Stat Sheet Quick Reference
Table of Contents
Tiki's Menagerie
Cieth's Retainers
Skark's Summons
Jack's Band
Tiki's Menagerie
Minotaur Warrior CR: 3 (700 XP)
STR
18 +4
DEX
11 +0
CON
16 +3
INT
6 -2
WIS
16 +3
CHA
9 -1
Charge
If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a Strength Saving throw (DC 14) or be pushed up to 10 feet away and knocked prone
Labyrinthine recall
The minotaur can perfectly recall any path it has traveled.
Reckless
The minotaur may make an attack with advantage, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d12+4 slashing damage.
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+4 bludgeoning damage.
Giant Beetle CR: 3
STR
15 +2
DEX
13 +1
CON
15 +2
INT
3 -4
WIS
9 -1
CHA
3 -4
Actions
Pincer: Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit: 6 (1d8+2) bludgeoning damage and the target is grappled. (Escape DC 12) Acid Spit: Ranged Weapon Attack. +5 to hit, range 30/60ft., one target. Hit: 6 (1d8+2) acid damage.
Giant Crab CR: 3
STR
15 +2
DEX
13 +1
CON
15 +2
INT
1 -5
WIS
9 -1
CHA
3 -4
Actions
Pincer: Melee Weapon Attack. Reach 5ft., one target, 7 (1d10 + 2) bludgeoning damage and target is grappled. (Escape DC 14)
Derived from TOB2 but released into the SRD
Celestial Good Boy
STR
15 +2
DEX
13 +1
CON
15 +2
INT
9 -1
WIS
15 +2
CHA
16 +3
Dogs can tell: The celestial good boy gets Advantage on Wisdom (Insight) checks to determine if a creature is being deceitful or has bad intentions Quick-Step: The celestial good boy can Disengage as a free action. Bloodhound: The celestial good boy has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Fearsome Bark. The celestial good boy lets out a high-pitched bark at a creature it can see within 30 feet of it. It must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn’t frightened. The celestial good boy can do this three times between each short rest. Healing Lick The celestial good boy licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions. It can do this twice between each long rest.
Cieth's Retainers
Dave, the Eager CR: 2
STR
14 +2
DEX
12 +1
CON
12 +1
INT
9 -1
WIS
8 -1
CHA
12 +1
Cieth's Training: Once per long rest, Dave can reroll a failed check.
Actions
Multiattack: Dave makes two longsword attacks, or one longsword attack and one shove. Longsword: Melee Weapon Attack. +6 to hit, reach 5ft., one target. Hit: 5 (1d8 +1) slashing damage Shove: Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit: 4 (1d6 +1) bludgeoning damage and the target must succeed a DC 14 Strength check or be pushed back 5ft.
Keli, the Bold CR: 2
STR
9 -1
DEX
8 -1
CON
10 +0
INT
14 +2
WIS
12 +1
CHA
10 +0
Actions
Prototype Ray Gun: Ranged Weapon Attack. +5 to hit, range 60/120ft., one target. Hit: 7 (1d6 +2) fire damage
Wanda, the Fun One CR: 2
STR
10 +0
DEX
13 +1
CON
12 +1
INT
10 +0
WIS
13 +1
CHA
15 +2
Secret Techniques: When no other creature other than her target is within line of sight of Wanda, once per turn she deals an extra 2d6 damage with one attack.
Actions
Dagger: Melee Weapon Attack. +4 to hit, range 5ft., one target. Hit: 3 (1d4 +1) piercing damage. Dagger Throw: Ranged (Thrown) Weapon Attack. +4 to hit, range 60/120ft., one target. Hit: 3 (1d4 +1) piercing damage.
Skark's Summons
(NB the MM entry says 'Lion', but this was a prebuilt stat sheet with the same stats, so stats for 'Lion' can use this entry. It can also be used for other big cats, like jaguars and leopards, although possibly with Pack Tactics removed as they are more likely to be solitary hunters. Perhaps not cheetahs - they should have better speed and lower HP)MOUNTAIN LION CR: 1 (200XP)
STR
15 +2
DEX
15 +2
CON
13 +1
INT
4 -3
WIS
12 +1
CHA
8 -1
KEEN SMELL:
THE LION HAS ADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SMELL.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 ISN’T INCAPACITATED.POUNCE:
IF THE LION MOVES AT LEAST 20 FEET STRAIGHT TOWARD A CREATURE AND THEN HITS WITH A CLAW ATTACK ON THE SAME TURN, THAT TARGET MUST SUCCEED ON A DC 12 STRENGTH SAVING THROW OR BE KNOCKED PRONE. IF THE TARGET IS PRONE, THE LION CAN MAKE ONE BITE ATTACK AGAINST IT AS A BONUS ACTION.RUNNING LEAP:
WITH A 10-FOOT RUNNING START, THE LION CAN LONG JUMP UP TO 20 FEET.Actions
BITE:
MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT ONE TARGET. HIT: 6 (1D8+2) PIERCING DAMAGE.CLAW:
MELEE WEAPON ATTACK: +4 TO HIT, REACH 5FT, ONE TARGET. HIT: 5 (1D6+2) SLASHING DAMAGE.Giant Wolf Spider CR: 1/4
STR
12 +1
DEX
16 +3
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
4 -3
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 feet., one creature. Hit: 4 1d6+1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Suggested Environments
Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to attack from ambush
Jack's Band
SRD
Former Bandit CR: 2
STR
15 +2
DEX
15 +2
CON
14 +2
INT
14 +2
WIS
11 +0
CHA
14 +2
Actions
Multiattack: The former bandit makes three melee attacks, two melee attacks and one ranged attack, or (presuming it has two ranged weapons readied) two ranged attacks. Scimitar: Melee weapon attack. +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 slashing damage. Dagger: Melee or ranged (thrown) weapon attack. +5 to hit, reach 5ft or range 20/60, one target. Hit: 1d4 + 3 piercing damage. Heavy Crossbow: Ranged weapon attack. +5 to hit, range 100/400, one target. Hit: 1d10 + 3 piercing damage
Reactions
Parry: If the former bandit is wielding a melee weapon and can see the attacker, it can use a reaction to gain +2 AC against an attack.
SRD
Former Bandit Cook CR: 2
STR
15 +2
DEX
15 +2
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
13 +1
Cast-Iron Stomach: The cook has Advantage on Saving Throws against Poison and effects giving the Poisoned condition.
Actions
Multiattack: The former bandit makes three melee attacks, two melee attacks and one ranged attack, or (presuming it has two ranged weapons readied) two ranged attacks. Cleaver: Melee weapon attack. +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 slashing damage. Kitchen Knife: Melee or ranged (thrown) weapon attack. +5 to hit, reach 5ft or range 20/60, one target. Hit: 1d4 + 3 piercing damage. Heavy Crossbow: Ranged weapon attack. +5 to hit, range 100/400, one target. Hit: 1d10 + 3 piercing damage
Reactions
Parry: If the former bandit is wielding a melee weapon and can see the attacker, it can use a reaction to gain +2 AC against an attack.
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