Compendium of Beasts
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.
Cave Bear cr 4
Large Beast (Carnivore), Neutral
-
AC 12 (natural armor)
- HP 76 (8d10 +32)
- 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 Bear uses its Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Bear has advantage on Wisdom ability checks that rely on its sense of smell.
Strong Jaws. When the Bear hits a creature equal to its size (or smaller) with its Bite, it can Grapple it in its jaws (escape DC 16). While it is Grappling, it cannot Bite other targets.
Thick Hide. Whenever the Bear takes damage it reduces it by its Constitution modifier (4). Force, psychic, and radiant damage ignore this feature.
Actions
Multiattack. The 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 Bear hits a creature with a Bite or a Claw attack, it can roar, forcing the creature to make a Wisdom saving throw (DC 16), or be 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




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 be Stunned until the start of the Elephant's next turn.
Imposing Presence. The Elephant uses its Strength, in place of Charisma, for Intimidation checks (see above).
Thick Hide. Whenever the Elephant takes damage it reduces it by its Constitution modifier (3). Force, psychic, and radiant damage ignore this feature.
Trampling Charge. If the Elephant moves at least 20 ft.
in a line and hits with a Gore attack, it deals a bonus 1d8 damage. If the target is equal to the Elephant's size (or smaller), it is also knocked Prone, and the Elephant can use a bonus action to use its Stomp attack on it.
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 +10)
- 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 Stealth checks to Hide in marshes and swamps, and creatures have disadvantage on any ability check made to detect the Heron while it is standing still.
Ambush Strike. If the Heron hits a creature with its Beak attack while it is unaware of the Heron, the attack deals a bonus 3d8 damage on hit.
Hunter's Grasp. If the Heron hits a target at least one
size smaller than it with its 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.




Toad, Colossal cr 4
Large 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
Amphibious. The Toad can breath both air and water.
Mighty Leap. Once per turn, the Toad can expend 5 feet of
its movement long jump up to 30 ft., or a high jump up to
20 ft., even if this exceeds is remaining speed.
Strong Jaws. If the Toad hits a creature equal to its size (or smaller) with its Toxic Bite attack, it can Grapple the target
in its jaws (escape DC 15). While it is Grappling a creature,
it cannot use its Toxic Bite attack on other targets.
Swallow. When the Toad hits a creature it is Grappling that
is at least one size smaller than it with its Toxic Bite, it can swallow it. While swallowed, that creature is Restrained and Blinded, it has total cover from attacks and effects outside
of the Toad, and it takes (4d6) acid damage at the start of each of the Toad's turns.
At the start of each of its turns, the Toad must succeed on
a Constitution saving throw (DC is the total damage it has taken since the end of its last turn) or a swallowed creature lands Prone in an unoccupied space within 5 ft.
Thick Hide. Whenever the Toad takes damage it reduces it
by its Constitution modifier (3). Force, psychic, and radiant damage ignore this feature.
Actions
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.
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 |
- ResistancesCold
- 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. Whenever the Walrus takes damage it can reduce it by its Constitution modifier (3). Force, psychic, and radiant damage ignore this feature.
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 the creature must make a Constitution saving throw (DC 16). On a failure, its Armor Class is reduced by 2 and its speed is halved until the start of the Walrus' 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.
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 Wisdom ability checks that rely on its sense of smell.
Pounce. When the Tiger moves 20 ft. in a line, then hits
a target equal to its size (or smaller) with its Claw attack, it is knocked Prone. If it falls Prone, the Tiger can then use its bonus action to make one Bite attack against it.
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 attack, it can Grapple the target in its jaws (escape DC 16). While it is Grappling
a creature, it cannot use its Bite attack on other targets.
Actions
Multiattack. The Tiger makes two attacks, using its Bite and Claw 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.
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 | 19 | +4 | +4 |
|---|---|---|---|
| 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 Perception checks to smell creatures within 600 ft. of it that are below their hit point maximum. The Crab also automatically succeeds on Perception checks to smell dead creatures within 1 mile it is while underwater.
Pincer. When the Crab hits a creature equal to its size (or smaller) with a Claw attack, it can automatically Grapple the target (escape DC 15). The Crab has two claws, and it can Grapple one target in each of its claws at a time.
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: +7 to hit, reach 15 ft., one target. Hit: (3d8 +4) bludgeoning 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 attack 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 can automatically Grapple its target (escape DC 17).
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 Wisdom 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. Whenever the Sloth takes damage it reduces it by its Constitution modifier (3). Force, psychic, and radiant damage ignore this feature.
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 Claw attacks. It can replace one of these with a Fetid Bite attack.
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.




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 | 17 | +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 a Beak attack, it can Grapple it in its beak (escape DC 16).
Actions
Multiattack. The Terror Bird makes two attacks, using its Beak and Kick 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
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 its speed is halved and it cannot take reactions until the end
of 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. If the Titanoboa hits a Grappled creature that is at least one size smaller than it with a Strike attack, it swallows it. A swallowed creature is Blinded and Restrained, has total cover from outside attacks and effects, and it takes (5d6) acid damage at the start of each of the Titanoboa's turns.
At the start of its turn, the Titanoboa must succeed on a Constitution saving throw (DC is the total damage it has taken since its previous turn) or any swallowed creatures
land Prone in an unoccupied space within 5 ft. of it.
Actions
Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 +5) piercing damage. This attack has advantage against creatures Grappled by the Titanoboa.
Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d12 +5) bludgeoning damage and the target is Grappled (escape DC 17) and Restrained. If a creature ends its turn Grappled this way, it suffers one level of Exhaustion.






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.
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 it Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Bear has advantage on all Wisdom ability checks that incorporate its sense of smell.
Strong Jaws. When the Bear hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in its jaws (escape DC 18). While it is Grappling
a creature, it cannot use its Bite attack on other targets.
Thick Hide. Whenever the Bear takes damage it reduces it by its Constitution modifier (5). Force, psychic, and radiant damage ignore this feature.
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 Bear hits a creature with a Bite or a Claw attack, it can roar, forcing the creature to make a Wisdom saving throw (DC 18), or be 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
Crocodile, Giant cr 6
Huge Beast (Reptilian), Neutral
-
AC 14 (natural armor)
- HP 105 (11d12 +44)
- 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 that is holding its breath underwater, the creature must make a Constitution saving throw (DC 16) or suffer one level of Exhaustion, which lasts until it comes up for air.
Hold Breath. The Crocodile can hold its breath for up to 2 hours while it is underwater. Strong Jaws. When the Crocodile hits a creature equal to its size (or smaller) with its Bite attack, it can Grapple the target in its jaws (escape DC 18). While it is Grappling 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 Grappled creature to make a Strength saving throw (DC 16). It takes (4d10) slashing damage on a failure, and half that on a success.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 +5) bludgeoning damage, and a target equal to the Crocodile's size (or smaller) is knocked 10 ft. back in a straight line and falls Prone.
a creature, it cannot use its Bite attack on other targets. Actions




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. Once per turn, if the Mammoth hits a creature equal to its size (or smaller) with Stomp, it can force it to make a Constitution saving throw (DC 18) or be Stunned until the start of the Mammoth's next turn.
Imposing Presence. The Mammoth uses its Strength, in place of Charisma, for Intimidation checks (see above).
Thick Hide. Whenever the Mammoth takes damage it reduces it by its Constitution modifier (5). Force, psychic, and radiant damage ignore this feature.
Trampling Charge. If the Mammoth moves at least 20 ft.
in a line and hits with a Gore attack, it deals a bonus 1d8 damage. If the target is equal to the Mammoth's size (or smaller), it is also knocked Prone, and the Mammoth can use a bonus action to use its Stomp attack on it.
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.
Gorilla, Giant cr 6
Huge Beast (Brute), Neutral
-
AC 12 (natural armor)
- HP 105 (11d12 +44)
- 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
Imposing Presence. The Gorilla uses its Strength, in place of Charisma, for Intimidation checks (included above).
Keen Smell. The Gorilla has advantage on all Wisdom ability checks that rely on its sense of smell.
Mighty Fist. Once per turn, when the Gorilla hits a creature equal to its size (or smaller) with a Fist attack, it can force it to make a Constitution saving throw (DC 17) or be Stunned until the start of the Gorilla's next turn.
Savage Fury (Recharge 4-6). At the start of its turn, the Gorilla flies into a Fury which lasts until the start of its next turn. For the duration, it has advantage on all Strength attacks, checks, and saving throws, but all attacks against it have advantage.
Actions
Multiattack. The Gorilla uses its Intimidating Show, then it makes two First or Hurl attacks in any combination.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 +6) bludgeoning damage.
Hurl. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: (2d10 +6) bludgeoning damage. It throws one Medium (or smaller) object or creature it is holding.
Intimidating Show. The Gorilla forces hostile creatures that can see or hear it within 30 ft. to make a Wisdom saving throw (DC 17). On a failed save, they are Frightened of the Gorilla for 1 minute. Creatures repeat this saving throw at Creatures that succeed on this saving throw are immune to the Gorilla's Intimidating Show for the next 24 hours.
the end of their turn, ending the effect on a success.






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
10 miles, 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, it has total cover from all outside attacks and effects outside the Shark, and it takes (2d6) acid damage at the start of each of the Shark's turns.
At the start of each of its turns, the Shark must succeed on a Constitution saving throw (DC is the total damage it has taken since its previous turn) or swallowed creatures land Prone in an unoccupied space within 5 ft. of it.
Actions
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.
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. When the Eagle hits a target at least one size smaller than it with its Talons attack, it can choose to automatically Grapple the target (escape DC 15).
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 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.
it is Blinded until the start of the Eagle's next turn.
of the Eagle for 1 minute. They repeat the saving throw at the end of their turn, ending the effect on a success.




Alternate Beasts
Unleash the true wild fury of Beasts with this Compendium of 17 Alternate Beasts for 5e!
Version 1.8.0 - Created by /u/laserllama
Last Updated: March 30th, 2025
Artist Credits:
Covers - Chris Rahn - Sarulf, Realm Eater
Page 1 - Lars Grant-West - Dragon-Scarred Bear
Page 2 - Caio Monterio - Dreamtail Heron
Page 3 - Jack Lei - Guardian Toad
Page 4 - Viktor Titov - Charix, the Raging Isle
Page 5 - Craig Spearing - Octopus Token
Page 6 - Simon Dominic - Hagra Constrictor
Page 7 - Zezhou Chen - Tenacious Hunter
Page 8 - Chris Rahn - Kogla, the Titan Ape
Page 9 - Anthony Devine - Escape from Orthanc