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Returning 35 results for 'before beast down calling rely'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
pulled 5 feet toward the ogre.
Spellcasting. The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast
nearby settlements, an ogre chitterlord often leads the way, calling rats from the alleys and sewers to harry townsfolk from within the city while the ogres lay siege to the outer walls. Should their
Monsters
Icewind Dale: Rime of the Frostmaiden
roll.
Keen Hearing and Smell. Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell.Multiattack. Isarr makes three melee attacks.
Sickle. Melee Weapon Attack: +6
Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20
Monsters
Waterdeep: Dungeon of the Mad Mage
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
Meenlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20
Shadow Mastiff Alpha
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell
knocked prone.
Terrifying Howl. The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened
Cloud Giant Smiling One
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
): major image, tongues
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The giant makes two attacks with its morningstar.
Morningstar. Melee Weapon Attack
has advantage on the attack roll.
Change Shape. The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
Monsters
Mordenkainen's Fiendish Folio Volume 1
that rely on smell.
Innate Spellcasting. The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Species
Spelljammer: Adventures in Space
impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Creating Your Character
When you create your D&D character, you decide whether your character is a
creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Badger Badger
Tiny beast, unaligned
Armor Class 10
Hit Points 3 (1d4 + 1)
Speed 20 ft., burrow 5 ft.
STR
4 (−3)
DEX
11 (+0)
CON
12 (+1)
INT
2 (−4)
WIS
12 (+1)
CHA
5 (−3)
Senses darkvision 30 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Weasel Weasel
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 30 ft.
STR
3 (−4)
DEX
16 (+3)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3(−4)
DEX
15(+2)
CON
10(+0)
INT
3(−4)
WIS
12(+1)
CHA
7(−2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Rat Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.
STR
2 (–4)
DEX
11 (+0)
CON
9 (–1)
INT
2 (–4)
WIS
10 (+0
)
CHA
4 (–3)
Senses Darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hawk Hawk
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 60 ft.
STR
5 (−3)
DEX
16 (+3)
CON
8 (−1)
INT
2 (−4)
WIS
14
(+2)
CHA
6 (−2)
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 0 (10 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Rat Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 − 1)
Speed 20 ft.
STR
2 (−4)
DEX
11 (+0)
CON
9 (−1)
INT
2 (−4)
WIS
10 (+0)
CHA
4 (−3)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3 (–4)
DEX
15 (+2)
CON
10 (+0)
INT
3 (–4)
WIS
12
rely on smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hawk Hawk (Falcon)
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 60 ft.
STR
5 (–3)
DEX
16 (+3)
CON
8 (–1)
INT
2 (–4
rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Eagle Eagle
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.
STR
6 (−2)
DEX
15 (+2)
CON
10 (+0)
INT
2 (−4)
WIS
14
(+2)
CHA
7 (−2)
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 0 (10 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cat Cat
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
STR
3 (−4)
DEX
15 (+2)
CON
10 (+0)
INT
3 (−4)
WIS
12 (+1
)
CHA
7 (−2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 60 ft.
STR
3 (–4)
DEX
13 (+1)
CON
8 (–1)
INT
2 (–4)
WIS
12
when it flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)
DEX
15 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Bat Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Killer Whale Killer Whale
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
13 (+1
can’t use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mastiff Mastiff
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (–4)
WIS
12
) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3(−4)
DEX
13(+1)
CON
8(−1)
INT
2(−4)
WIS
12(+1)
CHA
out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Weasel Giant Weasel
Medium beast, unaligned
Armor Class 13
Hit Points 9 (2d8)
Speed 40 ft.
STR
11 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
4 (−3)
WIS
advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Owl Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 60 ft.
STR
3 (−4)
DEX
13 (+1)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
when it flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 5 ft., fly 30 ft.
STR
2 (–4)
DEX
15 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12
has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Giant Eagle Giant Eagle
Large beast, neutral good
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 10 ft., fly 80 ft.
STR
16 (+3)
DEX
17 (+3)
CON
13 (+1)
INT
(200 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dire Wolf Dire Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Owl Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5
out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Wolf Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (−4
(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wolf Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests. Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8
Perception 13
Languages—
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers






