Creature Stat Blocks

Creature Stat Blocks

Creature Stat Blocks

Monsters (A)

c

Mundane Objects Come to Life

Habitat: Urban; Treasure: None

Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.

Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.

Animated Object Catalysts

1d10 The Object Was Animated By...
1 A Celestial or Fiend using the object to protect or torment a mortal.
2 A combination of magic and technology, such as alchemy or alien science.
3 The essence of someone transformed by a supernatural trickster.
4 Fey as part of their games or wiles.
5 Happenstance, with the item gaining a semblance of life after a hundred years of use.
6 A magic-user in need of a guardian or servant.
7 The song of a magical instrument.
8 A spirit possessing the object.
9 Wild magic, a spell that went awry, or a chaotic Artifact.
10 The will of a powerful psychic being.

Animated Flying Sword

Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same. Other weapons from the Player’s Handbook can also be animated and use game statistics similar to those here.

Animated Flying Sword

Small Construct, Unaligned

AC 17 Initiative +4 (14)

HP 14 (4d6)

Speed 5 ft., Fly 50 ft. (hover)

Mod Save
Str 12 +1 +1
Dex 15 +2 +4
Con 11 +0 +0
Mod Save
Int 1 −5 −5
Wis 5 −3 −3
Cha 1 −5 −5

Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Blindsight 60 ft.; Passive Perception 7

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage.

Monsters (B)

Criminals and Scoundrels

Habitat: Any; Treasure: Any

Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.

Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit’s crimes.

Bandit Motivations

1d6 The Bandit...
1 Fights only oppressors.
2 Is an ex-soldier who was discarded by their nation and now takes what they were promised.
3 Is in a gang that views nonmembers as foes.
4 Hesitantly serves a villainous leader.
5 Secretly works for a government or a regional ruler to sow chaos.
6 Takes what they need to survive.

Bandits are inexperienced ne’er-do-wells who typically follow the orders of higher-ranking bandits.

Bandit

Medium or Small Humanoid, Neutral

AC 12 Initiative +1 (11)

HP 11 (2d8 + 2)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0

Gear Leather Armor, Light Crossbow, Scimitar

Senses Passive Perception 10

Languages Common, Thieves’ Cant

CR 1/8 (XP 25; PB +2)

Actions

Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.

Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage.

Raging Invaders and Impassioned Warriors

Habitat: Any; Treasure: Armaments, Individual

Gripped by the adrenaline of battle, berserkers are reckless invaders, pit fighters, and other ferocious warriors.

Berserkers might fight for personal glory or form motivated forces or howling hordes.

Berserker

Medium or Small Humanoid, Neutral

AC 13 Initiative +1 (11)

HP 67 (9d8 + 27)

Speed 30 ft.

Mod Save
Str 16 +3 +3
Dex 12 +1 +1
Con 17 +3 +3
Mod Save
Int 9 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1

Gear Greataxe, Hide Armor

Senses Passive Perception 10

Languages Common

CR 2 (XP 450; PB +2)

Traits

Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions

Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.

Dragons of Decay and Despair

Habitat: Swamp; Treasure: Relics

Black dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.

Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.

Black dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.

Black Dragon Wyrmling

Black dragon wyrmlings lurk in bogs and polluted waterways, hunting for prey and weaker creatures to overpower. While older wyrmlings eventually seek their own territories, recently hatched ones might hunt one another, seeking dominance over their clutch and slaying rivals they can’t subjugate.

Black Dragon Wyrmling

Medium Dragon (Chromatic), Chaotic Evil

AC 17 Initiative +4 (14)

HP 33 (6d8 + 6)

Speed 30 ft., Fly 60 ft., Swim 30 ft.

Mod Save
Str 15 +2 +2
Dex 14 +2 +4
Con 13 +1 +1
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 13 +1 +1

Skills Perception +4, Stealth +4

Immunities Acid

Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14

Languages Draconic

CR 2 (XP 450; PB +2)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage.

Elusive Feywild Canine

Habitat: Forest, Planar (Feywild); Treasure: None

Blink dogs glimmer with a magic that allows them to teleport, “blinking” from one spot to another. These dogs use this power to chase prey, baffle foes, and express joy. They’re frequently found among Feywild folk, such as centaurs and pixies—often as members of rollicking hunts between worlds.

Blink Dog

Medium Fey, Lawful Good

AC 13 Initiative +3 (13)

HP 22 (4d8 + 4)

Speed 40 ft.

Mod Save
Str 12 +1 +1
Dex 17 +3 +3
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 13 +1 +1
Cha 11 +0 +0

Skills Perception +5, Stealth +5

Senses Darkvision 60 ft.; Passive Perception 15

Languages Blink Dog; understands Elvish and Sylvan but can’t speak them

CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.

Bonus Actions

Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see.

Lurking Goblinoid Brutes

Habitat: Forest, Grassland, Planar (Feywild), Underdark; Treasure: Armaments, Individual

Bugbears embody fear of the wilds and the menace of natural places. They’re notoriously stealthy, and foes that venture into their territories often vanish without a trace.

Bugbear Stalker

Bugbear stalkers frequently take their victims hostage, relishing opportunities to imprison and terrorize other creatures.

Bugbear Stalker

Medium Fey (Goblinoid), Chaotic Evil

AC 15 Initiative +2 (12)

HP 65 (10d8 + 20)

Speed 30 ft.

Mod Save
Str 17 +3 +3
Dex 14 +2 +2
Con 14 +2 +4
Mod Save
Int 11 +0 +0
Wis 12 +1 +3
Cha 11 +0 +0

Skills Stealth +6, Survival +3

Gear Chain Shirt, Javelins (6), Morningstar

Senses Darkvision 60 ft.; Passive Perception 11

Languages Common, Goblin

CR 3 (XP 700; PB +2)

Traits

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Multiattack. The bugbear makes two Javelin or Morningstar attacks.

Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.

Bonus Actions

Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13).

Bugbear Warrior

Bugbear warriors serve those who offer them treasure, food, or the chance to hunt challenging prey.

Bugbear Warrior

Medium Fey (Goblinoid), Chaotic Evil

AC 14 Initiative +2 (12)

HP 33 (6d8 + 6)

Speed 30 ft.

Mod Save
Str 15 +2 +2
Dex 14 +2 +2
Con 13 +1 +1
Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1

Skills Stealth +6, Survival +2

Gear Hide Armor, Light Hammers (3)

Senses Darkvision 60 ft.; Passive Perception 10

Languages Common, Goblin

CR 1 (XP 200; PB +2)

Traits

Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions

Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).

Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.

Amphibious Appreciators of Marsh and Muck

Habitat: Swamp; Treasure: Implements, Individual

Fey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp.

Bullywug Bog Sage

Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants.

Bullywug Bog Sage

Medium Fey, Neutral

AC 16 Initiative +3 (13)

HP 52 (8d8 + 16)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 8 −1 −1
Dex 16 +3 +3
Con 14 +2 +4
Mod Save
Int 10 +0 +0
Wis 16 +3 +5
Cha 12 +1 +1

Skills Nature +4, Stealth +5

Gear Component Pouch

Senses Passive Perception 13

Languages Bullywug, Common, Sylvan

CR 4 (XP 1,100; PB +2)

Traits

Amphibious. The bullywug can breathe air and water.

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Actions

Multiattack. The bullywug makes two Bog Staff attacks. It can replace any attack with a use of Spellcasting to cast Ray of Sickness.

Bog Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 10 (3d6) Poison damage.

Spellcasting. The bullywug casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):

At Will: Dancing Lights, Druidcraft, Ray of Sickness

1/Day Each: Speak with Plants, Vitriolic Sphere

Bonus Actions

Leap. The bullywug jumps up to 30 feet by spending 10 feet of movement.

Bullywug Warrior

Bullywug warriors are adept at moving through swamps and ambushing trespassers. They often work alongside packs of trained giant frogs.

Bullywug Warrior

Medium Fey, Neutral

AC 15 Initiative +2 (12)

HP 11 (2d8 + 2)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 12 +1 +1
Dex 14 +2 +2
Con 13 +1 +1
Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 7 −2 −2

Skills Stealth +4

Senses Passive Perception 10

Languages Bullywug, Common

CR 1/4 (XP 50; PB +2)

Traits

Amphibious. The bullywug can breathe air and water.

Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Actions

Insectile Rapier. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage plus 2 (1d4) Poison damage.

Bonus Actions

Leap. The bullywug jumps up to 30 feet by spending 10 feet of movement.

Monsters (C)

Catacomb-Scouring Necrophage

Habitat: Underdark, Urban; Treasure: None

Ravenous corpse eaters, carrion crawlers gravitate toward places of slaughter and decay. In such charnel environs, they feast on the dead with no qualms about their meals’ origins or freshness.

Carrion crawlers have segmented bodies like gigantic cutworms. From beneath their multipart maws protrude eight thin, lashing tentacles. Creatures struck by these tentacles risk being paralyzed and consumed.

Carrion crawlers scour sewers, battlefields, necropolises, and fetid wildernesses for corpses, clinging to ceilings to ambush smaller prey and to avoid competing hunters. They’re drawn to light and the scent of blood, recognizing them as signs of food.

These scavengers avoid ingesting inorganic material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers.

Carrion Crawler

Large Monstrosity, Unaligned

AC 13 Initiative +1 (11)

HP 51 (6d10 + 18)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 14 +2 +2
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +5

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 2 (XP 450; PB +2)

Traits

Spider Climb. The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Multiattack. The carrion crawler uses Paralyzing Tentacles and makes one Bite attack.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage plus 3 (1d6) Poison damage.

Paralyzing Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler can see within 10 feet. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Everyday Folk

Habitat: Any; Treasure: Individual

Commoners constitute the majority of people who don’t pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to introduce commoners in your adventures:

Artist

Baker

Bartender

Blacksmith

Butcher

Captive

Carpenter

Castaway

Cobbler

Cook

Dyer

Farmer

Fisher

Fletcher

Flimflam artist

Gossip

Hermit

Hooligan

Hunter

Innkeeper

Laborer

Lamplighter

Mason

Merchant

Miner

Mud lark

Patient

Pilgrim

Resurrectionist

Rioter

Scribe

Servant

Shepherd

Student

Tailor

Tanner

Town crier

Weaver

Youngster

Commoner

Medium or Small Humanoid, Neutral

AC 10 Initiative +0 (10)

HP 4 (1d8)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0

Gear Club

Senses Passive Perception 10

Languages Common

CR 0 (XP 10; PB +2)

Traits

Training. The commoner has proficiency in one skill of the DM’s choice and has Advantage whenever it makes an ability check using that skill.

Actions

Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.

Dragons of Curiosity and Community

Habitat: Hill; Treasure: Arcana

Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.

Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.

Copper Dragon Wyrmling

Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.

Copper Dragon Wyrmling

Medium Dragon (Metallic), Chaotic Good

AC 16 Initiative +3 (13)

HP 22 (4d8 + 4)

Speed 30 ft., Climb 30 ft., Fly 60 ft.

Mod Save
Str 15 +2 +2
Dex 12 +1 +3
Con 13 +1 +1
Mod Save
Int 14 +2 +2
Wis 11 +0 +2
Cha 13 +1 +1

Skills Perception +4, Stealth +3

Immunities Acid

Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14

Languages Draconic

CR 1 (XP 200; PB +2)

Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.

Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Severed Appendages with Malicious Will

Habitat: Any; Treasure: None

Crawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters.

Swarm of Crawling Claws

Swarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their murderers escape their grasp.

Swarm of Crawling Claws

Medium Swarm of Tiny Undead, Neutral Evil

AC 12 Initiative +2 (12)

HP 49 (11d8)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 14 +2 +2
Dex 14 +2 +2
Con 11 +0 +0
Mod Save
Int 5 −3 −3
Wis 10 +0 +0
Cha 4 −3 −3

Resistances Bludgeoning, Piercing, Slashing

Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned

Senses Blindsight 30 ft.; Passive Perception 10

Languages Understands Common but can’t speak

CR 3 (XP 700; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.

Doomsayers and Fanatics

Habitat: Any; Treasure: Individual, Relics

Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.

Cultist Agendas

1d6 The Cultist Strives To...
1 Bring about the end of a dominant order, an age, or the world.
2 Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3 Expand their faith though mind control or supernatural coercion.
4 Make global changes, like sinking the land or awakening volcanoes.
5 Remake life on a mass scale, altering other creatures’ bodies or spiritual beings.
6 Summon their deity or its herald, weapon, or realm into their world.

Occult Symbols

Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult’s icons.

Cult Symbols
1d10 The Symbol Is... Depicted As...
1 An alchemical sign A calendar or map
2 An animal A crest or as heraldry
3 A celestial body An elaborate diagram
4 A deity’s icon A metaphorical image
5 An element A mystical being
6 An eye Part of an equation
7 A geometric shape A repeating pattern
8 A letter or number A series of scratches
9 Part of a monster A simple pictogram
10 A skull A weapon or tool

Cult Members

Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.

Cultist

Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices.

Cultist

Medium or Small Humanoid, Neutral

AC 12 Initiative +1 (11)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0

Skills Deception +2, Religion +2

Gear Leather Armor, Sickle

Senses Passive Perception 10

Languages Common

CR 1/8 (XP 25; PB +2)

Actions

Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.

Cultist Fanatic

Cultist fanatics lead small cults or cells within larger cults. They’re privy to more of a cult’s mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons.

Cultist Fanatic

Medium or Small Humanoid, Neutral

AC 13 Initiative +2 (12)

HP 44 (8d8 + 8)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1

Skills Deception +3, Persuasion +3, Religion +2

Gear Holy Symbol, Leather Armor

Senses Passive Perception 12

Languages Common

CR 2 (XP 450; PB +2)

Actions

Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):

At Will: Light, Thaumaturgy

2/Day: Command

1/Day: Hold Person

Bonus Actions

Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.

Monsters (D)

Ceiling-Clinging Ambush Predator

Habitat: Underdark; Treasure: None

Unnatural subterranean hunters, darkmantles veil themselves in magical shadows and use their bizarre anatomies to disguise themselves as stalactites. When prey passes below, lurking darkmantles drop and unfurl their webbed tentacles, attempting to blind, suffocate, or crush their victims.

Darkmantles share similarities with piercers and ropers and often hunt near those monsters. Scholars have attempted to establish a shared origin or life cycle between those creatures, but their efforts are thwarted by those monsters’ supernatural physiologies and deadly natures.

Darkmantle

Small Aberration, Unaligned

AC 11 Initiative +3 (13)

HP 22 (5d6 + 5)

Speed 10 ft., Fly 30 ft.

Mod Save
Str 16 +3 +3
Dex 12 +1 +1
Con 13 +1 +1
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 5 −3 −3

Skills Stealth +3

Senses Blindsight 60 ft.; Passive Perception 10

Languages None

CR 1/2 (XP 100; PB +2)

Actions

Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way.

While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.

A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.

Shape-Shifting Infiltrator

Habitat: Underdark, Urban; Treasure: Individual

Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.

A doppelganger’s agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger’s plot.

Doppelganger Deceptions

1d6 The Doppelganger Schemes To...
1 Cause chaos within the temple of a deity that cursed it to live without a true form.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.

Doppelganger

Medium Monstrosity, Neutral

AC 14 Initiative +4 (14)

HP 52 (8d8 + 16)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 18 +4 +4
Con 14 +2 +2
Mod Save
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2

Skills Deception +6, Insight +3

Immunities Charmed

Senses Darkvision 60 ft.; Passive Perception 11

Languages Common plus three other languages

CR 3 (XP 700; PB +2)

Actions

Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available.

Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).

Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Bonus Actions

Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Monsters (F)

Primal Spirit of Heat and Flame

Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None

Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes, wildfires, or magma flows that connect to their home plane.

Fire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental’s features.

Fire Elemental Compositions

1d8 The Fire Elemental’s Body Features...
1 Colorful, superheated gases.
2 A column of diabolical or divine flame.
3 Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings.
4 Flames that are predominantly white, blue, or a more unusual color.
5 The form of a calm or tormented humanoid.
6 Smoke that forms eerie shapes or symbols.
7 Soot that smells like cedar, cloves, incense, or burning meat.
8 Swirls of cinders and burning debris.

Fire Elemental

Large Elemental, Neutral

AC 13 Initiative +3 (13)

HP 93 (11d10 + 33)

Speed 50 ft.

Mod Save
Str 10 +0 +0
Dex 17 +3 +3
Con 16 +3 +3
Mod Save
Int 6 −2 −2
Wis 10 +0 +0
Cha 7 −2 −2

Resistances Bludgeoning, Piercing, Slashing

Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Ignan)

CR 5 (XP 1,800; PB +3)

Traits

Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.

Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) Fire damage.

Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.

Actions

Multiattack. The elemental makes two Burn attacks.

Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.

Monsters (G)

Dungeon-Scouring Block of Ooze

Habitat: Underdark; Treasure: Any

Quivering masses of acidic goo, gelatinous cubes wobble through narrow caverns and dungeons, engulfing anything in their paths. These Oozes are naturally transparent, making them difficult to see while they’re stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube’s contents.

Gelatinous Cube Debris

1d6 Floating in the Gelatinous Cube Is A...
1 Chest or recently trapped mimic.
2 Collection of bubbles or rocks resembling eyes.
3 Key to a nearby door or coffer.
4 Remarkable weapon in need of repair.
5 Skeleton belonging to a famous adventurer.
6 Tablet bearing a mysterious message.

Gelatinous Cube

Large Ooze, Unaligned

AC 6 Initiative −4 (6)

HP 63 (6d10 + 30)

Speed 15 ft.

Mod Save
Str 14 +2 +2
Dex 3 −4 −4
Con 20 +5 +5
Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 1 −5 −5

Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses Blindsight 60 ft.; Passive Perception 8

Languages None

CR 2 (XP 450; PB +2)

Traits

Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw.

Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.

As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.

Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act.

Actions

Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.

Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.

Fiends in Feral Flesh

Habitat: Desert, Forest, Grassland, Hill; Treasure: Armaments, Individual

The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.

Gnoll Warrior

Gnoll warriors crave endless slaughter but quickly grow bored with the prey they kill and the treasures they plunder. Nevertheless, they’re enraged by the thought of anyone else having what’s theirs, compelling them to despoil what they can’t take with them.

Gnoll Warrior

Medium Fiend, Chaotic Evil

AC 15 Initiative +1 (11)

HP 27 (6d8)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 12 +1 +1
Con 11 +0 +0
Mod Save
Int 6 −2 −2
Wis 10 +0 +0
Cha 7 −2 −2

Senses Darkvision 60 ft.; Passive Perception 10

Languages Gnoll

CR 1/2 (XP 100; PB +2)

Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.

Bonus Actions

Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.

Wild Tricksters and Troublemakers

Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark; Treasure: Implements, Individual

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.

Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.

The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest.

Goblin Minion

Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.

Goblin Minion

Small Fey (Goblinoid), Chaotic Neutral

AC 12 Initiative +2 (12)

HP 7 (2d6)

Speed 30 ft.

Mod Save
Str 8 −1 −1
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 8 −1 −1

Skills Stealth +6

Gear Daggers (3)

Senses Darkvision 60 ft.; Passive Perception 9

Languages Common, Goblin

CR 1/8 (XP 25; PB +2)

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Warrior

Goblin warriors excel at causing mischief. Those in service to Maglubiyet have greater discipline and are likely to withdraw to set up ambushes.

Goblin Warrior

Small Fey (Goblinoid), Chaotic Neutral

AC 15 Initiative +2 (12)

HP 10 (3d6)

Speed 30 ft.

Mod Save
Str 8 −1 −1
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 8 −1 −1

Skills Stealth +6

Gear Leather Armor, Scimitar, Shield, Shortbow

Senses Darkvision 60 ft.; Passive Perception 9

Languages Common, Goblin

CR 1/4 (XP 50; PB +2)

Actions

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Boss

Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers.

Goblin Boss

Small Fey (Goblinoid), Chaotic Neutral

AC 17 Initiative +2 (12)

HP 21 (6d6)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 8 −1 −1
Cha 10 +0 +0

Skills Stealth +6

Gear Chain Shirt, Scimitar, Shield, Shortbow

Senses Darkvision 60 ft.; Passive Perception 9

Languages Common, Goblin

CR 1 (XP 200; PB +2)

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/230 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.

Hungry Slimes and Magical Failures

Habitat: Underdark; Treasure: None

Gray oozes are predatory, corrosive slimes that blend in with stony surroundings.

Gray oozes appear in areas affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.

Gray Ooze

Medium Ooze, Unaligned

AC 9 Initiative −2 (13)

HP 22 (3d8 + 9)

Speed 10 ft., Climb 10 ft.

Mod Save
Str 12 +1 +1
Dex 6 −2 −2
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4

Skills Stealth +2

Resistances Acid, Cold, Fire

Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained

Senses Blindsight 60 ft.; Passive Perception 8

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.

Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.

The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.

Actions

Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.

Sentries and Watch Members

Habitat: Any; Treasure: Armaments, Individual

Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn’t match the danger they face.

Guard

Guards are perceptive, but most have little martial training. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors.

Guard

Medium or Small Humanoid, Neutral

AC 16 Initiative +1 (11)

HP 11 (2d8 + 2)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 12 +1 +1
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 10 +0 +0

Skills Perception +2

Gear Chain Shirt, Shield, Spear

Senses Passive Perception 12

Languages Common

CR 1/8 (XP 25; PB +2)

Actions

Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.

Guard Captain

Guard captains often have ample professional experience. They might be accomplished bodyguards, protectors of magic treasures, veteran watch members, or similar wardens.

Guard Captain

Medium or Small Humanoid, Neutral

AC 18 Initiative +4 (14)

HP 75 (10d8 + 30)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 14 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 13 +1 +1

Skills Athletics +6, Perception +4

Gear Breastplate, Javelins (6), Longsword, Shield

Senses Passive Perception 14

Languages Common

CR 4 (XP 1,100; PB +2)

Actions

Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.

Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.

Monsters (H)

Conquerers of Every Horizon

Habitat: Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdark; Treasure: Armaments, Individual

Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.

Hobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.

Many hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.

Hobgoblin Warfare

The drive to subjugate and pillage is part of hobgoblins’ supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest.

Hobgoblin Strategies
1d6 The Hobgoblin Works To...
1 Build a vessel to carry hobgoblin armies to new conquests.
2 Capture monsters and train them to fight.
3 Collapse a region into the Underdark so riches can be sifted from the ruins.
4 Construct a giant machine to strip resources.
5 Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land.
6 Help shortsighted merchants undermine a government or despoil the environment.

Hobgoblin Warrior

Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory.

Hobgoblin Warrior

Medium Fey (Goblinoid), Lawful Evil

AC 18 Initiative +3 (13)

HP 11 (2d8 + 2)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 12 +1 +1
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 9 −1 −1

Gear Half-Plate Armor, Longbow, Longsword, Shield

Senses Darkvision 60 ft.; Passive Perception 10

Languages Common, Goblin

CR 1/2 (XP 100; PB +2)

Traits

Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.

Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.

Hobgoblin Captain

Hobgoblin captains are battlefield tacticians. They lead their allies to victory by employing martial skill and rallying others with orders and threats. Hobgoblin captains usually oversee hobgoblin battle groups or gangs of weaker monsters.

Hobgoblin Captain

Medium Fey (Goblinoid), Lawful Evil

AC 17 Initiative +4 (14)

HP 58 (9d8 + 18)

Speed 30 ft.

Mod Save
Str 15 +2 +2
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 12 +1 +1
Wis 10 +0 +0
Cha 13 +1 +1

Gear Greatsword, Half-Plate Armor, Longbow

Senses Darkvision 60 ft.; Passive Perception 10

Languages Common, Goblin

CR 3 (XP 700; PB +2)

Traits

Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t have the Incapacitated condition.

Actions

Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.

Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.

Monsters (I)

Devil of Pettiness and Suspicion

Habitat: Any; Treasure: None

Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps’ devilish council.

Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.

Imp

Tiny Fiend (Devil), Lawful Evil

AC 13 Initiative +3 (13)

HP 21 (6d4 + 6)

Speed 20 ft., Fly 40 ft.

Mod Save
Str 6 −2 −2
Dex 17 +3 +3
Con 13 +1 +1
Mod Save
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2

Skills Deception +4, Insight +3, Stealth +5

Resistances Cold

Immunities Fire, Poison; Poisoned

Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11

Languages Common, Infernal

CR 1 (XP 200; PB +2)

Traits

Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.

Actions

Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.

Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Life-Leeching Dream Stalker

Habitat: Planar (Lower Planes), Urban; Treasure: Any

Incubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets.

Incubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams or in the flesh.

Those visited by an incubus have recurring nightmares. Roll on or choose a result from the Incubus Nightmares table to inspire these night terrors.

Incubus Nightmares

1d8 The Incubus’s Victim Has Dreams Of...
1 An angry family member or authority figure.
2 Being chased through the wilderness.
3 Being devoured by animals or monsters.
4 Falling, drowning, or suffocating.
5 A ruinous public embarrassment.
6 A shadowy intruder or monstrous silhouette.
7 A traumatic past event.
8 A visitor with an eerie or enigmatic message.

Incubus

Medium Fiend, Neutral Evil

AC 15 Initiative +3 (13)

HP 66 (12d8 + 12)

Speed 30 ft., Fly 60 ft.

Mod Save
Str 8 −1 −1
Dex 17 +3 +3
Con 13 +1 +1
Mod Save
Int 15 +2 +2
Wis 12 +1 +1
Cha 20 +5 +5

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Resistances Cold, Fire, Poison, Psychic

Senses Darkvision 60 ft.; Passive Perception 15

Languages Abyssal, Common, Infernal; telepathy 60 ft.

CR 4 (XP 1,100; PB +2)

Traits

Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn’t transformed.

Actions

Multiattack. The incubus makes two Restless Touch attacks.

Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.

Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):

At Will: Disguise Self, Etherealness

1/Day Each: Dream, Hypnotic Pattern

Bonus Actions

Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.

Monsters (K)

Battle Masters and Heroic Wanderers

Habitat: Any; Treasure: Armaments, Individual

Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause.

Knights frequently lead troops in combat or work in units that dominate the battlefield. They’re often attended by squires, who might be less skilled soldiers or commoners.

Knight

Medium or Small Humanoid, Neutral

AC 18 Initiative +0 (10)

HP 52 (8d8 + 16)

Speed 30 ft.

Mod Save
Str 16 +3 +3
Dex 11 +0 +0
Con 14 +2 +4
Mod Save
Int 11 +0 +0
Wis 11 +0 +2
Cha 15 +2 +2

Immunities Frightened

Gear Greatsword, Heavy Crossbow, Plate Armor

Senses Passive Perception 10

Languages Common plus one other language

CR 3 (XP 700; PB +2)

Actions

Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.

Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.

Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage.

Reactions

Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.

Tricksters and Servants to Chromatic Dragons

Habitat: Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban; Treasure: Armaments

Cowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.

Kobolds’ scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.

Kobold Warrior

Kobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps.

Kobold Warrior

Small Dragon, Neutral

AC 14 Initiative +2 (12)

HP 7 (3d6 − 3)

Speed 30 ft.

Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 9 −1 −1
Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1

Gear Daggers (3)

Senses Darkvision 60 ft.; Passive Perception 8

Languages Common, Draconic

CR 1/8 (XP 25; PB +2)

Traits

Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Monsters (M)

Magical Scholars and Spellcasters

Habitat: Any; Treasure: Arcana, Individual

Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.

Roll on or choose a result from the Mage Roles table to inspire different sorts of mages.

Mage Roles

1d10 The Mage Is...
1 An astronomer who draws magic from stars.
2 An author who writes about the occult.
3 A magical engineer who creates wonders.
4 An oracle who interprets omens.
5 A prodigy with a remarkable magical heritage.
6 A psion whose powers manifest as spells.
7 A scholar investigating ancient lore.
8 A soothsayer who advises rulers.
9 A war mage who aids soldiers in battle.
10 A witch who shares secret wisdom.

Mages are accomplished spellcasters whose lives have been shaped by magic. They can use their powers to defend or dominate other creatures, or they could focus on magical research and unlocking mystical secrets.

Mage

Medium or Small Humanoid (Wizard), Neutral

AC 15 Initiative +2 (12)

HP 81 (18d8)

Speed 30 ft.

Mod Save
Str 9 −1 −1
Dex 14 +2 +2
Con 11 +0 +0
Mod Save
Int 17 +3 +6
Wis 12 +1 +4
Cha 11 +0 +0

Skills Arcana +6, History +6, Perception +4

Gear Wand

Senses Passive Perception 14

Languages Common plus three other languages

CR 6 (XP 2,300; PB +3)

Actions

Multiattack. The mage makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage.

Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation

2/Day Each: Fireball (level 4 version), Invisibility

1/Day Each: Cone of Cold, Fly

Bonus Actions

Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Malicious Elemental Hooligans

Habitat: Planar (Elemental Planes); Treasure: None

Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.

Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.

Steam Mephit

These arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards.

Steam Mephit

Small Elemental, Neutral Evil

AC 10 Initiative +0 (10)

HP 17 (5d6)

Speed 30 ft., Fly 30 ft.

Mod Save
Str 5 −3 −3
Dex 11 +0 +0
Con 10 +0 +0
Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 12 +1 +1

Skills Stealth +2

Immunities Fire, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 10

Languages Primordial (Aquan, Ignan)

CR 1/4 (XP 50; PB +2)

Traits

Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage.

Actions

Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.

Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.

Shape-Shifter Disguised as an Unassuming Object

Habitat: Underdark, Urban; Treasure: Any

In their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal.

Use the following list to inspire mimics’ shapes:

Altar

Bell

Boulder

Cauldron

Chair

Chandelier

Chest

Cot

Door

Floor mat

Giant gemstone

Gravestone

Heap of leaves

Keg

Ladder

Lectern

Mannequin

Mirror

Obelisk

Oversize cake

Panel of levers

Pile of bones

Potted plant

Row of books

Sarcophagus

Sculpture

Ship’s wheel

Sign

Stalagmite

Stump

Table

Tapestry

Taxidermy

Throne

Topiary

Weapon rack

Mimic

Medium Monstrosity, Neutral

AC 12 Initiative +3 (13)

HP 58 (9d8 + 18)

Speed 20 ft.

Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 15 +2 +2
Mod Save
Int 5 −3 −3
Wis 13 +1 +1
Cha 8 −1 −1

Skills Stealth +5

Immunities Acid; Prone

Senses Darkvision 60 ft.; Passive Perception 11

Languages None

CR 2 (XP 450; PB +2)

Traits

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Actions

Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage—or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic—plus 4 (1d8) Acid damage.

Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Bonus Actions

Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn’t transformed.

Berserker of the Demon Lord of Beasts

Habitat: Underdark; Treasure: Armaments

Baphomet, Demon Lord of Beasts, claims to have created minotaurs and demands their worship. While most minotaurs live free of the demon lord’s bonds, those that serve him become minotaurs of Baphomet. These brutes resemble the hulking, horned demon lord more than others of their kind, and they wreak havoc in that foul immortal’s name. Rarely, non-minotaurs cursed by magic-users or spiteful deities might transform into these monsters.

Minotaurs of Baphomet often dwell in mazes, leading their allies to hidden destinations and stalking trespassers. Roll on or choose a result from the Minotaur Mazes table to inspire the shape of a minotaur’s dwelling.

Minotaur Mazes

1d4 The Minotaur of Baphomet Lurks In...
1 A multilevel mine or sewer.
2 Multiple mazes connected by magic portals.
3 A poisonous swamp with labyrinthine paths.
4 The ruins of a buried palace or temple.

Minotaur of Baphomet

Large Monstrosity, Chaotic Evil

AC 14 Initiative +0 (10)

HP 85 (10d10 + 30)

Speed 40 ft.

Mod Save
Str 18 +4 +4
Dex 11 +0 +0
Con 16 +3 +3
Mod Save
Int 6 −2 −2
Wis 16 +3 +3
Cha 9 −1 −1

Skills Perception +7, Survival +7

Senses Darkvision 60 ft.; Passive Perception 17

Languages Abyssal

CR 3 (XP 700; PB +2)

Actions

Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.

Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition.

Monsters (N)

Royals and Rich Folk

Habitat: Any; Treasure: Individual

Nobles encompass a variety of people with social influence. They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite.

A noble’s social advantages typically grant the noble access to greater education and training than most common folk, while nobles’ experience with business or politics makes many adept negotiators.

Noble

Medium or Small Humanoid, Neutral

AC 15 Initiative +1 (11)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 11 +0 +0
Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 16 +3 +3

Skills Deception +5, Insight +4, Persuasion +5

Gear Breastplate, Rapier

Senses Passive Perception 12

Languages Common plus two other languages

CR 1/8 (XP 25; PB +2)

Actions

Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.

Reactions

Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.

Witness to the Weird

Habitat: Underdark; Treasure: Arcana

Consumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their endless pursuit of hidden mysteries and uncanny truths. They seek revelations amid the rubble of forgotten ruins, and they use their supernatural sight to pierce magical deceptions, rot the flesh of enemies, and steal the secrets of those who interrupt their investigations.

Some nothics seek to end the curse that warped them into their bizarre forms, but many are unaware of—or uninterested in—their transformation.

Nothic

Medium Aberration, Neutral Evil

AC 15 Initiative +3 (13)

HP 45 (6d8 + 18)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 16 +3 +3
Con 16 +3 +3
Mod Save
Int 13 +1 +1
Wis 10 +0 +0
Cha 8 −1 −1

Skills Arcana +3, Insight +4, Perception +4, Stealth +5

Senses Truesight 120 ft.; Passive Perception 14

Languages Undercommon

CR 2 (XP 450; PB +2)

Actions

Multiattack. The nothic makes two Claw attacks.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage.

Rotting Gaze. Constitution Saving Throw: DC 13, one creature the nothic can see within 120 feet. Failure: 17 (5d6) Necrotic damage. Success: Half damage.

Bonus Actions

Weird Insight (Recharge 6). Wisdom Saving Throw: DC 14, one creature the nothic can see within 120 feet. Failure: The nothic magically learns one fact or secret about the target.

Monsters (O)

Raging Hulks and Hoarders

Habitat: Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark; Treasure: Armaments

Ogres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.

Ogres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars.

Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and promises of battle.

Ogre

Large Giant, Chaotic Evil

AC 11 Initiative −1 (9)

HP 68 (8d10 + 24)

Speed 40 ft.

Mod Save
Str 19 +4 +4
Dex 8 −1 −1
Con 16 +3 +3
Mod Save
Int 5 −3 −3
Wis 7 −2 −2
Cha 7 −2 −2

Gear Greatclub, Javelins (3)

Senses Darkvision 60 ft.; Passive Perception 8

Languages Common, Giant

CR 2 (XP 450; PB +2)

Actions

Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.

Magically Perfected Predators

Habitat: Forest; Treasure: None

Created long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.

Owlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den’s noteworthy traits.

Owlbear Den Features

1d4 An Owlbear Den Contains...
1 Evidence of previous occupants, like bandits, wolves, or dragons.
2 Heaps of regurgitated pellets studded with coins or other treasure.
3 A nest with 1d6 owlbear eggs.
4 Passages through the earth or hollow trees.

Owlbears are tenacious hunters that might track prey over miles and rarely give up their hunts.

Owlbear

Large Monstrosity, Unaligned

AC 13 Initiative +1 (11)

HP 59 (7d10 + 21)

Speed 40 ft., Climb 40 ft.

Mod Save
Str 20 +5 +5
Dex 12 +1 +1
Con 17 +3 +3
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +5

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 3 (XP 700; PB +2)

Actions

Multiattack. The owlbear makes two Rend attacks.

Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage.

Monsters (P)

Freebooters and Fortune Hunters

Habitat: Any; Treasure: Individual, Implements

The term “pirate” encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas.

Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.

Pirate Flags

To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.

Pirate Flags
1d8 The Flag Shows A...
1 Buccaneer
2 Dragon
3 Fiend
4 Goat
5 Kraken
6 Merfolk
7 Skull
8 Whale
1d8 With...
1 A captain’s hat
2 Crossbones
3 Crossed blades
4 An eye patch
5 Lightning bolts
6 A mug of ale
7 A tattoo
8 A treasure chest

Pirate

Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains’ orders, others place greed, superstition, or self-preservation over duty.

Pirate

Medium or Small Humanoid, Neutral

AC 14 Initiative +5 (15)

HP 33 (6d8 + 6)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 16 +3 +5
Con 12 +1 +1
Mod Save
Int 8 −1 −1
Wis 12 +1 +1
Cha 14 +2 +4

Gear Daggers (6), Leather Armor

Senses Passive Perception 11

Languages Common plus one other language

CR 1 (XP 200; PB +2)

Actions

Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.

Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.

Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.

Pirate Captain

Pirate captains command crews of pirates, dictating their destinations and targets. Captains cultivate fearsome and theatrical reputations, painting themselves as larger-than-life characters to terrorize their foes, ensure the obedience of their crews, and attract followers to their banner. Many have colorful nicknames inspired by signature traits and deeds.

Pirate Captain

Medium or Small Humanoid, Neutral

AC 17 Initiative +7 (17)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 10 +0 +3
Dex 18 +4 +7
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 14 +2 +5
Cha 17 +3 +6

Skills Acrobatics +7, Perception +5

Gear Pistol, Rapier

Senses Passive Perception 15

Languages Common plus one other language

CR 6 (XP 2,300; PB +3)

Actions

Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.

Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.

Bonus Actions

Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.

Reactions

Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.

Fickle, Pint-Sized Dragon

Habitat: Coastal, Desert, Forest, Hill, Mountain, Urban; Treasure: Arcana

Pseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that catch their attention, and they guard these hoards fiercely.

Pseudodragons grow to the size of large house cats, and most have red-brown scales. Some have scales with other hues or patterns—markings distinct from those of their larger draconic cousins.

Many magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures’ intellect and resistance to magic make them excellent companions, and they’re considered status symbols in some spellcasting circles.

Many pseudodragons prefer the finer things in life. These diminutive dragons might be inclined to aid those who ply them with treats. Contrariwise, mages who don’t properly pamper their pseudodragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudodragon Treats table to inspire a pseudodragon’s taste in gifts.

Pseudodragon Treats

1d10 The Pseudodragon Wants...
1 Flamboyant accessories it can wear.
2 Mementos from a lost friend or master.
3 Outlandish delicacies—like axe beak-egg omelets or mammoth-milk cheese.
4 The possessions of a sibling, rival, or master.
5 Shiny gifts, from gems to abalone shells.
6 Soft bedding and stuffed toys.
7 A specific cook’s signature dessert.
8 Time-consuming beauty treatments.
9 To hear a bedtime story or favorite song.
10 Trophies and important-sounding titles.

Pseudodragon

Tiny Dragon, Neutral Good

AC 14 Initiative +2 (12)

HP 10 (3d4 + 3)

Speed 15 ft., Fly 60 ft.

Mod Save
Str 6 −2 −2
Dex 15 +2 +2
Con 13 +1 +1
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 10 +0 +0

Skills Perception +5, Stealth +4

Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15

Languages Understands Common and Draconic but can’t speak

CR 1/4 (XP 50; PB +2)

Traits

Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The pseudodragon makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.

Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or a creature within 5 feet of it takes an action to shake it awake.

Monsters (Q)

Demon of Discord and Disorder

Habitat: Planar (Abyss); Treasure: None

Tirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning invisible, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their poisoned claws.

Quasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.

Quasit

Tiny Fiend (Demon), Chaotic Evil

AC 13 Initiative +3 (13)

HP 25 (10d4)

Speed 40 ft.

Mod Save
Str 5 −3 −3
Dex 17 +3 +3
Con 10 +0 +0
Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 10 +0 +0

Skills Stealth +5

Resistances Cold, Fire, Lightning

Immunities Poison; Poisoned

Senses Darkvision 120 ft.; Passive Perception 10

Languages Abyssal, Common

CR 1 (XP 200; PB +2)

Traits

Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

Monsters (R)

Dragons of Greed and Devastation

Habitat: Hill, Mountain; Treasure: Any

Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.

Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they’ve collected. Should anything go missing, red dragons fly into rages. They don’t rest until their treasures are returned and the thieves have burned.

Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.

Red Dragon Wyrmling

Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to instead bully others into following their orders and bringing them gifts.

Red Dragon Wyrmling

Medium Dragon (Chromatic), Chaotic Evil

AC 17 Initiative +2 (12)

HP 75 (10d8 + 30)

Speed 30 ft., Climb 30 ft., Fly 60 ft.

Mod Save
Str 19 +4 +4
Dex 10 +0 +2
Con 17 +3 +3
Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2

Skills Perception +4, Stealth +2

Immunities Fire

Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14

Languages Draconic

CR 4 (XP 1,100; PB +2)

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.

Monsters (S)

Watchers and Wanderers

Habitat: Any; Treasure: Implements, Individual

Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.

Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils.

Scout

Medium or Small Humanoid, Neutral

AC 13 Initiative +2 (12)

HP 16 (3d8 + 3)

Speed 30 ft.

Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 11 +0 +0
Wis 13 +1 +1
Cha 11 +0 +0

Skills Nature +4, Perception +5, Stealth +6, Survival +5

Gear Leather Armor, Longbow, Shortsword

Senses Passive Perception 15

Languages Common plus one other language

CR 1/2 (XP 100; PB +2)

Actions

Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.

Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.

Disembodied, Life-Drinking Shade

Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None

Shadows are incorporeal Undead that feed on life. They resent the living for possessing the potential and vitality lost to them.

Shadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living.

Shadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow’s form and haunting.

Shadow Shapes

1d6 The Shadow Appears As...
1 A distorted stalker that lurks in the woods.
2 A fiend that dwells near a wicked ritual site.
3 Grasping hands that haunt a miser’s home.
4 A grim storybook character that follows those who speak its name.
5 Its target, acting in eerie pantomime.
6 An ominous priest that haunts a defiled site.

Shadow

Medium Undead, Chaotic Evil

AC 12 Initiative +2 (12)

HP 27 (5d8 + 5)

Speed 40 ft.

Mod Save
Str 6 −2 −2
Dex 14 +2 +2
Con 13 +1 +1
Mod Save
Int 6 −2 −2
Wis 10 +0 +0
Cha 8 −1 −1

Skills Stealth +6

Vulnerabilities Radiant

Resistances Acid, Cold, Fire, Lightning, Thunder

Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 10

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.

Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.

Actions

Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.

Dragons of Courage and Fairness

Habitat: Mountain, Urban; Treasure: Arcana

Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.

Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.

Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.

Silver Dragon Wyrmling

Silver dragon wyrmlings typically live with one or more parents or mentors, learning much about the world and its past before living on their own.

Silver Dragon Wyrmling

Medium Dragon (Metallic), Lawful Good

AC 17 Initiative +2 (12)

HP 45 (6d8 + 18)

Speed 30 ft., Fly 60 ft.

Mod Save
Str 19 +4 +4
Dex 10 +0 +2
Con 17 +3 +3
Mod Save
Int 12 +1 +1
Wis 11 +0 +2
Cha 15 +2 +2

Skills Perception +4, Stealth +2

Immunities Cold

Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14

Languages Draconic

CR 2 (450 XP; PB +2)

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.

Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Ossified Evil

Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None

Skeletons rise at the summons of necromancers and foul spirits. Whether they’re the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.

Skeleton Pantomimes

1d6 Left to Its Own Devices, the Skeleton...
1 Delivers meal salvers or ages-old correspondence to the crypt of its dead master.
2 Endlessly trains in battle with other skeletons, despite being hacked to animate splinters.
3 Mimics ways it entertained itself in life, such as acting, dancing, or reading.
4 Performs a familiar task, such as cleaning, cooking, mining, or praying.
5 Repeats its final moments of life.
6 Stands guard at the post it protected in life.

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Skeleton

Medium Undead, Lawful Evil

AC 14 Initiative +3 (13)

HP 13 (2d8 + 4)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 16 +3 +3
Con 15 +2 +2
Mod Save
Int 6 −2 −2
Wis 8 −1 −1
Cha 5 −3 −3

Vulnerabilities Bludgeoning

Immunities Poison; Exhaustion, Poisoned

Gear Shortbow, Shortsword

Senses Darkvision 60 ft.; Passive Perception 9

Languages Understands Common plus one other language but can’t speak

CR 1/4 (XP 50; PB +2)

Actions

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

Chaos-Spawned Hordes of Limbo

Habitat: Planar (Limbo); Treasure: Any

Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren’t inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.

Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.

Slaad Tadpole

Slaad tadpoles are ravenous, newborn slaadi. They hatch from eggs implanted into living hosts by red slaadi, but they also appear in great numbers in Limbo and other chaotic realms. Under most conditions, a slaad tadpole transforms into a blue slaad—or a green slaad if its host was able to cast spells of level 3 or higher—within 2d12 hours of hatching.

Slaad Tadpole

Tiny Aberration, Chaotic Neutral

AC 12 Initiative +2 (12)

HP 7 (3d4)

Speed 30 ft., Burrow 10 ft.

Mod Save
Str 7 −2 −2
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 3 −4 −4
Wis 5 −3 −3
Cha 3 −4 −4

Skills Stealth +4

Resistances Acid, Cold, Fire, Lightning, Thunder

Senses Darkvision 60 ft.; Passive Perception 7

Languages Understands Slaad but can’t speak

CR 1/8 (XP 25; PB +2)

Traits

Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Collectors and Keepers of Secrets

Habitat: Desert, Planar (Upper Planes); Treasure: Arcana

Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.

Sphinx of Wonder

A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is fascinated by a particular type of story or field of study, and it learns all it can about that topic. It bears a unique sigil on its forehead that suggests the type of knowledge that fascinates it. Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research.

Sphinx of Wonder

Tiny Celestial, Lawful Good

AC 13 Initiative +3 (13)

HP 24 (7d4 + 7)

Speed 20 ft., Fly 40 ft.

Mod Save
Str 6 −2 −2
Dex 17 +3 +3
Con 13 +1 +1
Mod Save
Int 15 +2 +2
Wis 12 +1 +1
Cha 11 +0 +0

Skills Arcana +4, Religion +4, Stealth +5

Resistances Necrotic, Psychic, Radiant

Senses Darkvision 60 ft.; Passive Perception 11

Languages Celestial, Common

CR 1 (XP 200; PB +2)

Traits

Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.

Reactions

Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.

Elusive Defender of Fey Realms

Habitat: Forest, Planar (Feywild); Treasure: Armaments

Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings.

Sprites can sense the innate goodness or wickedness of other creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders. These woodland guardians enchant the arrows of their tiny bows with charming magic that can pierce the heart of the fiercest foe.

Sprites oppose any creatures that seek to harm places of natural magic and beauty. This can put them into conflict with would-be settlers, monsters like ettercaps, and despoilers such as goblinoids and hags. They frequently aid other good creatures of the forest, including treants and unicorns, in defending their homes.

Sprite

Tiny Fey, Neutral Good

AC 15 Initiative +4 (14)

HP 10 (4d4)

Speed 10 ft., Fly 40 ft.

Mod Save
Str 3 −4 −4
Dex 18 +4 +4
Con 10 +0 +0
Mod Save
Int 14 +2 +2
Wis 13 +1 +1
Cha 11 +0 +0

Skills Perception +3, Stealth +8

Senses Passive Perception 13

Languages Common, Elvish, Sylvan

CR 1/4 (XP 50; PB +2)

Actions

Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.

Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.

Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.

Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Notorious, Clinging Bloodsuckers

Habitat: Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban; Treasure: None

Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.

Stirge Roosts

1d4 Between Hunts, the Stirge Lurks In...
1 The attic or furniture of a ruined building.
2 A cave or narrow crevice.
3 A hollow tree or thicket.
4 The remains of a gigantic, dead creature.

A single stirge is usually little more than an annoyance, but several can be deadly if they attach faster than a victim can remove them.

Stirge

Tiny Monstrosity, Unaligned

AC 13 Initiative +3 (13)

HP 5 (2d4)

Speed 10 ft., Fly 40 ft.

Mod Save
Str 4 −3 −3
Dex 16 +3 +3
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 8 −1 −1
Cha 6 −2 −2

Senses Darkvision 60 ft.; Passive Perception 9

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can’t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge’s turns.

The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.

Guardian of the Storied and Sacred

Habitat: Any; Treasure: None

Stone golems take varied forms, such as weathered carvings of ancient deities, lifelike sculptures of heroes, or any other shape their makers imagine. No matter their design or the rock from which they’re crafted, these golems are strengthened by the magic that animates them, allowing them to follow their creators’ orders for centuries.

Stone golems are typically created to protect places of significance to a group, such as a monument to an important event, a leader’s tomb, or a faith’s sanctuary. Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.

Stone Golem Orders

1d6 The Stone Golem Follows Orders To...
1 Allow only those wearing ritual garb to pass.
2 Cast Slow on and aid in apprehending anyone who touches a city’s prized relic.
3 Destroy a dam or bridge at the command of one bearing a ruler’s medallion of office.
4 Obey whoever places a missing crest in its chest, then deactivate for a year.
5 Reveal a hidden passage to those who recite a leader’s final words.
6 Watch for and do battle with the type of monster that slew the hero it resembles.

Stone Golem

Large Construct, Unaligned

AC 18 Initiative +3 (13)

HP 220 (21d10 + 105)

Speed 30 ft.

Mod Save
Str 22 +6 +6
Dex 9 −1 −1
Con 20 +5 +5
Mod Save
Int 3 −4 −4
Wis 11 +0 +0
Cha 1 −5 −5

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft.; Passive Perception 10

Languages Understands Common plus two other languages but can’t speak

CR 10 (XP 5,900; PB +4)

Traits

Immutable Form. The golem can’t shape-shift.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.

Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.

Bonus Actions

Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).

Life-Draining Seducer

Habitat: Planar (Lower Planes), Urban; Treasure: Implements

Succubi prey on mortals physically and exploit their waking desires. They relish corrupting virtuous souls and the pain an individual’s downfall can cause. Once their targets are at their lowest, succubi slay their victims with their essence-draining kiss.

Through fiendish rites, succubi can transform into incubi to manipulate their prey in dreams as well as the waking world. They can also change shape to torment their victims. These tempters can dominate Humanoids, but they usually do so to reinforce their manipulations or defend themselves rather than controlling others outright. Roll on or choose a result from the Succubus Temptations table to inspire how a succubus toys with its victims.

Succubus Temptations

1d6 The Succubus Manipulates Its Target By...
1 Adopting the form of a lost loved one.
2 Charming someone close to its target.
3 Isolating them from their loved ones.
4 Manipulating events to bring surprise fortune.
5 Posing as a flattering underling.
6 Taking the form of one in need of protection.

Succubus

Medium Fiend, Neutral Evil

AC 15 Initiative +3 (13)

HP 71 (13d8 + 13)

Speed 30 ft., Fly 60 ft.

Mod Save
Str 8 −1 −1
Dex 17 +3 +3
Con 13 +1 +1
Mod Save
Int 15 +2 +2
Wis 12 +1 +1
Cha 20 +5 +5

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Resistances Cold, Fire, Poison, Psychic

Senses Darkvision 60 ft.; Passive Perception 15

Languages Abyssal, Common, Infernal; telepathy 60 ft.

CR 4 (XP 1,100; PB +2)

Traits

Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one.

Actions

Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.

Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage.

Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).

Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target’s Hit Point maximum decreases by an amount equal to the damage taken.

Bonus Actions

Shape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn’t transformed.

Monsters (T)

Brawlers and Bullies

Habitat: Any; Treasure: Armaments

Bodyguards, belligerents, and laborers, toughs rely on their physical strength to intimidate foes. They might be brawny criminals, rowdy tavern goers, seasoned workers, or anyone who uses their muscle to get what they want.

Tough

Toughs might work in groups at the direction of a leader, or individual toughs might bully weaker folk into doing what they say.

Tough

Medium or Small Humanoid, Neutral

AC 12 Initiative +1 (11)

HP 32 (5d8 + 10)

Speed 30 ft.

Mod Save
Str 15 +2 +2
Dex 12 +1 +1
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 10 +0 +0
Cha 11 +0 +0

Gear Heavy Crossbow, Leather Armor, Mace

Senses Passive Perception 10

Languages Common

CR 1/2 (XP 100; PB +2)

Traits

Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.

Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.

Tough Boss

Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands.

Tough Boss

Medium or Small Humanoid, Neutral

AC 16 Initiative +2 (12)

HP 82 (11d8 + 33)

Speed 30 ft.

Mod Save
Str 17 +3 +5
Dex 14 +2 +2
Con 16 +3 +5
Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 11 +0 +2

Gear Chain Mail, Heavy Crossbow, Warhammer

Senses Passive Perception 10

Languages Common plus one other language

CR 4 (XP 1,100; PB +2)

Traits

Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.

Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself.

Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage.

Monsters (V)

Blood-Sucking Lords of the Night

Habitat: Underdark, Urban; Treasure: Any

Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.

Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary.

Vampire Resting Places

1d6 The Vampire’s Resting Place Is...
1 Among the roots of a dead tree.
2 At the bottom of a stagnant pool.
3 A coffin filled with grave dirt.
4 A large pot full of blood or vinegar.
5 A space accessible only by shape-shifting.
6 Within a statue or suit of armor.

Vampire Familiar

Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters.

Many vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters’ repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed.

Vampire Familiar

Medium or Small Humanoid, Neutral Evil

AC 15 Initiative +5 (15)

HP 65 (10d8 + 20)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 17 +3 +3
Dex 16 +3 +5
Con 15 +2 +2
Mod Save
Int 10 +0 +0
Wis 10 +0 +2
Cha 14 +2 +2

Skills Perception +4, Persuasion +4, Stealth +7

Resistances Necrotic

Immunities Charmed (except from its vampire master)

Gear Daggers (10)

Senses Darkvision 60 ft.; Passive Perception 14

Languages Common plus one other language

CR 3 (XP 700; PB +2)

Traits

Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar’s senses.

Actions

Multiattack. The familiar makes two Umbral Dagger attacks.

Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.

Bonus Actions

Deathless Agility. The familiar takes the Dash or Disengage action.

Monsters (W)

Soldiers and Scrappers

Habitat: Any; Treasure: Armaments

Warriors are professionals who make a living through their prowess in battle. They might be skilled in using a variety of tactics or trained to take advantage of unusual battlefields. Warriors often work together, whether in armies or in teams with deliberate goals.

Roll on or choose a result from the Warrior Roles table to inspire the creation of different sorts of warriors.

Warrior Roles

1d10 The Warrior Is...
1 A bodyguard who protects a noble.
2 A cavalry officer with an unusual steed.
3 A crusader who fights for a divine cause.
4 A duelist who claims to be unbeatable.
5 A gate guard who asks nonsensical questions.
6 A grizzled veteran who trains new recruits.
7 A hunter skilled at slaying specific monsters.
8 A retired general who is weary of battle.
9 A volunteer with a homemade weapon.
10 A young mercenary trying to prove their skill.

Warrior Infantry

Warrior infantry might be trainees or rank-and-file troops. They are skilled at contending with commonplace, nonmagical threats.

Warrior Infantry

Medium or Small Humanoid, Neutral

AC 13 Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 11 +0 +0
Con 11 +0 +0
Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 8 −1 −1

Gear Chain Shirt, Spear

Senses Passive Perception 10

Languages Common

CR 1/8 (XP 25; PB +2)

Traits

Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.

Malicious Lupine Ravagers

Habitat: Forest, Grassland, Hill, Planar (Feywild); Treasure: None

Sometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals.

Packs of worgs roam harsh frontiers and cursed lands. They sometimes conspire with goblinoids and gnolls and might serve them as mounts.

Worg

Large Fey, Neutral Evil

AC 13 Initiative +1 (11)

HP 26 (4d10 + 4)

Speed 50 ft.

Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 13 +1 +1
Mod Save
Int 7 −2 −2
Wis 11 +0 +0
Cha 8 −1 −1

Skills Perception +4

Senses Darkvision 60 ft.; Passive Perception 14

Languages Goblin, Worg

CR 1/2 (XP 100; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg’s next turn has Advantage.

Essence of Evil

Habitat: Planar (Shadowfell), Underdark; Treasure: None

Wraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the wraith’s sinister will.

Wraiths lurk in forgotten dungeons, accursed ruins, or lands influenced by sinister planes of existence. Such haunted domains might bear hints of the tragedies or foul magic that brought the wraiths into being.

Wraiths might arise from a single powerfully evil soul or other baleful forces. Roll on or choose a result from the Wraith Manifestations table to inspire the wickedness a wraith embodies.

Wraith Manifestations

1d10 The Wraith Embodies...
1 The blasphemous magic of a cursed location.
2 The exorcised evil of a redeemed villain.
3 A legendary villain who returns once a century.
4 Locals’ fear of a superstition or legend.
5 The memory of a tragedy.
6 A profane idea or foul piece of lore.
7 The torment of one or more suffering souls.
8 The viciousness of a profane Artifact.
9 The vile dreams of a slumbering god.
10 The voracity of a life-hungry realm, such as the Shadowfell or Negative Plane.

Wraith

Medium or Small Undead, Neutral Evil

AC 13 Initiative +3 (13)

HP 67 (9d8 + 27)

Speed 5 ft., Fly 60 ft. (hover)

Mod Save
Str 6 −2 −2
Dex 16 +3 +3
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 15 +2 +2

Resistances Acid, Bludgeoning, Cold, Fire, Piercing, Slashing

Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 12

Languages Common plus two other languages

CR 5 (XP 1,800; PB +3)

Traits

Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.

Actions

Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at a time.

Monsters (Z)

Relentless Reanimated Corpses

Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None

Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.

Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.

Zombie

Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.

Zombie

Medium Undead, Neutral Evil

AC 8 Initiative −2 (8)

HP 15 (2d8 + 6)

Speed 20 ft.

Mod Save
Str 13 +1 +1
Dex 6 −2 −2
Con 16 +3 +3
Mod Save
Int 3 −4 −4
Wis 6 −2 +0
Cha 5 −3 −3

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 8

Languages Understands Common plus one other language but can’t speak

CR 1/4 (XP 50; PB +2)

Traits

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.

Ogre Zombie

Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies.

Ogre Zombie

Large Undead, Neutral Evil

AC 8 Initiative −2 (8)

HP 85 (9d10 + 36)

Speed 30 ft.

Mod Save
Str 19 +4 +4
Dex 6 −2 −2
Con 18 +4 +4
Mod Save
Int 3 −4 −4
Wis 6 −2 +0
Cha 5 −3 −3

Immunities Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft.; Passive Perception 8

Languages Understands Common and Giant but can’t speak

CR 2 (XP 450; PB +2)

Traits

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.

Actions

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Animals (A-Z)

This appendix provides stat blocks for animals of the Beast type—along with many of their gigantic or mythologized kin—in alphabetical order. Most represent versions of animals that exist (or existed) in the real world. You can find descriptions of these creatures in dictionaries or other educational sources, or you might create new roles for them in your D&D worlds.

Use these stat blocks to represent the creatures they’re named for or other similar creatures. For example, the Panther stat block can also represent a mountain lion, while the Giant Goat stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures.

Allosaurus

Large Beast (Dinosaur), Unaligned

AC 13 Initiative +1 (11)

HP 51 (6d10 + 18)

Speed 60 ft.

Mod Save
Str 19 +4 +4
Dex 13 +1 +1
Con 17 +3 +3
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +5

Senses Passive Perception 15

Languages None

CR 2 (XP 450; PB +2)

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage.

Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.


Ankylosaurus

Huge Beast (Dinosaur), Unaligned

AC 15 Initiative +0 (10)

HP 68 (8d12 + 16)

Speed 30 ft.

Mod Save
Str 19 +4 +6
Dex 11 +0 +0
Con 15 +2 +2
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Senses Passive Perception 11

Languages None

CR 3 (XP 700; PB +2)

Actions

Multiattack. The ankylosaurus makes two Tail attacks.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.


Ape

Medium Beast, Unaligned

AC 12 Initiative +2 (12)

HP 19 (3d8 + 6)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 16 +3 +3
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 6 −2 −2
Wis 12 +1 +1
Cha 7 −2 −2

Skills Athletics +5, Perception +3

Senses Passive Perception 13

Languages None

CR 1/2 (XP 100; PB +2)

Actions

Multiattack. The ape makes two Fist attacks.

Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.

Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.


Archelon

Huge Beast (Dinosaur), Unaligned

AC 17 Initiative +3 (13)

HP 90 (12d12 + 12)

Speed 20 ft., Swim 80 ft.

Mod Save
Str 18 +4 +4
Dex 16 +3 +3
Con 13 +1 +1
Mod Save
Int 4 −3 −3
Wis 14 +2 +2
Cha 6 −2 −2

Skills Stealth +5

Senses Passive Perception 12

Languages None

CR 4 (XP 1,100; PB +2)

Traits

Amphibious. The archelon can breathe air and water.

Actions

Multiattack. The archelon makes two Bite attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.


Baboon

Small Beast, Unaligned

AC 12 Initiative +2 (12)

HP 3 (1d6)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 8 −1 −1
Dex 14 +2 +2
Con 11 +0 +0
Mod Save
Int 4 −3 −3
Wis 12 +1 +1
Cha 6 −2 −2

Senses Passive Perception 11

Languages None

CR 0 (XP 10; PB +2)

Traits

Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 − 1) Piercing damage.


Badger

Tiny Beast, Unaligned

AC 11 Initiative +0 (10)

HP 5 (1d4 + 3)

Speed 20 ft., Burrow 5 ft.

Mod Save
Str 10 +0 +0
Dex 11 +0 +0
Con 16 +3 +3
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +3

Resistances Poison

Senses Darkvision 30 ft.; Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.


Bat

Tiny Beast, Unaligned

AC 12 Initiative +2 (12)

HP 1 (1d4 − 1)

Speed 5 ft., Fly 30 ft.

Mod Save
Str 2 −4 −4
Dex 15 +2 +2
Con 8 −1 −1
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 4 −3 −3

Senses Blindsight 60 ft.; Passive Perception 11

Languages None

CR 0 (XP 10; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.


Black Bear

Medium Beast, Unaligned

AC 11 Initiative +1 (11)

HP 19 (3d8 + 6)

Speed 30 ft., Climb 30 ft., Swim 30 ft.

Mod Save
Str 15 +2 +2
Dex 12 +1 +1
Con 14 +2 +2
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +5

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 1/2 (XP 100; PB +2)

Actions

Multiattack. The bear makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.


Blood Hawk

Small Beast, Unaligned

AC 12 Initiative +2 (12)

HP 7 (2d6)

Speed 10 ft., Fly 60 ft.

Mod Save
Str 6 −2 −2
Dex 14 +2 +2
Con 10 +0 +0
Mod Save
Int 3 −4 −4
Wis 14 +2 +2
Cha 5 −3 −3

Skills Perception +6

Senses Passive Perception 16

Languages None

CR 1/8 (XP 25; PB +2)

Traits

Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied.


Boar

Medium Beast, Unaligned

AC 11 Initiative +0 (10)

HP 13 (2d8 + 4)

Speed 40 ft.

Mod Save
Str 13 +1 +1
Dex 11 +0 +0
Con 14 +2 +2
Mod Save
Int 2 −4 −4
Wis 9 −1 −1
Cha 5 −3 −3

Senses Passive Perception 9

Languages None

CR 1/4 (XP 50; PB +2)

Traits

Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls.

Actions

Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition.


Brown Bear

Large Beast, Unaligned

AC 11 Initiative +1 (11)

HP 22 (3d10 + 6)

Speed 40 ft., Climb 30 ft.

Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 15 +2 +2
Mod Save
Int 2 −4 −4
Wis 13 +1 +1
Cha 7 −2 −2

Skills Perception +3

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1 (XP 200; PB +2)

Actions

Multiattack. The bear makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.


Camel

Large Beast, Unaligned

AC 10 Initiative −1 (9)

HP 17 (2d10 + 6)

Speed 50 ft.

Mod Save
Str 15 +2 +2
Dex 8 −1 −1
Con 17 +3 +5
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 5 −3 −3

Senses Darkvision 60 ft.; Passive Perception 10

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.


Cat

Tiny Beast, Unaligned

AC 12 Initiative +2 (12)

HP 2 (1d4)

Speed 40 ft., Climb 40 ft.

Mod Save
Str 3 −4 −4
Dex 15 +2 +4
Con 10 +0 +0
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +3, Stealth +4

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Traits

Jumper. The cat’s jump distance is determined using its Dexterity rather than its Strength.

Actions

Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.


Constrictor Snake

Large Beast, Unaligned

AC 13 Initiative +2 (12)

HP 13 (2d10 + 2)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 15 +2 +2
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 3 −4 −4

Skills Perception +2, Stealth +4

Senses Blindsight 10 ft.; Passive Perception 12

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.

Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).


Crab

Tiny Beast, Unaligned

AC 11 Initiative +0 (10)

HP 3 (1d4 + 1)

Speed 20 ft., Swim 20 ft.

Mod Save
Str 6 −2 −2
Dex 11 +0 +0
Con 12 +1 +1
Mod Save
Int 1 −5 −5
Wis 8 −1 −1
Cha 2 −4 −4

Skills Stealth +2

Senses Blindsight 30 ft.; Passive Perception 9

Languages None

CR 0 (XP 10; PB +2)

Traits

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.


Crocodile

Large Beast, Unaligned

AC 12 Initiative +0 (10)

HP 13 (2d10 + 2)

Speed 20 ft., Swim 30 ft.

Mod Save
Str 15 +2 +2
Dex 10 +0 +0
Con 13 +1 +3
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 5 −3 −3

Skills Stealth +2

Senses Passive Perception 10

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Hold Breath. The crocodile can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.


Deer

Medium Beast, Unaligned

AC 13 Initiative +3 (13)

HP 4 (1d8)

Speed 50 ft.

Mod Save
Str 11 +0 +0
Dex 16 +3 +3
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 14 +2 +2
Cha 5 −3 −3

Skills Perception +4

Senses Darkvision 60 ft.; Passive Perception 14

Languages None

CR 0 (XP 10; PB +2)

Traits

Agile. The deer doesn’t provoke an Opportunity Attack when it moves out of an enemy’s reach.

Actions

Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.


Dire Wolf

Large Beast, Unaligned

AC 14 Initiative +2 (12)

HP 22 (3d10 + 6)

Speed 50 ft.

Mod Save
Str 17 +3 +3
Dex 15 +2 +2
Con 15 +2 +2
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +5, Stealth +4

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 1 (XP 200; PB +2)

Traits

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 creature and the ally doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.


Draft Horse

Large Beast, Unaligned

AC 10 Initiative +0 (10)

HP 15 (2d10 + 4)

Speed 40 ft.

Mod Save
Str 18 +4 +4
Dex 10 +0 +0
Con 15 +2 +2
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 7 −2 −2

Senses Passive Perception 10

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.


Eagle

Small Beast, Unaligned

AC 12 Initiative +2 (12)

HP 4 (1d6 + 1)

Speed 10 ft., Fly 60 ft.

Mod Save
Str 6 −2 −2
Dex 15 +2 +2
Con 12 +1 +1
Mod Save
Int 2 −4 −4
Wis 14 +2 +2
Cha 7 −2 −2

Skills Perception +6

Senses Passive Perception 16

Languages None

CR 0 (XP 10; PB +2)

Actions

Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage.


Elephant

Huge Beast, Unaligned

AC 12 Initiative −1 (9)

HP 76 (8d12 + 24)

Speed 40 ft.

Mod Save
Str 22 +6 +6
Dex 9 −1 −1
Con 17 +3 +3
Mod Save
Int 3 −4 −4
Wis 11 +0 +0
Cha 6 −2 −2

Senses Passive Perception 10

Languages None

CR 4 (XP 1,100; PB +2)

Actions

Multiattack. The elephant makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.


Elk

Large Beast, Unaligned

AC 10 Initiative +0 (10)

HP 11 (2d10)

Speed 50 ft.

Mod Save
Str 16 +3 +3
Dex 10 +0 +0
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 6 −2 −2

Skills Perception +2

Senses Darkvision 60 ft.; Passive Perception 12

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.


Flying Snake

Tiny Monstrosity, Unaligned

AC 14 Initiative +2 (12)

HP 5 (2d4)

Speed 30 ft., Fly 60 ft., Swim 30 ft.

Mod Save
Str 4 −3 −3
Dex 15 +2 +2
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Senses Blindsight 10 ft.; Passive Perception 11

Languages None

CR 1/8 (XP 25; PB +2)

Traits

Flyby. The snake doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage.


Frog

Tiny Beast, Unaligned

AC 11 Initiative +1 (11)

HP 1 (1d4 − 1)

Speed 20 ft., Swim 20 ft.

Mod Save
Str 1 −5 −5
Dex 13 +1 +1
Con 8 −1 −1
Mod Save
Int 1 −5 −5
Wis 8 −1 −1
Cha 3 −4 −4

Skills Perception +1, Stealth +3

Senses Darkvision 30 ft.; Passive Perception 11

Languages None

CR 0 (XP 10; PB +2)

Traits

Amphibious. The frog can breathe air and water.

Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.


Giant Badger

Medium Beast, Unaligned

AC 13 Initiative +0 (10)

HP 15 (2d8 + 6)

Speed 30 ft., Burrow 10 ft.

Mod Save
Str 13 +1 +1
Dex 10 +0 +0
Con 17 +3 +3
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +3

Resistances Poison

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.


Giant Centipede

Small Beast, Unaligned

AC 14 Initiative +2 (12)

HP 9 (2d6 + 2)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 5 −3 −3
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4

Senses Blindsight 30 ft.; Passive Perception 8

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede’s next turn.


Giant Crab

Medium Beast, Unaligned

AC 15 Initiative +1 (11)

HP 13 (3d8)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 13 +1 +1
Dex 13 +1 +1
Con 11 +0 +0
Mod Save
Int 1 −5 −5
Wis 9 −1 −1
Cha 3 −4 −4

Skills Stealth +3

Senses Blindsight 30 ft.; Passive Perception 9

Languages None

CR 1/8 (25 XP; PB +2)

Traits

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws.


Giant Fire Beetle

Small Beast, Unaligned

AC 13 Initiative +0 (10)

HP 4 (1d6 + 1)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 8 −1 −1
Dex 10 +0 +0
Con 12 +1 +1
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4

Resistances Fire

Senses Blindsight 30 ft.; Passive Perception 8

Languages None

CR 0 (XP 10; PB +2)

Traits

Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage.


Giant Goat

Large Beast, Unaligned

AC 11 Initiative +1 (11)

HP 19 (3d10 + 3)

Speed 40 ft., Climb 30 ft.

Mod Save
Str 17 +3 +5
Dex 13 +1 +1
Con 12 +1 +1
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 6 −2 −2

Skills Perception +3

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1/2 (XP 100; PB +2)

Actions

Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.


Giant Seahorse

Large Beast, Unaligned

AC 14 Initiative +1 (11)

HP 16 (3d10)

Speed 5 ft., Swim 40 ft.

Mod Save
Str 15 +2 +2
Dex 12 +1 +1
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Senses Passive Perception 11

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Water Breathing. The seahorse can breathe only underwater.

Actions

Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.

Bonus Actions

Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.


Giant Spider

Large Beast, Unaligned

AC 14 Initiative +3 (13)

HP 26 (4d10 + 4)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 14 +2 +2
Dex 16 +3 +3
Con 12 +1 +1
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 4 −3 −3

Skills Perception +4, Stealth +7

Senses Darkvision 60 ft.; Passive Perception 14

Languages None

CR 1 (XP 200; PB +2)

Traits

Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).


Giant Weasel

Medium Beast, Unaligned

AC 13 Initiative +3 (13)

HP 9 (2d8)

Speed 40 ft., Climb 30 ft.

Mod Save
Str 11 +0 +0
Dex 17 +3 +3
Con 10 +0 +0
Mod Save
Int 4 −3 −3
Wis 12 +1 +1
Cha 5 −3 −3

Skills Acrobatics +5, Perception +3, Stealth +5

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.


Goat

Medium Beast, Unaligned

AC 10 Initiative +0 (10)

HP 4 (1d8)

Speed 40 ft., Climb 30 ft.

Mod Save
Str 11 +0 +2
Dex 10 +0 +0
Con 11 +0 +0
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 5 −3 −3

Skills Perception +2

Senses Darkvision 60 ft.; Passive Perception 12

Languages None

CR 0 (XP 10; PB +2)

Actions

Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit.


Hawk

Tiny Beast, Unaligned

AC 13 Initiative +3 (13)

HP 1 (1d4 − 1)

Speed 10 ft., Fly 60 ft.

Mod Save
Str 5 −3 −3
Dex 16 +3 +3
Con 8 −1 −1
Mod Save
Int 2 −4 −4
Wis 14 +2 +2
Cha 6 −2 −2

Skills Perception +6

Senses Passive Perception 16

Languages None

CR 0 (XP 10; PB +2)

Actions

Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.


Hippopotamus

Large Beast, Unaligned

AC 14 Initiative −2 (8)

HP 82 (11d10 + 22)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 21 +5 +7
Dex 7 −2 −2
Con 15 +2 +2
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 4 −3 −3

Skills Perception +3

Senses Passive Perception 13

Languages None

CR 4 (XP 1,100; PB +2)

Traits

Hold Breath. The hippopotamus can hold its breath for 10 minutes.

Actions

Multiattack. The hippopotamus makes two Bite attacks.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.


Hunter Shark

Large Beast, Unaligned

AC 12 Initiative +2 (12)

HP 45 (6d10 + 12)

Speed 5 ft., Swim 40 ft.

Mod Save
Str 18 +4 +4
Dex 14 +2 +2
Con 15 +2 +2
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 4 −3 −3

Skills Perception +2

Senses Blindsight 60 ft.; Passive Perception 12

Languages None

CR 2 (XP 450; PB +2)

Traits

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +6 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage.


Hyena

Medium Beast, Unaligned

AC 11 Initiative +1 (11)

HP 5 (1d8 + 1)

Speed 50 ft.

Mod Save
Str 11 +0 +0
Dex 13 +1 +1
Con 12 +1 +1
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +3

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Traits

Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage.


Jackal

Small Beast, Unaligned

AC 12 Initiative +2 (12)

HP 3 (1d6)

Speed 40 ft.

Mod Save
Str 8 −1 −1
Dex 15 +2 +2
Con 11 +0 +0
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 6 −2 −2

Skills Perception +5, Stealth +4

Senses Darkvision 90 ft.; Passive Perception 15

Languages None

CR 0 (XP 10; PB +2)

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 – 1) Piercing damage.


Killer Whale

Huge Beast, Unaligned

AC 12 Initiative +2 (12)

HP 90 (12d12 + 12)

Speed 5 ft., Swim 60 ft.

Mod Save
Str 19 +4 +4
Dex 14 +2 +2
Con 13 +1 +1
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +3, Stealth +4

Senses Blindsight 120 ft.; Passive Perception 13

Languages None

CR 3 (XP 700; PB +2)

Traits

Hold Breath. The whale can hold its breath for 30 minutes.

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage.


Lion

Large Beast, Unaligned

AC 12 Initiative +2 (12)

HP 22 (4d10)

Speed 50 ft.

Mod Save
Str 17 +3 +3
Dex 15 +2 +2
Con 11 +0 +0
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 8 −1 −1

Skills Perception +3, Stealth +4

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1 (XP 200; PB +2)

Traits

Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.

Actions

Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.


Lizard

Tiny Beast, Unaligned

AC 10 Initiative +0 (10)

HP 2 (1d4)

Speed 20 ft., Climb 20 ft.

Mod Save
Str 2 −4 −4
Dex 11 +0 +0
Con 10 +0 +0
Mod Save
Int 1 −5 −5
Wis 8 −1 −1
Cha 3 −4 −4

Senses Darkvision 30 ft.; Passive Perception 9

Languages None

CR 0 (XP 10; PB +2)

Traits

Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.


Mammoth

Huge Beast, Unaligned

AC 13 Initiative +2 (12)

HP 126 (11d12 + 55)

Speed 50 ft.

Mod Save
Str 24 +7 +10
Dex 9 −1 −1
Con 21 +5 +8
Mod Save
Int 3 −4 −4
Wis 11 +0 +0
Cha 6 −2 −2

Senses Passive Perception 10

Languages None

CR 6 (XP 2,300; PB +3)

Actions

Multiattack. The mammoth makes two Gore attacks.

Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

Bonus Actions

Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage.


Mastiff

Medium Beast, Unaligned

AC 12 Initiative +2 (12)

HP 5 (1d8 + 1)

Speed 40 ft.

Mod Save
Str 13 +1 +1
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 3 −4 −4
Wis 12 +1 +3
Cha 7 −2 −2

Skills Perception +5

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.


Mule

Medium Beast, Unaligned

AC 10 Initiative +0 (10)

HP 11 (2d8 + 2)

Speed 40 ft.

Mod Save
Str 14 +2 +4
Dex 10 +0 +0
Con 13 +1 +1
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 5 −3 −3

Senses Passive Perception 10

Languages None

CR 1/8 (XP 25; PB +2)

Traits

Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.

Actions

Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.


Octopus

Small Beast, Unaligned

AC 12 Initiative +2 (12)

HP 3 (1d6)

Speed 5 ft., Swim 30 ft.

Mod Save
Str 4 −3 −3
Dex 15 +2 +2
Con 11 +0 +0
Mod Save
Int 3 −4 −4
Wis 10 +0 +0
Cha 4 −3 −3

Skills Perception +2, Stealth +6

Senses Darkvision 30 ft.; Passive Perception 12

Languages None

CR 0 (XP 10; PB +2)

Traits

Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage.

Reactions

Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.


Owl

Tiny Beast, Unaligned

AC 11 Initiative +1 (11)

HP 1 (1d4 − 1)

Speed 5 ft., Fly 60 ft.

Mod Save
Str 3 −4 −4
Dex 13 +1 +1
Con 8 −1 −1
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2

Skills Perception +5, Stealth +5

Senses Darkvision 120 ft.; Passive Perception 15

Languages None

CR 0 (XP 10; PB +2)

Traits

Flyby. The owl doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage.


Panther

Medium Beast, Unaligned

AC 13 Initiative +3 (13)

HP 13 (3d8)

Speed 50 ft., Climb 40 ft.

Mod Save
Str 14 +2 +2
Dex 16 +3 +3
Con 10 +0 +0
Mod Save
Int 3 −4 −4
Wis 14 +2 +2
Cha 7 −2 −2

Skills Perception +4, Stealth +7

Senses Darkvision 60 ft.; Passive Perception 14

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Bonus Actions

Nimble Escape. The panther takes the Disengage or Hide action.


Piranha

Tiny Beast, Unaligned

AC 13 Initiative +3 (13)

HP 1 (1d4 − 1)

Speed 5 ft., Swim 40 ft.

Mod Save
Str 2 −4 −4
Dex 16 +3 +3
Con 9 −1 −1
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 2 −4 −4

Senses Darkvision 60 ft.; Passive Perception 8

Languages None

CR 0 (XP 10; PB +2)

Traits

Water Breathing. The piranha can breathe only underwater.

Actions

Bite. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage.


Plesiosaurus

Large Beast (Dinosaur), Unaligned

AC 13 Initiative +2 (12)

HP 68 (8d10 + 24)

Speed 20 ft., Swim 40 ft.

Mod Save
Str 18 +4 +4
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 5 −3 −3

Skills Perception +3, Stealth +4

Senses Passive Perception 13

Languages None

CR 2 (XP 450; PB +2)

Traits

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.


Polar Bear

Large Beast, Unaligned

AC 12 Initiative +2 (12)

HP 42 (5d10 + 15)

Speed 40 ft., Swim 40 ft.

Mod Save
Str 20 +5 +5
Dex 14 +2 +2
Con 16 +3 +3
Mod Save
Int 2 −4 −4
Wis 13 +1 +1
Cha 7 −2 −2

Skills Perception +5, Stealth +4

Resistances Cold

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 2 (XP 450; PB +2)

Actions

Multiattack. The bear makes two Rend attacks.

Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.


Pony

Medium Beast, Unaligned

AC 10 Initiative +0 (10)

HP 11 (2d8 + 2)

Speed 40 ft.

Mod Save
Str 15 +2 +4
Dex 10 +0 +0
Con 13 +1 +1
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 7 −2 −2

Senses Passive Perception 10

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.


Pteranodon

Medium Beast (Dinosaur), Unaligned

AC 13 Initiative +2 (12)

HP 13 (3d8)

Speed 10 ft., Fly 60 ft.

Mod Save
Str 12 +1 +1
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 2 −4 −4
Wis 9 −1 −1
Cha 5 −3 −3

Skills Perception +1

Senses Passive Perception 11

Languages None

CR 1/4 (XP 50; PB +2)

Traits

Flyby. The pteranodon doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.


Rat

Tiny Beast, Unaligned

AC 10 Initiative +0 (10)

HP 1 (1d4 − 1)

Speed 20 ft., Climb 20 ft.

Mod Save
Str 2 −4 −4
Dex 11 +0 +0
Con 9 −1 −1
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 4 −3 −3

Skills Perception +2

Senses Darkvision 30 ft.; Passive Perception 12

Languages None

CR 0 (XP 10; PB +2)

Traits

Agile. The rat doesn’t provoke an Opportunity Attack when it moves out of an enemy’s reach.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.


Raven

Tiny Beast, Unaligned

AC 12 Initiative +2 (12)

HP 2 (1d4)

Speed 10 ft., Fly 50 ft.

Mod Save
Str 2 −4 −4
Dex 14 +2 +2
Con 10 +0 +0
Mod Save
Int 5 −3 −3
Wis 13 +1 +1
Cha 6 −2 −2

Skills Perception +3

Senses Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Traits

Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.


Reef Shark

Medium Beast, Unaligned

AC 12 Initiative +2 (12)

HP 22 (4d8 + 4)

Speed 5 ft., Swim 30 ft.

Mod Save
Str 14 +2 +2
Dex 15 +2 +2
Con 13 +1 +1
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 4 −3 −3

Skills Perception +2

Senses Blindsight 30 ft.; Passive Perception 12

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.


Rhinoceros

Large Beast, Unaligned

AC 13 Initiative −1 (9)

HP 45 (6d10 + 12)

Speed 40 ft.

Mod Save
Str 21 +5 +5
Dex 8 −1 −1
Con 15 +2 +2
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 6 −2 −2

Senses Passive Perception 11

Languages None

CR 2 (XP 450; PB +2)

Actions

Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.


Riding Horse

Large Beast, Unaligned

AC 11 Initiative +1 (11)

HP 13 (2d10 + 2)

Speed 60 ft.

Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 12 +1 +1
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 7 −2 −2

Senses Passive Perception 10

Languages None

CR 1/4 (XP 50; PB +2)

Actions

Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.


Saber-Toothed Tiger

Large Beast, Unaligned

AC 13 Initiative +3 (13)

HP 52 (7d10 + 14)

Speed 40 ft.

Mod Save
Str 18 +4 +6
Dex 17 +3 +5
Con 15 +2 +2
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 8 −1 −1

Skills Perception +5, Stealth +7

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 2 (XP 450; PB +2)

Traits

Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet.

Actions

Multiattack. The tiger makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage.

Bonus Actions

Nimble Escape. The tiger takes the Disengage or Hide action.


Scorpion

Tiny Beast, Unaligned

AC 11 Initiative +0 (10)

HP 1 (1d4 − 1)

Speed 10 ft.

Mod Save
Str 2 −4 −4
Dex 11 +0 +0
Con 8 −1 −1
Mod Save
Int 1 −5 −5
Wis 8 −1 −1
Cha 2 −4 −4

Senses Blindsight 10 ft.; Passive Perception 9

Languages None

CR 0 (XP 10; PB +2)

Actions

Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage.


Seahorse

Tiny Beast, Unaligned

AC 12 Initiative +1 (11)

HP 1 (1d4 − 1)

Speed 5 ft., Swim 20 ft.

Mod Save
Str 1 −5 −5
Dex 12 +1 +1
Con 8 −1 −1
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 2 −4 −4

Skills Perception +2, Stealth +5

Senses Passive Perception 12

Languages None

CR 0 (XP 0; PB +2)

Traits

Water Breathing. The seahorse can breathe only underwater.

Actions

Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks.


Spider

Tiny Beast, Unaligned

AC 12 Initiative +2 (12)

HP 1 (1d4 − 1)

Speed 20 ft., Climb 20 ft.

Mod Save
Str 2 −4 −4
Dex 14 +2 +2
Con 8 −1 −1
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 2 −4 −4

Skills Stealth +4

Senses Darkvision 30 ft.; Passive Perception 10

Languages None

CR 0 (XP 10; PB +2)

Traits

Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.


Swarm of Bats

Large Swarm of Tiny Beasts, Unaligned

AC 12 Initiative +2 (12)

HP 11 (2d10)

Speed 5 ft., Fly 30 ft.

Mod Save
Str 5 −3 −3
Dex 15 +2 +2
Con 10 +0 +0
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 4 −3 −3

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 60 ft.; Passive Perception 11

Languages None

CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.


Swarm of Insects

Medium Swarm of Tiny Beasts, Unaligned

AC 11 Initiative +1 (11)

HP 19 (3d8 + 6)

Speed 20 ft., Climb or Fly 20 ft. (DM’s choice)

Mod Save
Str 3 −4 −4
Dex 13 +1 +1
Con 14 +2 +2
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 1 −5 −5

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 30 ft.; Passive Perception 8

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied.


Swarm of Piranhas

Medium Swarm of Tiny Beasts, Unaligned

AC 13 Initiative +3 (13)

HP 28 (8d8 − 8)

Speed 5 ft., Swim 40 ft.

Mod Save
Str 13 +1 +1
Dex 16 +3 +3
Con 9 −1 −1
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 2 −4 −4

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Darkvision 60 ft.; Passive Perception 8

Languages None

CR 1 (XP 200; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied.


Swarm of Rats

Medium Swarm of Tiny Beasts, Unaligned

AC 10 Initiative +0 (10)

HP 14 (4d8 − 4)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 9 −1 −1
Dex 11 +0 +2
Con 9 −1 −1
Mod Save
Int 2 −4 −4
Wis 10 +0 +0
Cha 3 −4 −4

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Darkvision 30 ft.; Passive Perception 10

Languages None

CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.


Swarm of Ravens

Medium Swarm of Tiny Beasts, Unaligned

AC 12 Initiative +2 (12)

HP 11 (2d8 + 2)

Speed 10 ft., Fly 50 ft.

Mod Save
Str 6 −2 −2
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 5 −3 −3
Wis 12 +1 +1
Cha 6 −2 −2

Skills Perception +5

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Passive Perception 15

Languages None

CR 1/4 (XP 50; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.


Swarm of Venomous Snakes

Medium Swarm of Tiny Beasts, Unaligned

AC 14 Initiative +4 (14)

HP 36 (8d8)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 8 −1 −1
Dex 18 +4 +4
Con 11 +0 +0
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 3 −4 −4

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 10 ft.; Passive Perception 10

Languages None

CR 2 (XP 450; PB +2)

Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions

Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage—or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied—plus 10 (3d6) Poison damage.


Tiger

Large Beast, Unaligned

AC 13 Initiative +3 (13)

HP 30 (4d10 + 8)

Speed 40 ft.

Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 14 +2 +2
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 8 −1 −1

Skills Perception +3, Stealth +7

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 1 (XP 200; PB +2)

Actions

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Bonus Actions

Nimble Escape. The tiger takes the Disengage or Hide action.


Triceratops

Huge Beast (Dinosaur), Unaligned

AC 14 Initiative −1 (9)

HP 114 (12d12 + 36)

Speed 50 ft.

Mod Save
Str 22 +6 +6
Dex 9 −1 −1
Con 17 +3 +3
Mod Save
Int 2 −4 −4
Wis 11 +0 +0
Cha 5 −3 −3

Senses Passive Perception 10

Languages None

CR 5 (XP 1,800; PB +3)

Actions

Multiattack. The triceratops makes two Gore attacks.

Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.


Tyrannosaurus Rex

Huge Beast (Dinosaur), Unaligned

AC 13 Initiative +3 (13)

HP 136 (13d12 + 52)

Speed 50 ft.

Mod Save
Str 25 +7 +10
Dex 10 +0 +0
Con 19 +4 +4
Mod Save
Int 2 −4 −4
Wis 12 +1 +4
Cha 9 −1 −1

Skills Perception +4

Senses Passive Perception 14

Languages None

CR 8 (XP 3,900; PB +3)

Actions

Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can’t be targeted by the tyrannosaurus’s Tail.

Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.


Venomous Snake

Tiny Beast, Unaligned

AC 12 Initiative +2 (12)

HP 5 (2d4)

Speed 30 ft., Swim 30 ft.

Mod Save
Str 2 −4 −4
Dex 15 +2 +2
Con 11 +0 +0
Mod Save
Int 1 −5 −5
Wis 10 +0 +0
Cha 3 −4 −4

Senses Blindsight 10 ft.; Passive Perception 10

Languages None

CR 1/8 (XP 25; PB +2)

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage.


Vulture

Medium Beast, Unaligned

AC 10 Initiative +0 (10)

HP 5 (1d8 + 1)

Speed 10 ft., Fly 50 ft.

Mod Save
Str 7 −2 −2
Dex 10 +0 +0
Con 13 +1 +1
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 4 −3 −3

Skills Perception +3

Senses Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Traits

Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions

Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage.


Warhorse

Large Beast, Unaligned

AC 11 Initiative +1 (11)

HP 19 (3d10 + 3)

Speed 60 ft.

Mod Save
Str 18 +4 +4
Dex 12 +1 +1
Con 13 +1 +1
Mod Save
Int 2 −4 −4
Wis 12 +1 +3
Cha 7 −2 −2

Senses Passive Perception 11

Languages None

CR 1/2 (XP 100; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.


Weasel

Tiny Beast, Unaligned

AC 13 Initiative +3 (13)

HP 1 (1d4 − 1)

Speed 30 ft., Climb 30 ft.

Mod Save
Str 3 −4 −4
Dex 16 +3 +3
Con 8 −1 −1
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 3 −4 −4

Skills Acrobatics +5, Perception +3, Stealth +5

Senses Darkvision 60 ft.; Passive Perception 13

Languages None

CR 0 (XP 10; PB +2)

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.


Wolf

Medium Beast, Unaligned

AC 12 Initiative +2 (12)

HP 11 (2d8 + 2)

Speed 40 ft.

Mod Save
Str 14 +2 +2
Dex 15 +2 +2
Con 12 +1 +1
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 6 −2 −2

Skills Perception +5, Stealth +4

Senses Darkvision 60 ft.; Passive Perception 15

Languages None

CR 1/4 (XP 50; PB +2)

Traits

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 ally doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.