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)

Large monstrosity, any
Armor Class: 14 (natural armor)
Hit Points: 76
Speed: 40 ft

STR

18 +4

DEX

11 +0

CON

16 +3

INT

6 -2

WIS

16 +3

CHA

9 -1

Skills: Perception +7
Senses: Darkvision 60ft., passive Perception 17
Languages: Common, Abyssal
Challenge Rating: 3 (700 XP)

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

Medium beast, any
Armor Class: 15
Hit Points: 52
Speed: 30 ft , fly: 20 ft , burrow: 40 ft

STR

15 +2

DEX

13 +1

CON

15 +2

INT

3 -4

WIS

9 -1

CHA

3 -4

Saving Throws: Str +5, Dex +4, Con +5, Int -1, Wis +2, Cha -1
Senses: Blindsight 60ft, Passive Perception 9
Challenge Rating: 3

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

Medium beast, any
Armor Class: 17 (Natural Armor)
Hit Points: 52
Speed: 30 ft , burrow: 40 ft

STR

15 +2

DEX

13 +1

CON

15 +2

INT

1 -5

WIS

9 -1

CHA

3 -4

Saving Throws: Str +5, Dex +4, Con +5, Int -1, Wis +2, Cha -1
Senses: Blindsight 60ft, Passive Perception 9
Challenge Rating: 3

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

Medium , any good
Armor Class: 14 (Natural Armor)
Hit Points: 40hp (6d8+13) 6d8+13
Speed: 40 ft , fly: 60 ft

STR

15 +2

DEX

13 +1

CON

15 +2

INT

9 -1

WIS

15 +2

CHA

16 +3

Saving Throws: Str +2, Dex +1, Con +2, Int -1, Wis +4, Cha +5
Skills: Animal handling +6, Insight +6, Perception +6, Survival +6
Damage Resistances: Fire, radiant
Condition Immunities: Charmed, frightened
Senses: Darkvision 60 ft., passive Perception 16
Languages: Understands Common, Celestial, and can 'listen' with Telepathy 60ft, but cannot speak. Can convey emotions telepathically

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.

These good boys resemble friendly sheepdogs with wings. They are loyal, but will refuse to follow anyone too blatantly evil. Someone of lesser evil they may stick around and gently nudge through their empathic communication to take a better path.

 

Cieth's Retainers

 

Dave, the Eager CR: 2

Small humanoid, lawful neutral
Armor Class: 16 (chain shirt, shield)
Hit Points: 25
Speed: 30 ft , fly: 30 ft

STR

14 +2

DEX

12 +1

CON

12 +1

INT

9 -1

WIS

8 -1

CHA

12 +1

Saving Throws: Str +5, Dex +4
Skills: Athletics +3, Perception +3
Senses: Passive Perception 13
Languages: Common, Owl
Challenge Rating: 2

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

Medium humanoid, neutral
Armor Class: 10 (Padded Armor)
Hit Points: 26
Speed: 30 ft , fly: 30 ft

STR

9 -1

DEX

8 -1

CON

10 +0

INT

14 +2

WIS

12 +1

CHA

10 +0

Saving Throws: Int +5, Wis +4
Skills: History +5, Insight +4
Senses: Passive Perception 11
Languages: Common, Owl
Challenge Rating: 2

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

Medium humanoid, chaotic neutral
Armor Class: 12 (padded armor)
Hit Points: 31
Speed: 30 ft , fly: 29 ft

STR

10 +0

DEX

13 +1

CON

12 +1

INT

10 +0

WIS

13 +1

CHA

15 +2

Saving Throws: Wis +4, Cha +5
Skills: Deception +5, Persuasion +5
Senses: Passive Perception 11
Languages: Common, Owl
Challenge Rating: 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)

Medium beast, unaligned
Armor Class: 12
Hit Points: 22 (4D10+4)
Speed: 50 ft

STR

15 +2

DEX

15 +2

CON

13 +1

INT

4 -3

WIS

12 +1

CHA

8 -1

Skills: PERCEPTION +3 & STEALTH +6
Senses: Passive Perception 13
Challenge Rating: 1 (200XP)

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

Medium beast, unaligned
Armor Class: 13
Hit Points: 11 2d8+2
Speed: 40 ft , climb: 40 ft

STR

12 +1

DEX

16 +3

CON

13 +1

INT

3 -4

WIS

12 +1

CHA

4 -3

Skills: Perceptions +3, Stealth +7
Senses: blindsight 10ft., darkvision 60 ft., passive Perception 13
Languages: --
Challenge Rating: 1/4

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

Medium humanoid, any non-lawful
Armor Class: 15 (Studded leather)
Hit Points: 65
Speed: 30 ft

STR

15 +2

DEX

15 +2

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Saving Throws: Str +4, Dex +5, Con +2, Int +2, Wis +2, Cha +2
Skills: Athletics +4, Acrobatics +5
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 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.

After Jack defeated Kan Gha Roo, he pressed the remaining bandits into service for pay, to try to rehabilitate them into a more honest life.

SRD

Former Bandit Cook CR: 2

Medium humanoid, any non-lawful
Armor Class: 15 (Studded leather)
Hit Points: 75
Speed: 30 ft

STR

15 +2

DEX

15 +2

CON

16 +3

INT

14 +2

WIS

12 +1

CHA

13 +1

Saving Throws: Str +4, Dex +5, Con +5, Int +2, Wis +3, Cha +1
Skills: Athletics +4, Cook's Utensils +5, Perception +3
Damage Resistances: Poison
Senses: Passive Perception 13
Languages: Common
Challenge Rating: 2

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.

After Jack defeated Kan Gha Roo, he pressed the remaining bandits into service for pay, to try to rehabilitate them into a more honest life. One of them was a bandit cook.


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