in place of Charisma, for Intimidation checks (see above).
Strong Jaws. If the Hippo hits a target equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 14), but the Hippo can't use its Bite on other targets.
Actions
Multiattack. The Hippopotamus makes two Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage, and it must make on a Strength saving throw (DC 14), or its AC is reduced by 2 and its speed is halved until the end of its next turn.
Killer Whale cr 3
Huge Beast (Aquatic), Neutral
-
AC 12 (natural armor)
- HP 67 (8d10 +24)
- Speed 0 ft., swim 60 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +5 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Senses Blindsight 120 ft.
Traits
Echolocation. If the Whale makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit, and its Blindsight, while Deafened.
Hold Breath. The Whale can hold its breath for 1 hour.
Strong Jaws. If the Whale hits a target equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 14), but the Whale can't use its Bite on other targets.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (5d6 +4) piercing damage, and it must make on a Strength saving throw (DC 14), or its AC is reduced by 2 and its speed is halved until the end of its next turn.







Mole, Giant cr 3
Large Beast (Vermin), Neutral
-
AC 10
- HP 57 (6d10 +24)
- Speed 30 ft., burrow 20 ft.
| MOD | SAVE | Str | 19 | +4 | +4 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 18 | +4 | +4 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Senses Darkvision 30 ft., Tremorsense 60 ft.
Traits
Keen Smell. The Mole has advantage on ability checks that rely on its sense of smell.
Tunneler. When the Mole Burrows through loose earth while moving at half its speed, it leaves a tunnel behind.
Weak Sight. The Mole's normal sight only extends out to a 30-foot radius, beyond that it relies on its Tremorsense.
Actions
Multiattack. The Mole makes two attacks with its Claw.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) slashing damage.
Dust Cloud. The Mole kicks up dust, causing the are in a 15-foot radius to be Heavily Obscured until the start of the Mole's next turn, unless dispersed by water or wind.
Rhinoceros cr 3
Large Beast (Brute), Neutral
-
AC 11 (natural armor)
- HP 60 (8d10 +16)
- Speed 40 ft.
| MOD | SAVE | Str | 21 | +5 | +7 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Intimidation +7
Traits
Imposing Presence. The Rhinoceros uses its Strength, in place of Charisma, for Intimidation checks (see above).
Thick Hide. The Rhinoceros reduces damage, other than force, psychic, and radiant by its Con. modifier (2).
Trampling Charge. If the Rhinoceros moves at least 20 ft. in a line and hits a creature equal to its size (or smaller) with its Gore, the target falls Prone and the Rhinoceros can make one Stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 +5) piercing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 +5) bludgeoning damage.
Scorpion, Giant cr 3
Large Beast (Insect), Neutral
-
AC 15 (natural armor)
- HP 52 (7d10 +14)
- Speed 40 ft.
| MOD | SAVE | Str | 17 | +3 | +3 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 13 | +1 | +1 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Senses Blindsight 60 ft.
Traits
Vice Grip. When the Scorpion hits a creature equal to its size (or smaller) with a Claw, it can Grapple the target in that claw (escape DC 13). While Grappling a creature, the Scorpion cannot use that Claw to attack other targets.
Multiattack. The Scorpion makes three attacks, one with each of its two Claws, then one with its Stinger.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing damage.
Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 +3) piercing damage, and it must make a Constitution saving throw (DC 13). On a failure, the target takes (4d10) additional poison damage and it beocmes Poisoned until the end of its next turn.Actions




Saber-Toothed Tiger cr 3
Large Beast (Carnivore), Neutral
-
AC 12
- HP 52 (7d10 +14)
- Speed 40 ft.
| MOD | SAVE | Str | 18 | +4 | +6 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 14 | +2 | +4 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 8 | -2 | -2 |
- Senses Darkvision 60 ft.
- Skills Perception +3, Stealth +6
Traits
Keen Smell. The Tiger has advantage on all ability checks that rely on its sense of smell.
Pounce. If the Tiger moves at least 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw, the target falls Prone, then the Tiger can make one Bite attack against it as a bonus action.
Stalker. The Tiger adds double its Proficiency Bonus to Stealth checks (included above).
Strong Jaws. When the Tiger hits a creature equal to its size (or smaller) with its Bite, it can Grapple the target in its jaws (escape DC 14). While it is Grappling a creature, the Tiger cannot use its Bite attack on other targets.
Each time a creature attempts to escape this Grapple, it takes 1d6 slashing damage, even on a successful escape.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 +4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) slashing damage.
Swarm of Vampire Bats cr 3
Medium Swarm of Tiny Beasts (Vermin), Neutral
-
AC 12
- HP 27 (5d8 +5)
- Speed 15 ft., fly 40 ft.
| MOD | SAVE | Str | 6 | -3 | -3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 19 | +4 | +6 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses Blindsight 60 ft.
Traits
Echolocation. When the Swarm makes an ability check that uses its hearing, it treats a d20 roll of 9 or lower as a 10. It loses this benefit and Blindsight if it is Deafened.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Tiny Bat without having to squeeze.
Actions
Flurry of Draining Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 14). On a failure, creatures take necrotic damage equal to the Swarm's remaining hit points, and the Swarm regains hit points equal to half the necrotic damage dealt.
On a success, creatures take half as much damage, but the Swarm does not regain any hit points.




Challenge Rating:4
Beasts of Challenge Rating 4 inspire myth and legend when travelers tell tales about them. These Beasts can challenge the most skilled local hunters and adventuring parties:
Elder Vampire Bat cr 4
Huge Beast (Vermin), Neutral
-
AC 14
- HP 75 (10d12 +24)
- Speed 30 ft., fly 60 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 19 | +4 | +6 |
|---|---|---|---|
| Wis | 16 | +3 | +3 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Senses Blindsight 90 ft.
- Skills Acrobatics +6, Perception +5, Stealth +6
Traits
Echolocation. When the Bat makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.
Hunter's Grasp. If the Bat hits a target at least one size smaller than it with its Claw attack, it can automatically Grapple the target in its Claws (escape DC 14).
Nocturnal Hunter. When in dim light or darkness, the Bat has advantage on Stealth checks and it does not provoke opportunity attacks when flying out of an enemy's reach.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (3d6 +4) slashing damage.
Draining Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing and (4d8) necrotic damage, and the Bat regains hit points equal to half the necrotic damage dealt. Constructs and Undead creatures do not take necrotic damage from the Bat's Draining Bite attack.
Cave Bear cr 4
Large Beast (Carnivore), Neutral
-
AC 12 (natural armor)
- HP 80 (8d10 +36)
- Speed 40 ft., climb 30 ft.
| MOD | SAVE | Str | 22 | +6 | +8 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 13 | +1 | +1 |
| MOD | SAVE | Con | 18 | +4 | +4 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Senses Darkvision 120 ft.
- Skills Intimidation +8, Perception +3, Survival +3
Traits
Imposing Presence. The Cave Bear uses its Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Cave Bear has advantage on all ability checks that rely on its sense of smell.
Strong Jaws. If the Cave Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 16), but the Cave Bear can't use its Bite on other targets.
Thick Hide. The Cave Bear reduces damage, other than force, psychic, and radiant by its Constitution modifier (4).
Actions
Multiattack. The Cave Bear makes two attacks, using its Bite and its Claw attacks in any combination.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +6) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6 +6) slashing damage, and any creature equal to the Bear's size (or smaller) is knocked Prone.
Roar of Dominance. After the Cave Bear hits a creature with Creatures that succeed on this saving throw are immune to the Cave Bear's Roar of Dominance for the next 24 hours. Bonus Actions
a Bite or Claw attack, it can roar, and force the creature hit by that Bite or Claw attack to make a Wisdom saving throw (DC 16). On a failed save, it becomes Frightened of the Cave Bear until the start of the Cave Bear's next turn.






Elephant cr 4
Huge Beast (Brute), Neutral
-
AC 12 (natural armor)
- HP 76 (8d12 +24)
- Speed 40 ft.
| MOD | SAVE | Str | 22 | +6 | +6 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 14 | +2 | +4 |
| MOD | SAVE | Con | 17 | +3 | +3 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Intimidation +8
Traits
Concussive Blow. Once per turn, when the Elephant hits a creature equal to its size (or smaller) with Stomp, it can force it to make a Constitution saving throw (DC 16), or the creature is Stunned until the start of its next turn.
Imposing Presence. The Elephant uses its Strength, in place of Charisma, for Intimidation checks (see above).
Thick Hide. The Elephant reduces damage, other than force, psychic, and radiant by its Con. modifier (3).
Trampling Charge. If the Elephant moves at least 20 ft. in a line and hits with Gore, it deals a bonus 1d8 damage. If the target is equal to the Elephant's size (or smaller), the target is also knocked Prone, and the Elephant can one Stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +6) piercing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 +6) bludgeoning damage.
Heron, Giant cr 4
Huge Beast (Avian), Neutral
-
AC 14
- HP 75 (10d12 +24)
- Speed 30 ft., fly 80 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 6 | -2 | -2 |
| MOD | SAVE | Dex | 19 | +4 | +6 |
|---|---|---|---|
| Wis | 16 | +3 | +3 |
| MOD | SAVE | Con | 13 | +1 | +1 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Perception +7, Stealth +6, Survival +5
Traits
Ambush Hunter. The Heron has advantage on all Stealth checks to Hide in marsh and swamp, and creatures have disadvantage on ability checks made to detect the Heron while it is standing still.
Ambush Strike. When the Heron hits a creature with its Beak attack while its target is unaware of the Heron, the attack deals a bonus 3d8 damage on hit.
Hunter's Grasp. When the Heron hits a target at least one size smaller than it with a Talons attack, it can choose to automatically Grapple the target (escape DC 14).
Hunter's Senses. The Heron adds double its Proficiency Bonus to its Perception checks (included above).
Actions
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d8 +4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d6 +4) slashing damage.




Rhino Beetle, Giant cr 4
Large Beast (Insect), Neutral
-
AC 17 (natural armor)
- HP 75 (10d10 +20)
- Speed 30 ft., climb 10 ft., fly 30 ft.
| MOD | SAVE | Str | 21 | +5 | +7 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | +1 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Intimidation +6
Traits
Imposing Presence. The Beetle uses Strength, in place
of Charisma, for Intimidation checks (included above).
Limited Flight. If the Beetle ends its turn while flying it falls, but takes no falling damage. If it falls at least 10 ft., it can glide up to 2 ft. horizontally for every 1 ft. that it falls.
Trampling Charge. If the Beetle moves at least 20 ft. in a line and hits with its Gore, it deals a bonus 2d8 damage, and if its target was equal to the Beetle's size (or smaller) the target is also knocked Prone.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 +4) piercing damage, and it must make on a Strength saving throw (DC 15), or its AC is reduced by 2 and its speed is halved until the end of its next turn.
Reflective Carapace. When a creature the Beetle can see makes a melee attack against the Beetle, it can unfurl its wings and impose disadvantage on its attack roll.Reactions
Swarm of Scarabs cr 4
Medium Swarm of Diminutive Beast (Insect), Neutral
-
AC 14
- HP 13 (3d6 +3)
- Speed 30 ft., climb 30 ft., burrow 30 ft.
| MOD | SAVE | Str | 6 | -2 | -2 |
|---|---|---|---|
| Int | 1 | -5 | -5 |
| MOD | SAVE | Dex | 19 | +4 | +6 |
|---|---|---|---|
| Wis | 7 | -2 | -2 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 2 | -4 | -4 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Vulnerabilities Fire
- Senses Tremmorsense 60 ft.
Traits
Scavenger. The Swarm has advantage on all ability checks to sense dead creatures or creatures below their hit point maximum, so long as the target is within 300 ft.
Skeletonize. When the Swarm begins its turn in the same space as a dead creature equal to its size (or smaller), it is stripped of flesh, leaving behind bones and equipment.
Spider Climb. The Swarm can climb sheer surfaces and upside-down without needing to make an ability check.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Scarab without squeezing.
Actions
Devour Flesh. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 14). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success. If a creature is reduced to 0 hit points, it is Skeletonized.
Creatures take the same damage to maximum hit points. Damage dealt to a creature's maximum hit points by this feature are restored after the creature finishes a long rest.




Toad, Colossal cr 4
Huge Beast (Reptilian), Neutral
-
AC 14 (natural armor)
- HP 85 (9d12 +27)
- Speed 30 ft., swim 30 ft.
| MOD | SAVE | Str | 21 | +5 | +5 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 17 | +3 | +5 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Senses Darkvision 120 ft.
- Resistances Acid, Poison
- Immunities Poisoned
Traits
Mighty Leap. Once per turn, the Toad can expend 5 ft. of movement to long jump up to 30 ft., or high jump up to
20 ft., even if this exceeds is remaining speed.
Strong Jaws. When the Toda hits a creature equal to its size (or smaller) with its Toxic Bite, it can Grapple the target in its mouth (escape DC 15). While it is Grappling a creature, the Today cannot use its Toxic Bite attack on other targets.
Amphibious. The Toad can breath both air and water.
Swallow. When the Toad uses its Toxic Bite on a creature Grappled in its mouth, it Swallows it. A Swallowed creature is Blinded and Restrained, and it has total cover from all attacks and effects from outside of the Toad.
At the start of the Toad's turns, any Swallowed creatures take (4d4) acid damage, then the Toad must make a Constitution saving throw (DC is the total damage taken since its previous turn). On a failure, the Swallowed creature lands Prone in an unoccupied space within 5 ft. of the Toad. Thick Hide. The Toad reduces damage, other than force, psychic, and radiant by its Constitution modifier (3). Toxic Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 +5) piercing plus (2d10) poison damage.
Sticky Tongue. The Toad forces a target it can see within 20 ft. that is at least one size smaller than it to make a Strength saving throw (DC 15). On a failure, the target is pulled to an unoccupied space within 5 ft. of the Toad, then the Toad can use its Toxic Bite attack against it as a bonus action. Actions
Walrus, Giant cr 4
Huge Beast (Aquatic), Neutral
-
AC 10
- HP 85 (9d12 +27)
- Speed 20 ft., swim 40 ft.
| MOD | SAVE | Str | 22 | +6 | +6 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 16 | +3 | +5 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Resistances Cold
- Skills Intimidation +8
- Senses Darkvision 60 ft.
Traits
Hold Breath. The Walrus can hold its breath for1 hour.
Imposing Presence. The Walrus uses its Strength, instead of Charisma, for Intimidation checks (included above).
Thick Hide. The Walrus reduces damage, other than force, psychic, and radiant by its Con. modifier (3).
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +6) bludgeoning damage, and a target equal to the Walrus' size (or smaller) is knocked Prone.
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6 +6) piercing damage, and it must make a Constitution saving throw (DC 16), or its AC is reduced by 2 and its speed is halved until the end of its next turn.








Challenge Rating:5
Beasts of Challenge Rating 5 are titans of the natural world and often embody the destructive and wild wrath of nature.
Centipede, Colossal cr 5
Huge Beast (Insect), Neutral
-
AC 17 (natural armor)
- HP 95 (10d12 +30)
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 18 | +4 | +7 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 21 | +5 | +8 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Senses Blindsight 30 ft.
Traits
Venom (Recharge 5-6). When the Centipede hits with its Mandibles, it can force it to make a Constitution saving throw (DC 11). On a failure, it takes 3d8 poison damage and is Poisoned. On a success, it takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 1d8 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Actions
Acid Spray (Recharge 5-6). The Centipede spits a caustic secretion from its mouth forcing creatures in an adjacent 20-foot cone to make a Dexterity saving throw (DC 16). On a failure, they take 6d8 acid damage, and their Armor Class is reduced by 2 until the start of their next turn. On a success, they take half damage and no other effects.
Foreleg Strike. Melee Weapon Attack: +8 to hit, reach Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (4d8 +5) piercing damage.
10 ft., one target. Hit: (6d8 +5) piercing damage, and the target's speed is halved until the end of its next turn.
Crab, Colossal cr 5
Huge Beast (Aquatic), Neutral
-
AC 17 (natural armor)
- HP 95 (10d12 +30)
- Speed 30 ft., swim 40 ft.
| MOD | SAVE | Str | 21 | +5 | +5 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 16 | +3 | +6 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Perception +3, Stealth +2
- Senses Blindsight 60 ft.
Traits
Amphibious. The Crab can breathe both air and water.
Bottom Feeder. Underwater, the Crab has advantage on ability checks to smell creatures are below their hit point maximum, and automatically succeeds on ability checks to smell dead creatures within 1 mile.
Pincer. When the Crab hits a creature equal to its size (or smaller) with its Claw, it can Grapple the target (escape DC 16). While Grappling a target, it cannot attack other targets with that Claw. The Crab has two Claws.
Siege Monster. The Crab's attacks deal the maximum damage, in place of rolling, against objects and boats.
Underwater Camouflage. While it remains motionless while underwater, the Crab is indistinguishable from its surroundings due to the coral and wreckage on its shell.
Actions
Multiattack. The Crab makes one attack with each Claw.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: (3d8 +5) bludgeoning damage.





Deep Mole cr 5
Large Beast (Vermin), Neutral
-
AC 13 (natural armor)
- HP 105 (10d10 +50)
- Speed 40 ft., burrow 40 ft.
| MOD | SAVE | Str | 22 | +5 | +8 |
|---|---|---|---|
| Int | 6 | -3 | +0 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 20 | +5 | +5 |
|---|---|---|---|
| Cha | 8 | -1 | -1 |
- Resistances Poison, Psychic
- Skills Perception +5, Survival +5
- Senses Darkvision 120 ft., Tremorsense 300 ft.
Traits
Expert Tunneler. The Deep Mole can tunnel through solid rock and stone. Also, when the Burrows while moving at half its speed, it leaves a tunnel behind equal to its size.
Keen Smell. The Deep Mole has advantage on all ability checks that rely on its sense of smell.
Sunlight Sensativity. The Deep Mole has disadvantage on attack rolls and ability checks while it is in direct sunlight.
Weak Sight. The Mole's normal sight only extends out to a 120-ft. radius, beyond that it relies on its Tremorsense.
Actions
Multiattack. The Mole makes two attacks with its Claw.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +4) slashing damage, and if the target is equal to the Mole's size (or smaller) it is knocked Prone.
Dust Cloud. The Mole kicks up dust, causing the are in a 20-foot radius to be Heavily Obscured until the start of the Mole's next turn, unless dispersed by water or wind.
Earth-Shaker (Recharge 5-6). The Mole strikes the earth, destroying the earth in an adjacent 30-ft. cone. The area becomes difficult terrain, and creatures in it must make a Strength saving throw (DC 16). Creatures fall Prone and take 7d8 bludgeoning damage on a failure. On a success, they take half as much damage and do not fall Prone. All structures or objects in the area take maximum damage.
Dire Tiger cr 5
Huge Beast (Carnivore), Neutral
-
AC 15
- HP 95 (10d12 +30)
- Speed 50 ft., climb 40 ft.
| MOD | SAVE | Str | 21 | +5 | +5 |
|---|---|---|---|
| Int | 6 | -3 | -3 |
| MOD | SAVE | Dex | 20 | +5 | +8 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 10 | +0 | +0 |
- Skills Perception +5, Stealth +11, Survival +5
- Senses Darkvision 120 ft.
Traits
Keen Smell. The Tiger has advantage on all ability checks that rely on its sense of smell.
Pounce. If the Tiger moves at least 20 ft. in a line, then hits a target equal to its size (or smaller) with its Claw, the target falls Prone, then the Tiger can make one Bite attack against it as a bonus action.
Stalker. The Tiger adds double its Proficiency Bonus to Stealth checks (included above).
Strong Jaws. When the Tiger hits a creature equal to its size (or smaller) with its Bite, it can Grapple the target in its jaws (escape DC 16). While it is Grappling a creature, the Tiger cannot use its Bite attack on other targets.
Actions
Multiattack. The Tiger makes two attacks, using its Bite and Claw attacks in any combination.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10 +5) slashing damage.



Giant Squid cr 5
Huge Beast (Aquatic), Neutral
-
AC 14
- HP 112 (15d12 +15)
- Speed 5 ft., swim 90 ft.
| MOD | SAVE | Str | 23 | +6 | +9 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 14 | +2 | +5 |
|---|---|---|---|
| Wis | 11 | +0 | +0 |
| MOD | SAVE | Con | 12 | +1 | +1 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Senses Darkvision 120 ft.
Traits
Aquatic. The Squid can only breathe underwater.
Siege Monster. The Squid's attacks deal maximum damage, in place of rolling, against objects and boats.
Actions
Multiattack. The Squid makes two attacks using its Bite and Tentacle attacks in any combination.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 +6) piercing damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (2d10 +6) bludgeoning damage, and if the target is equal to the Squid's size (or smaller) then it is automatially Grappled (escape DC 17), and the Squid cannot attack other targets with that tentacle.
Ink Cloud (1/short or long rest). When the Squid isReactions
targeted by an attack it can see while it is underwater,
it can fill its space with ink, then move up to its speed without provoking opportunity attacks. The ink heavily obscures its space for 1 minute or until it is dispersed.
Sloth, Giant cr 5
Huge Beast (Brute), Neutral
-
AC 16 (natural armor)
- HP 104 (11d12 +33)
- Speed 30 ft., climb 30 ft., swim 30 ft.
| MOD | SAVE | Str | 22 | +6 | +6 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 10 | +0 | +0 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 17 | +3 | +6 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
Traits
Keen Smell. The Sloth has advantage on all ability checks that rely on its sense of smell.
Lumbering. The Sloth has disadvantage on all Dexterity ability checks and saving throws, and it cannot Dash.
Thick Hide. The Sloth reduces all damage, other than force, psychic, and radiant by its Constitution mod. (3).
Tropical Camouflage. While it remains motionless in a jungle environment, the Sloth is indistinguishable from its surroundings due to the moss growing from its fur.
Actions
Multiattack. The Sloth makes two attacks with its Claw. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 +6) bludgeoning damage, and a target smaller than the Sloth is knocked back 10 ft. and must make a Dexterity saving throw (DC 17) or fall Prone.
Fetid Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10 +6) piercing damage, and it must succeed on a Constitution saving throw (DC 17) or it is Poisoned until the start of the Sloth's next turn.
It can replace one of these attacks with its Fetid Bite.




Swarm of Plague Rats cr 5
Medium Swarm of Diminutive Beasts (Vermin), Neutral
-
AC 10
- HP 32 (3d8 +18)
- Speed 25 ft., climb 25 ft., swim 25 ft.
| MOD | SAVE | Str | 6 | -3 | -3 |
|---|---|---|---|
| Int | 2 | -4 | -4 |
| MOD | SAVE | Dex | 15 | +2 | +5 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 22 | +6 | +9 |
|---|---|---|---|
| Cha | 4 | -3 | -3 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
- Senses Darkvision 120 ft.
Traits
Keen Smell. The Swarm has advantage on ability checks that rely on its sense of smell.
Plague Bearer. Any creature that starts its turn within the Swarm's space, and isn't a Construct or an Undead, must make a Constitution saving throw (DC 17). If it has taken damage from the Swarm since the start of its last turn, it makes this saving throw with disadvantage.
On a failure, it is Poisoned, and while Poisoned its speed is halved, it can't take reactions, and it takes 2d8 poison damage at the start of each of its turns. It can repeat this Constitution saving throw at the end of each of its turns, and on a success, it is no longer Poisoned.
Swarm. The Swarm can occupy the same space as other creatures, and vice versa. It can also pass through spaces large enough for a Diminutive Rodent without squeezing.
Actions
Flurry of Bites. Creatures of the Swarm's choice within its space must make a Dexterity saving throw (DC 17). They take piercing damage equal to the Swarm's remaining hit points on a failure, and half that damage on a success.
Scamper. The Swarm takes a Disengage or Hide action. Bonus Actions
Terror Bird cr 5
Huge Beast (Avian), Neutral
-
AC 14 (natural armor)
- HP 95 (10d12 +30)
- Speed 60 ft.
| MOD | SAVE | Str | 21 | +5 | +5 |
|---|---|---|---|
| Int | 5 | -3 | -3 |
| MOD | SAVE | Dex | 14 | +2 | +5 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 18 | +3 | +3 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Intimidation +8, Perception +5, Stealth +5
Traits
Imposing Presence. The Terror Bird uses Strength, in place of Charisma, for Intimidation checks (see above).
Mighty Leap. Once per turn, the Terror Bird can expend
5 ft. of its movement to long jump up to 30 ft., or high jump to 20 ft., even if this exceeds is remaining speed.
Strong Jaws. If the Terror Bird hits a creature equal to its size (or smaller) with its Beak, it can Grapple the target in its beak (escape DC 16). While it is Grappling a creature, the Terror Bird can't use its Beak attack on other targets.
Actions
Multiattack. The Terror Bird makes two attacks, using its Beak and Kick attacks in any combination.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10 +5) slashing damage.
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 +5) slashing damage, and a target equal to the Terror Bird's size (or smaller) is knocked Prone.
Aggressive. The Terror Bird takes the Dash action, but it must end its movement closer to a Hostile creature. Bonus Actions



Wasp Queen, Giant cr 5
Large Beast (Insect), Neutral
-
AC 15
- HP 90 (12d10 +24)
- Speed 30 ft., fly 60 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 12 | +1 | +1 |
| MOD | SAVE | Dex | 21 | +5 | +8 |
|---|---|---|---|
| Wis | 17 | +3 | +6 |
| MOD | SAVE | Con | 14 | +2 | +2 |
|---|---|---|---|
| Cha | 8 | -1 | -1 |
- Skills Acrobatics +4, Intimidation +2, Performance +2
Traits
Agile Flight. The Queen has advantage on all Dexterity ability checks and saving throws while it is flying.
Hive Mind. For each additional Giant Wasp within 30 ft., the Wasp Queen gains a +1 bonus to attack rolls, ability checks, and saving throws (maximum +10).
Actions
Multiattack. The Queen makes two attacks with its Sting. It can replace one or both attacks with the Orders below.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (3d8 +5) piercing damage, and it must make a Constitution saving throw (DC 16) or be Poisoned for 1 minute. It repeats this saving throw at the start of each of its turns, and on a success it is no longer Poisoned.
Attack Order. The Queen orders a Giant Wasp within 30 ft. to use its Sting against a target of the Queen's choice.
Maneuver Order. The Queen orders a Giant Wasp within 30 ft. to move up to its speed. This movement does not provoke opportunity attacks so long as the Giant Wasp remains within 30 ft. of the Queen.
Rallying Order. The Queen grants a Giant Wasp within 30 ft. (1d8 +3) temporary hit points which last for 1 minute.
Titanoboa cr 5
Gargantuan Beast (Reptilian), Neutral
-
AC 12 (natural armor)
- HP 130 (9d20 +36)
- Speed 40 ft., climb 40 ft., swim 40 ft.
| MOD | SAVE | Str | 22 | +6 | +9 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 6 | -2 | -2 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 18 | +4 | +4 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
Traits
Cold-Blooded. When the Titanoboa takes cold damage, it cannot take reactions and its speed is halved its next turn.
Serpentine. The Titanoboa counts as two sizes smaller for
the purposes of moving through passageways.
Thermal Vision. The Titanoboa knows the exact location
of any warm-blooded creatures within 90 ft. of it.
Swallow. When the Titanoboa uses its Strike on a creature Grappled by it, it Swallows it. A Swallowed creature is Blinded and Restrained, and it has total cover from attacks and effects from outside of the Titanoboa.
At the start of the Titanoboa's turn, Swallowed creatures take (5d4) acid damage, then Titanoboa must make a Constitution saving throw (DC is the total damage taken since its previous turn). On a failure, any Swallowed creatures land Prone in an unoccupied space within 5 ft. of the Titanoboa. Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 +5) piercing damage.
Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d12 +6) bludgeoning damage, and if the target is equal to the Anaconda's size (or smaller) it is Grappled (escape DC 17) and Restrained. The Anaconda can only Grapple one creature at a time in this way. Actions






Challenge Rating:6
Beasts of Challenge Rating 6 sit at the apex of the animal kingdom. They are the most powerful Beasts that roam the wilds short of those empowered by primal forces or magic.
Badger Lord cr 6
Large Beast (Vermin), Neutral
-
AC 13
- HP 123 (13d10 +52)
- Speed 40 ft., burrow 30 ft.
| MOD | SAVE | Str | 23 | +6 | +9 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 17 | +3 | +3 |
|---|---|---|---|
| Wis | 16 | +3 | +3 |
| MOD | SAVE | Con | 18 | +4 | +7 |
|---|---|---|---|
| Cha | 8 | -1 | -1 |
- Resistances Poison
- Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 120 ft.
Traits
Keen Smell. The Badger has advantage on ability checks that realy on its sense of smell.
Strong Jaws. If the Badger hits a creature equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 17), but then the Badger cannot Bite other targets.
Thick Hide. The Badger reduces all damage, other than force, psychic, and radiant by its Con. modifier (4).
Actions
Multiattack. The Badger makes two attacks, using its Bite and Claw attacks in any combination.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d6 +6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 +6) piercing damage.
Aggressive. The Badger takes the Dash action, but must end its movement closer to a Hostile creature. Frenzy. The Badger enters a Frenzy, and until the start of its next turn, it has Resistance to Bludgeoning, Piercing, and Slashing damage, and all of the Badger's attacks and all attacks against the Badger. are made with advantage.Bonus Actions
Cave Bear, Giant cr 6
Huge Beast (Carnivore), Neutral
-
AC 13 (natural armor)
- HP 115 (10d12 +50)
- Speed 60 ft., climb 40 ft.
| MOD | SAVE | Str | 24 | +7 | +10 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 8 | -1 | +2 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 21 | +5 | +5 |
|---|---|---|---|
| Cha | 9 | -1 | -1 |
- Skills Intimidation +10, Perception +5, Survival +5
- Senses Darkvision 120 ft.
Traits
Imposing Presence. The Bear uses its Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Cave Bear has advantage on all ability checks that rely on its sense of smell.
Strong Jaws. If the Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 18), but the Bear can't use its Bite on other targets.
Thick Hide. The Cave Bear reduces damage, other than force, psychic, and radiant by its Constitution mod. (5).
Actions
Multiattack. The Bear makes two attacks, using its Bite and its Claw attacks in any combination.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d10 +7) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d8 +7) slashing damage, and any creature equal to the Bear's size (or smaller) is knocked Prone.
Roar of Dominance. After the Cave Bear hits a creature its Bite or Claw attack, it can roar, and force the creature hit by its attack to make a Wisdom saving throw (DC 18). On a failed save, it becomes Frightened of the Cave Bear until the start of the Cave Bear's next turn. Creatures that succeed on this saving throw are immune to the Bear's Roar of Dominance for the next 24 hours. Bonus Actions



Crocodile, Giant cr 6
Huge Beast (Reptilian), Neutral
-
AC 14 (natural armor)
- HP 115 (10d12 +50)
- Speed 40 ft., swim 60 ft.
| MOD | SAVE | Str | 21 | +5 | +8 |
|---|---|---|---|
| Int | 4 | -3 | -3 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 19 | +4 | +7 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
Traits
Aquatic Camouflage. While it remains motionless in the water, the Crocodile is indistinguishable from its natural surroundings due to the algae buildup on its scales.
Crushing Strength. If the Crocodile damages a creature while it is holding its breath underwater, it knocks the air from its lungs, and the creature begins Suffocating.
Hold Breath. The Crocodile can hold breath for 3 hours.
Strong Jaws. If the Crocodile hits a target equal to its size (or smaller) with Bite, it can Grapple it in its jaws (escape DC 18), but the Crocodile cannot Bite other targets.
Actions
Multiattack. The Crocodile makes two attacks, a Bite and a Tail attack. It can replace its Bite attack with Death Roll.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (4d10 +5) piercing damage.
Death Roll. The Crocodile forces one creature Grappled by it to make a Strength saving throw (DC 16). It takes (4d10) slashing damage on failure, and half on success.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 +5) bludgeoning damage, and if it is equal to the Crocodile's size (or smaller) it falls Prone.
Gorilla, Giant cr 6
Huge Beast (Brute), Neutral
-
AC 12 (natural armor)
- HP 115 (10d12 +50)
- Speed 50 ft., climb 50 ft.
| MOD | SAVE | Str | 23 | +6 | +9 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 14 | +2 | +5 |
|---|---|---|---|
| Wis | 14 | +2 | +2 |
| MOD | SAVE | Con | 18 | +4 | +4 |
|---|---|---|---|
| Cha | 7 | -2 | -2 |
- Skills Athletics +9, Intimidation +9
Traits
Concussive Blow. If the Gorilla hits a creature smaller than it with a Fist, the target must make a Constitution saving throw (DC 17) or the be Stunned until the start of its next turn.
Imposing Presence. The Gorilla uses its Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Gorilla has advantage on all ability checks that rely on its sense of smell.
Actions
Multiattack. The Gorilla makes two attacks, using Fist or Hurl:
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 +6) bludgeoning damage.
Hurl. Ranged Weapon Attack: The Gorilla throws an object or Medium (or smaller) creature Grappled by it. +9 to hit, range 30/60 ft., one target. Hit: (2d10 +6) bludgeoning damage.
Bonus Actions
Frenzy. The Gorilla enters a Frenzy, and until the start of its next turn, it has Resistance to all Bludgeoning, Piercing, and Slashing damage, and all of the Gorilla's attacks and attacks against the Gorilla are made with advantage.
Intimidating Show. The Gorilla forces Hostile creatures within 30 feet to make a Wisdom saving throw (DC 17), or become Frightened of it for 1 minute. Creatures can repeat this saving throw at the end of their turn, ending the effect on a success.
Creatures that succeed on this saving throw are immune to the Gorilla's Indimidating Show for the next 24 hours.






Mammoth cr 6
Huge Beast (Brute), Neutral
-
AC 13 (natural armor)
- HP 126 (11d12 +55)
- Speed 40 ft.
| MOD | SAVE | Str | 24 | +7 | +10 |
|---|---|---|---|
| Int | 5 | -2 | -2 |
| MOD | SAVE | Dex | 9 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 21 | +5 | +8 |
|---|---|---|---|
| Cha | 6 | -2 | -2 |
- Skills Intimidation +10
Traits
Concussive Blow. If the Mamoth hits a creature smaller than it with its Stomp attack, the creature must make a Constitution saving throw (DC 18). On a failed save, it is Stunned until the start of its next turn.
Imposing Presence. The Mammoth uses its Strength, in place of Charisma, for Intimidation checks (see above).
Thick Hide. The Mammoth reduces damage, other than force, psychic, and radiant by its Constitution mod. (5).
Trampling Charge. If the Mammoth moves at least 20 ft. in a line and hits with Gore, it deals a bonus 1d8 damage. If the target is equal to the Mammoth's size (or smaller), the target is also knocked Prone, and the Mammoth can one Stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (4d8 +7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (4d10 +7) bludgeoning damage.
Shark, Giant cr 6
Huge Beast (Aquatic), Neutral
-
AC 13 (natural armor)
- HP 126 (11d12 +55)
- Speed 0 ft., swim 90 ft.
| MOD | SAVE | Str | 23 | +6 | +9 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 11 | +0 | +0 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 21 | +5 | +8 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Senses Blindsight 60 ft.
- Skills Perception +3
Traits
Aquatic. The Shark can only breathe underwater.
Blood Sense. The Shark knows the direction of any creature with less than its maximum hit points within 1 mile, so long as they are in the same body of water.
Frenzy. The Shark has advantage on Bite attacks against creatures with less than their maximum hit points.
Relentless (Recharge 4-6). If the Shark is reduced to 0 points, but not killed, it falls to 11 (1d12 +5) hit points.
Swallow. Any creature that is Swallowed by the Shark is Blinded and Restrained, and has total cover from attacks and effects from outside of the Shark.
At the start of the Shark's turns, Swallowed creatures take (6d4) acid damage, then Shark must make a Constitution saving throw (DC equals the total damage taken since its previous turn). On a failed save, Swallowed creatures land Prone in an unoccupied space within 5 ft. of the Shark. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (5d10 +6) piercing damage, and a target that is two sizes smaller than it must succeed on a Dexterity saving throw (DC 17) or be Swallowed.
Aggressive. The Shark takes the Dash action, but it must end its movement closer to a Hostile creature. Actions
Bonus Actions






Royal Eagle cr 6
Huge Beast (Avian), Neutral
-
AC 16
- HP 95 (10d12 +30)
- Speed 30 ft., fly 90 ft.
| MOD | SAVE | Str | 18 | +4 | +4 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 22 | +6 | +9 |
|---|---|---|---|
| Wis | 15 | +2 | +5 |
| MOD | SAVE | Con | 17 | +3 | +3 |
|---|---|---|---|
| Cha | 10 | +0 | +0 |
- Skills Acrobatics +9, Perception +8
Traits
Airborne Evasion. When the Eagle is forced to make a Dexterity saving throw to avoid damage while flying, it takes no damage on a success, and half on a failure.
Hunter's Grasp. If the Eagle hits a target at least one size smaller than it with its Talons, it can Grapple it (escape DC 17), then it cannot use its Talons on other targets.
Hunter's Senses. The Eagle adds double its Proficiency Bonus to its Perception checks (included above).
Swift Wing. Opportunity attacks against the Eagle have disadvantage while it is using its flying speed.
Actions
Multiattack. The Eagle uses its Screech (if available), then makes two Beak or Talons attacks in any combination.
Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 +6) piercing damage, and the creature must succeed on a Dexterity saving throw (DC 17) or it is Blinded until the start of the Eagle's next turn.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10 +6) slashing damage, and the target has disadvantage on attack rolls against all targets other than the Eagle until the start of the Eagle's next turn.
Screech (Recharge 4-6). The Eagle forces hostile targets that can see or hear it within 120 ft. to make a Wisdom saving throw (DC 17). On a failure, they are Frightened Creatures that succeed on this Wisdom saving throw are immune to the Eagle's Screech for the next 24 hours.
of the Eagle for 1 minute. They repeat the saving throw at the end of their turn, ending the effect on a success.
Spider, Colossal cr 6
Huge Beast (Insect), Neutral
-
AC 16 (natural armor)
- HP 123 (13d12 +33)
- Speed 40 ft., climb 40 ft.
| MOD | SAVE | Str | 23 | +6 | +9 |
|---|---|---|---|
| Int | 7 | -2 | -2 |
| MOD | SAVE | Dex | 19 | +4 | +7 |
|---|---|---|---|
| Wis | 9 | -1 | -1 |
| MOD | SAVE | Con | 16 | +3 | +3 |
|---|---|---|---|
| Cha | 3 | -4 | -4 |
- Skills Stealth +7
- Senses Blindsight 60 ft., Darkvision 120 ft.
Traits
Arachnid. The Spider can climb on sheer surfaces, upside down, and along webs without making an ability check. It also ignores movement restrictions caused by webs and it can sense other creatures touching the same web as it.
Siege Monster. The Spider's attacks deal the maximum damage, in place of rolling, against objects and boats.
Venom (Recharge 4-6). If the Spider hits with its Bite, it can force the target to make a Constitution saving throw (DC 17). On a failure, it takes 4d8 poison damage and is Poisoned. On a success, it only takes half damage.
A Poisoned creature repeats this saving throw at the end of each of its turns, ending the effect on a success. On a failure, it takes 2d8 poison damage. If this reduces it to 0 hit points, it is stable, but Paralyzed, while at 0 hit points.
Wrap. When the Spider targets a creature equal to its size (or smaller) with its Web Strand, it must make a Dexterity saving throw (DC 17) or be wrapped in webs that reduce its speed to 0. As an action it can make a Strength check, destroying the webs and escaping on a success.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (5d8 +6) piercing damage.
Web Strand. The Spider shoots a thin strand of webbing at a target it can see within 60 ft., forming a continuous line of webbing from where it is standing to the target.




Sperm Whale cr 8
Gargantuan Beast (Aquatic), Neutral
-
AC 13 (natural armor)
- HP 192 (12d20 +60)
- Speed 0 ft., swim 60 ft.
| MOD | SAVE | Str | 26 | +8 | +8 |
|---|---|---|---|
| Int | 3 | -4 | -4 |
| MOD | SAVE | Dex | 8 | -1 | -1 |
|---|---|---|---|
| Wis | 12 | +1 | +1 |
| MOD | SAVE | Con | 20 | +5 | +8 |
|---|---|---|---|
| Cha | 5 | -3 | -3 |
- Resistances Cold
- Senses Blindsight 120 ft.
Traits
Echolocation. If the Whale makes a Perception check with its hearing it treats a d20 roll of 9 or lower as a 10. It loses this benefit and its Blindsight if it is Deafened.
Siege Monster. The Whale's attacks deal maximum damage, in place of rolling, against objects and boats.
Thick Hide. The Whale reduces all damage, other than force, psychic, and radiant by its Con. modifier (5).
Hold Breath. The Whale can hold its breath for 2 hours.
Swallow. Any creature that is Swallowed by the Whale is Blinded and Restrained, and has total cover from attacks and effects from outside of the Whale.
At the start of the Whale's turns, Swallowed creatures take (6d4) acid damage, then Whale must make a Constitution saving throw (DC equals the total damage taken since its previous turn). On a failed save, Swallowed creatures land Prone in an unoccupied space within 5 ft. of the Whale. Multiattack. The Whale makes two attacks using its Bite and Tail attacks in any combination.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (3d8 +8) piercing damage, and if the target is two sizes smaller than the Whale, it must succeed on a Dexterity saving throw (DC 19) or it is Swallowed.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (3d6 +8) bludgeoning damage, and a target equal to the Whale's size (or smaller) is knocked Prone. Actions





Alternate Beasts
Unleash the true wild fury of Beasts with this Compendium of 152 Alternate Beasts for 5e!
Version 3.0.0 - Created by /u/laserllama
Last Updated: March 24th, 2026
Artist Credits:
Covers - Paul Canavan
Pg 2 - Raoul Vitale
Pg 3 - Ilse Gort
Pg 4 - Julia Metzger
Pg 5 - Andrea Radeck
Pg 6 - Mike Bierek
Pg 7 - Slawomir Maniak
Pg 8 - Andrea Radeck
Pg 9 - Nils Hamm
Pg 10 - Paul Canavan
Pg 11 - M. Castanon
Pg 12 - Christina Kraus
Pg 13 - A. Bortolini
Pg 14 - Caio Monterio
Pg 15 - Filipe Pagliuso
Pg 16 - C. Burdett
Pg 17 - Simon Brewer
Pg 18 - Brian Valeza
Pg 19 - K. Theodossiou
Pg 20 - David Loebman
Pg 21 - Kevin Glint
Pg 22 - Ilse Gort
Pg 23 - James Paick
Pg 24 - Svetlin Velinov
Pg 25 - Jonathan Kuo
Pg 26 - Sam Burley
Pg 27 - Ovidio Cargena
Pg 28 - Aaron Miller
Pg 29 - Simon Brewer
Pg 30 - Johann Bodin
Pg 31 - G. Rutkowski
Pg 32 - Livia Prima
Pg 33 - Rudy Siswanto
Pg 34 - L. Hannigan
Pg 35 - Jakub Kasper
Pg 36 - Zezhou Chen
Pg 37 - Jason Engle
Pg 38 - Caio Monteiro
Pg 40 - David Szabo
Pg 41 - Jason Kang
Pg 42 - A. Deruchenko
Pg 43 - Dan Scott
Pg 44 - Randy Vargas
Pg 45 - L. Grant-West
Pg 46 - Caio Monterio
Pg 47 - Alex Constad
Pg 48 - Jack Lei
Pg 49 - Viktor Titov
Pg 50 - Ivan Shavrin
Pg 51 - Craig Spearing
Pg 52 - S. Helmigh
Pg 53 - Simon Dominic
Pg 54 - Raoul Vitale
Pg 55 - Chris Rahn
Pg 56 - G. Rutkowski
Pg 57 - A. Devine
Pg 58 - Erica Yang