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Tierform Druide

HG 6
Mammut
SRD

Mammoth

Huge beast, unaligned
Armor Class 13
Hit Points 126 11d12+55
Speed 40ft

STR
24 +7
DEX
9 -1
CON
21 +5
INT
3 -4
WIS
11 0
CHA
6 -2

Senses passive Perception 10
Challenge 6 (2,300 XP)


Trampling Charge. If the mammoth moves at least 20 feet straight forward toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 4d8+7 piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 29 4d10+7 bludgeoning damage.


 

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subartic to subtropical.

Any


  HG 5
Riesenhai
SRD

Giant Shark

Huge beast, unaligned
Armor Class 13
Hit Points 126 11d12+55
Speed Swim: 50ft

STR
23 +6
DEX
11 0
CON
21 +5
INT
1 -5
WIS
10 0
CHA
5 -3

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Challenge 5 (1,800 XP)


Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 3d10+6 piercing damage.


 

a giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Riesenkrokodil
SRD

Giant Crocodile

Huge beast, unaligned
Armor Class 14
Hit Points 85 9d12+27
Speed 30ft Swim: 50ft

STR
21 +5
DEX
9 -1
CON
17 +3
INT
2 -4
WIS
10 0
CHA
7 -2

Skills Stealth +5
Senses passive Perception 10
Challenge 5 (1,800 XP)


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


Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 3d10+5 piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 2d8+5 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


 
Triceratops
SRD

Triceratops

Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 95 10d12+30
Speed 50ft

STR
22 +6
DEX
9 -1
CON
17 +3
INT
2 -4
WIS
11 0
CHA
5 -3

Senses passive Perception 10
Challenge 5 (1,800 XP)


Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the triceratops can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 4d8+6 piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one Prone creature. Hit: 22 3d10+6 bludgeoning damage.


 
Brontosaurus

Brontosaurus

Gargantuan beast, unaligned
Armor Class 15 (natural armor)
Hit Points 121 (9d20+27) [roll:9d20+27)
Speed 30ft

STR
21 +5
DEX
9 -1
CON
17 +3
INT
2 -4
WIS
10 0
CHA
7 -2

Saving Throws Con +6
Challenge 5 (1,800 XP)


Actions

Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.   Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.


 

  HG 4
Elefant
SRD

Elephant

Huge beast, unaligned
Armor Class 12
Hit Points 76 8d12+24
Speed 40ft

STR
22 +6
DEX
9 -1
CON
17 +3
INT
3 -4
WIS
11 0
CHA
6 -2

Senses passive Perception 10
Challenge 4 (1,100 XP)


Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 3d8+6 piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 22 3d10+6 bludgeoning damage.


 
Stegosaurus

Stegosaurus

Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 76 (8d12+24) [roll:8d12+24)
Speed 40ft

STR
20 +5
DEX
9 -1
CON
17 +3
INT
2 -4
WIS
11 0
CHA
5 -3

Challenge 4 (1,100 XP)


Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.


 

  HG 3
Killerwal
SRD

Killer Whale

Huge beast, unaligned
Armor Class 12
Hit Points 90 12d12+12
Speed Swim: 60ft

STR
19 +4
DEX
10 0
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Challenge 3 (700 XP)


Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale an hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 5d6+4 piercing damage.


 
Phasenspinne
SRD

Phase Spider

Large monstrosity, unaligned
Armor Class 13
Hit Points 32 5d10+5
Speed 30ft Climb: 30ft

STR
15 +2
DEX
15 +2
CON
12 +1
INT
6 -2
WIS
10 0
CHA
6 -2

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP)


Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 4d8 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 this way.


 

A Phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

Riesenskorpion
SRD

Giant Scorpion

Large beast, unaligned
Armor Class 15
Hit Points 52 7d10+14
Speed 40ft

STR
15 +2
DEX
13 +1
CON
15 +2
INT
1 -5
WIS
9 -1
CHA
3 -4

Senses blindsight 60 ft., passive Perception 9
Challenge 3 (700 XP)


Actions

Multiattack. The scorpion makes three attacks: two with its calws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 4d10 poison damage on a failed save, or half as much damage on a successful one.


 
Winterwolf
SRD

Winter Wolf

Large monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 75 10d10+20
Speed 50ft

STR
18 +4
DEX
13 +1
CON
14 +2
INT
7 -2
WIS
12 +1
CHA
8 -1

Skills Perception +5 , Stealth +3
Damage Immunities Cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)


Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.


Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6 1d6 ): The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 4d8 cold damage on a failed save, or half as much damage on a successful one.


 

The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost Giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

Ankylosaurus
SRD

Dinosaur, Ankylosaurus

Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 68 (8d12 + 16) 8d12+16
Speed 30ft

STR
19 +4
DEX
11 0
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses passive Perception 11
Challenge 3 (700 XP)


Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) 4d6+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


 

Thick armor plating covers the body of the planteating dinosaur ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike.

Any


  HG 2
Eisbär
SRD

Polar Bear

Large beast, unaligned
Armor Class 12
Hit Points 42 5d10+15
Speed 40ft Swim: 30ft

STR
20 +5
DEX
10 0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. the bear has advantage on Wisdom (Pereception) checks that rely on smell.


Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d8+5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
Erwachter Baum
SRD

Awakened Tree

Huge plant, unaligned
Armor Class 13 (natural armor)
Hit Points 59 ( 7d12+14 )
Speed 20ft

STR
19 +4
DEX
6 -2
CON
15 +2
INT
10 0
WIS
10 0
CHA
7 -2

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)


False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.


Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 ( 3d6+4 ) bludgeoning damage.


 

An awakened tree is an ordinary tree given sentience through the awaken spell or similar magic.

Jagdhai
SRD

Hunter Shark

Large beast, unaligned
Armor Class 12
Hit Points 45 6d10+12
Speed Swim: 40ft

STR
18 +4
DEX
13 +1
CON
15 +2
INT
1 -5
WIS
10 0
CHA
4 -3

Senses blindsight 30 ft., passive Perception 12
Challenge 2 (450 XP)


Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 piercing damage.


 

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

Nashorn
SRD

Rhinoceros

Large beast, unaligned
Armor Class 11
Hit Points 45 6d10+12
Speed 40ft

STR
21 +5
DEX
8 -1
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 2 (450 XP)


Bite. If the rhinoceros moves at least 20 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 9 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 2d8+5 bludgeoning damage.


 
Riesenelch
SRD

Giant Elk

Huge beast, unaligned
Armor Class 14
Hit Points 42 5d12+10
Speed 60ft

STR
19 +4
DEX
16 +3
CON
14 +2
INT
7 -2
WIS
14 +2
CHA
10 0

Skills Perception +4
Senses passive Perception 14
Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 XP)


Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.


 

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

Riesenwildschwein
SRD

Giant Boar

Large beast, unaligned
Armor Class 12
Hit Points 42 5d10+15
Speed 40ft

STR
17 +3
DEX
10 0
CON
16 +3
INT
2 -4
WIS
7 -2
CHA
5 -3

Senses passive Perception 8
Challenge 2 (450 XP)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 2d6 slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.


 
Riesenwürgeschlange
SRD

Giant Constrictor Snake

Huge beast, unaligned
Armor Class 12
Hit Points 60 8d12+8
Speed 30ft Swim: 30ft

STR
19 +4
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Challenge 2 (450 XP)


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


 
Säbelzahntiger
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
Allosaurus
SRD

Dinosaur, Allosaurus

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18) 6d10+18
Speed 60ft

STR
19 +4
DEX
13 +1
CON
17 +3
INT
2 -4
WIS
12 +1
CHA
5 -3

Skills Perception +5
Senses passive Perception 15
Challenge 2 (450 XP)


Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) 2d10+4 piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 1d8+4 slashing damage.


 

The allosaurus is a predatory dinosaur of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.

Grassland

Plesiosaurus
SRD

Plesiosaurus

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 68 8d10+24
Speed 20ft Swim: 40ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
2 -4
WIS
12 +1
CHA
5 -3

Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 2 (450 XP)


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


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 3d6+4 piercing damage.


 
Auerochse

AUROCHS

Large beast, unaligned
Armor Class 11
Hit Points 38 (4D10+16)
Speed 50ft

STR
20 +5
DEX
10 0
CON
19 +4
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses Passive Perception 11
Challenge 2 (450XP)


CHARGE   IF THE AUROCHS MOVES AT LEAST 20 FEET STRAIGHT TOWARD A TARGET AND THEN HITS IT WITH A GORE ATTACK ON THE SAME TURN, THE TARGET TAKES AN EXTRA 9 (2D8) PIERCING DAMAGE. IF THE TARGET IS A CREATURE, IT MUST SUCCEED ON A DC 15 STRENGTH SAVING THROW OR BE KNOCKED PRONE.


Actions

GORE: MELEE WEAPON ATTACK: +7 TO HIT, REACH 5FT, ONE TARGET. HIT: 14 (2D8+5) PIERCING DAMAGE.


 
Quetzacoatlus

Quetzalcoatlus

Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d12+4) 4d12+4
Speed 10ft Fly: 80ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
5 -3

Skills Perception +2
Senses passive Perception 12
Challenge 2


Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.   Flyby. The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.


 

  HG 1
Braunbär

Brown Bear CR: 1 (200XP)

Large beast, unaligned
Armor Class: 11 (Natural Armour)
Hit Points: 16-34-52 (4D10+12)
Speed: 40 ft , climb: 30 ft

STR

19 +4

DEX

10 +0

CON

16 +3

INT

2 -4

WIS

13 +1

CHA

7 -2

Skills: Perception +3
Senses: Passive Perception 13
Challenge Rating: 1 (200XP)

Keen Smell. The Bear has Advantage on Perception Checks that reely on smell.

Actions

Multiattack. The Bear makes two attacks: One with its bite and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit. Reach 5 ft, one target. Hit: 5-8-12 1d8+4 Piercing Damage.
  Claws. Melee Weapon Attack: +5 to hit. Reach 5 ft, one target. Hit: 6-11-16 2d6+4 Slashing Damage.

Löwe

Mountain Lion CR: 1 (200XP)

Medium beast, unaligned
Armor Class: 12
Hit Points: 8-22-44 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 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 ft of the creature and the ally isn't incapacitated.
  Pounce. If the lion moves at least 20 ft 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 ft running start, the Lion can long jump up to 20 ft.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft one target. Hit: 3-6-10 1d8+2 Piercing Damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft one target. Hit: 3-5-8 1d6+2 Slashing Damage.
     

Riesenadler

Monster Manual

Giant Eagle CR: 1

Large beast, unaligned
Armor Class: 13
Hit Points: 26 (4d10 + 4) 4d10+4
Speed: 10 ft , fly: 80 ft

STR

16 +3

DEX

17 +3

CON

13 +1

INT

8 -1

WIS

14 +2

CHA

10 +0

Skills: Perception +4
Senses: passive Perception 14
Languages: Giant Eagle, understands Common and Auran but can't speak them
Challenge Rating: 1

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Suggested Environments

Environments. Coastal, Grassland, Hill, Mountain

Riesengeier
SRD

Giant Vulture

Large beast, neutral evil
Armor Class 10
Hit Points 22 3d10+6
Speed 10ft Fly: 60ft

STR
15 +2
DEX
10 0
CON
15 +2
INT
6 -2
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Languages understands Common but can't speak
Challenge 1 (200 XP)


Keen Sight and Smell. The lion has advantage on Wisdom (Perception) checks that rely on sight or smell.
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 isn't incapacitated.


Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.


 

A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

Riesenhyäne
SRD

Giant Hyena

Large beast, unaligned
Armor Class 12
Hit Points 45 6d10+12
Speed 50ft

STR
16 +3
DEX
14 +2
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1 (200 XP)


Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage.


 
Riesenkröte
SRD

Giant Toad

Large beast, unaligned
Armor Class 11
Hit Points 39 6d10+6
Speed 20ft Swim: 40ft

STR
15 +2
DEX
13 +1
CON
13 +1
INT
2 -4
WIS
10 0
CHA
3 -4

Senses darkvision 30 ft., passive Perception 10
Challenge 1 (200 XP)


Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage plus 5 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the toad, and it takes 10 3d6 acid damage at the start of each of the frog's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


 
Riesenoktopus
SRD

Giant Octopus

Large beast, unaligned
Armor Class 11
Hit Points 52 8d10+8
Speed 10ft Swim: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
4 -3
WIS
10 0
CHA
4 -3

Skills Perception +4 , Stealth +5
Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)


Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


 
Riesenspinne
SRD

Giant Spider

Large beast, unaligned
Armor Class 14
Hit Points 26 4d10+4
Speed 30ft Climb: 30ft

STR
14 +2
DEX
16 +3
CON
12 +1
INT
2 -4
WIS
11 0
CHA
4 -3

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)


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: +4 to hit, reach 5 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 2d8 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.
Web (Recharge 5-6 1d6 ). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


 

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cacoons holding past victims.

Schreckenswolf
SRD

Dire Wolf

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed 50ft

STR
17 +3
DEX
15 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on 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 isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


 
Tiger
SRD

Tiger

Large beast, unaligned
Armor Class 12
Hit Points 37 5d10+10
Speed 40ft

STR
17 +3
DEX
15 +2
CON
14 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses darkvision 60 ft., passive Perception 13
Challenge 1 (200 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d10+3 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 slashing damage.


 
Todeshund
SRD

Death Dog

Medium monstrosity, neutral evil
Armor Class 12
Hit Points 39 6d8+12
Speed 40ft

STR
15 +2
DEX
14 +2
CON
14 +2
INT
3 -4
WIS
13 +1
CHA
6 -2

Skills Perception +5 , Stealth +4
Senses darkvision 120 ft., passive Perception 15
Challenge 1 (200 XP)


Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.


Actions

Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 1d10 on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.


 

a death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

Deinonychus

Deinonychus

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 26 (4d8+8)
Speed 40ft

STR
15 +2
DEX
15 +2
CON
14 +2
INT
4 -3
WIS
12 +1
CHA
6 -2

Skills Perception +3
Challenge 1 (200 XP)


Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it 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 deinonychus can make one bite attack against it as a bonus action.


Actions

Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.   Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.


 

  HG 1/2
Krokodil, TP 19, RK 10, DR 2

Crocodile CR: 1/2 (100 XP)

Large beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 19hp (3d10+3) 3d10+3
Speed: 20 ft , swim: 30 ft

STR

15 +2

DEX

10 +0

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Stealth +2
Senses: Passive Perception 10
Challenge Rating: 1/2 (100 XP)

Hold Breath. The Crocodile can hold its breath for 15 min.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 7 1d10+2 piercing damage, and the target is grappled (escape DC12). Until its grapple ends, the target is restrained, and the crocodile can't bite another target.

Suggested Environments

swamp

Menschenaffe, TP 19, RK 12

Monster Manual

Ape CR: 1/2

Medium beast, unaligned
Armor Class: 12
Hit Points: 19 (3d8 + 6) 3d8+6
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

7 -2

Skills: Athletics +5, Perception +3
Senses: passive Perception 13
Challenge Rating: 1/2

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Riesenseepferdchen, TP 16, RK 12, DR 1
SRD

Giant Sea Horse

Large beast, unaligned
Armor Class 13
Hit Points 16 3d10
Speed Swim: 40ft

STR
12 +1
DEX
15 +2
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses passive Perception 11
Challenge 1/2 (100 XP)


Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.


Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage.


 

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

Riesenziege, TP 19, RK 10, DR 1
SRD

Giant Goat

Large beast, unaligned
Armor Class 11
Hit Points 19 3d10+3
Speed 40ft

STR
17 +3
DEX
11 0
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 1/2 (100 XP)


Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 2d4 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock prone.


Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 bludgeoning damage.


 
Riffhai, TP 22, RK 11, DR 1

Reef Shark CR: 1/2

Medium beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 22 (4d8 + 4)
Speed:

STR

14 +2

DEX

13 +1

CON

13 +1

INT

1 -5

WIS

10 +0

CHA

4 -3

Skills: Perception +2   Proficiency Bonus +2
Senses: Blindsight 30 ft., Passive Perception 12
Challenge Rating: 1/2

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 isn't incapacitated.   Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Schwarzbär, TP 19, RK 10, DR 1

Black Bear CR: 1/2 (100XP)

Medium beast, unaligned
Armor Class: 11 (Natural Armour)
Hit Points: 9-19-30 3D8+6
Speed: 40 ft , climb: 30 ft

STR

15 +2

DEX

10 +0

CON

14 +2

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3
Senses: Passive Perception 13
Challenge Rating: 1/2 (100XP)

Keen Smell. The bear has advantage on Perception Checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its Bite and one with its Claws.   Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 3-5-8 1d6+2 Piercing Damage.   Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 4-7-10 2d4+2 Slashing Damage.

Suggested Environments

Forests, Mountain Ranges, Jungles

Streitross, TP 19, RK 11

Warhorse CR: 1/2 (100 XP)

Large beast, unaligned
Armor Class: 11
Hit Points: 6-19-33 3d10+3
Speed: 60 ft

STR

18 +4

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

12 +1

CHA

7 -2

Senses: Passive Perception 11
Challenge Rating: 1/2 (100 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6-11-16 ( 2d6+4 ) Bludgeoning Damage.

Riesenwespe
SRD

Giant Wasp

Tiny beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed 10ft Fly: 50ft

STR
10 0
DEX
14 +2
CON
10 0
INT
1 -5
WIS
10 0
CHA
3 -4

Senses passive Perception 10
Challenge 1/2 (100 XP)


Actions

String. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 11 3d6 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.


 

HG 1/4
Wildschwein, TP 11, RK 10, DR 1

Boar CR: 1/4 (50 XP)

Medium beast, unaligned
Armor Class: 11
Hit Points: 4-11-18 2d8+2
Speed: 40 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

2 -4

WIS

9 -1

CHA

5 -3

Senses: Passive Perception 9
Challenge Rating: 1/4 (50 XP)

Relentless (Recharges after the boar finishes a Short or Long Rest). If the boar takes damage that reduces it to 0 hit points, unless the damage is 7 or more or from a critical hit, it drops to 1 hit point instead.

Actions

Charge. If the boar moves at least 20 ft straight toward a creature right before hitting it with a tusk attack, the target takes an extra 1-3-6 1d6 Slashing Damage and must succeed on a DC 11 Strength saving throw or be knocked prone.   Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1-4-7 1d6+1 Slashing Damage.

Boars are common beasts in the forests, often a thrilling hunt, with rewarding meat.

Suggested Environments

Forest

Wolf, TP 11, RK 12, DR 1

Monster Manual

Wolf CR: 1/4

Medium beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 40 ft

STR

12 +1

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills: Perception +3, Stealth +4
Senses: passive Perception 13
Languages: -
Challenge Rating: 1/4

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on 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 isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Elch, TP 13, RK 10

Elk CR: 1/4 (50XP)

Large beast, unaligned
Armor Class: 10
Hit Points: 4-13-22 (2D10+2)
Speed: 50 ft

STR

16 +3

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

10 +0

CHA

6 -2

Senses: Passive Perception 10
Challenge Rating: 1/4 (50XP)

Charge. If the Elk moves at least 20 ft straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2-7-12 Damage. If the target is a creature, it must succeed on a dc 13 Strength Saving Throw or be knocked Prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 4-6-9 1d6+3 Bludgeoning Damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 Bludgeoning Damage.

Reitpferd, TP 13, RK 10

Riding Horse CR: 1/4 (50 XP)

Large beast, unaligned
Armor Class: 10
Hit Points: 4-13-22 (2d10 + 2)
Speed: 60 ft

STR

16 +3

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

11 +0

CHA

7 -2

Senses: Passive Perception 10
Challenge Rating: 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 2d4+3 bludgeoning damage.

Riesendachs, TP 13, RK 10

Basic Rules, pg. 130

Giant Badger CR: 1/4

Medium beast, unaligned
Armor Class: 10
Hit Points: 13 (2d8 + 4)
Speed: 30 ft , burrow: 10 ft

STR

13 +1

DEX

10 +0

CON

15 +2

INT

2 -4

WIS

12 +1

CHA

5 -3

Skills: Proficiency Bonus +2
Senses: Darkvision 30 ft., Passive Perception 11
Challenge Rating: 1/4

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.   Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Rieseneidechse, TP 19, RK 11, DR 1

Giant Lizard CR: 1/4

Large beast, unaligned
Armor Class: 12
Hit Points: 19 (3d10+3)
Speed: 30 ft , climb: 30 ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: darkvision 30 ft, Passive Perception 10
Languages: None
Challenge Rating: 1/4

Variant Giant Lizard Traits: Some giant lizards have one or both of the following traits: Hold Breath. The lizard can hold its breath for 15 minutes. A lizard that has this trait also has a swimming speed of 30 feet. Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Suggested Environments

Coastal, Desert, Forest, Swamp, Underdark

Panther, TP 13, RK 12

Monster Manual

Panther CR: 1/4

Medium beast, unaligned
Armor Class: 12
Hit Points: 13 (3d8) 3d8
Speed: 50 ft , climb: 40 ft

STR

14 +2

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

14 +2

CHA

7 -2

Skills: Perception +4, Stealth +6
Senses: passive Perception 14
Languages: -
Challenge Rating: 1/4

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it 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 panther can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Riesentausendfüßler, TP 4, RK 12, DR 1
SRD

Giant Centipede

Small beast, unaligned
Armor Class 13
Hit Points 4 1d6+1
Speed 30ft Climb: 30ft

STR
5 -3
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
7 -2
CHA
3 -4

Senses blindsight 30 ft., passive Perception 8
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 3d6 poison damage. 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.


 
Riesenwolfsspinne, TP 11, RK 13

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: Perception +3, Stealth +7   Proficiency Bonus +2
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
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 ft., 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.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
Zugpferd, TP 19, RK 10

Draft Horse CR: 1/4

Large beast, unaligned
Armor Class: 10
Hit Points: 19hp (3d10+3) 3d10+3
Speed: 40 ft

STR

18 +4

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

11 +0

CHA

7 -2

Senses: Passive Perception 10
Languages: --
Challenge Rating: 1/4

Big Frame. A draft horse can carry two people without halving their speed but their ac and saving throws are reduced by 2.

Labored Beast. The draft horse has advantage on strength checks and saving throws.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) 2d4+4 bludgeoning damage.

A draft horse is generally a large, heavy horse suitable for heavy lifting or farm labor.

Suggested Environments

Urban

Riesenfrosch, TP 18, RK 11

Giant Frog CR: 1/4 (50 XP)

Medium beast, unaligned
Armor Class: 11
Hit Points: 18 (4d8) 4d8
Speed: 30 ft , swim: 30 ft

STR

12 +1

DEX

13 +1

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

3 -4

Senses: darkvision 30 ft., passive Perception 12
Challenge Rating: 1/4 (50 XP)

Amphibious. The frog can breathe air and water.   Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.   Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) 2d4 acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Suggested Environments

Forest, Swamp

Riesengiftschlange, TP 11, RK 14

MM page 327.

Giant Poisonous Snake CR: 1/4 (50 XP)

Medium beast, unaligned
Armor Class: 14
Hit Points: 11 (2d8 + 2) 2d8+2
Speed: 30 ft , swim: 30 ft , climb: 0 ft

STR

10 +0

DEX

18 +4

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

3 -4

Skills: Proficiency Bonus +2.
Senses: Blindsight 10 ft., Passive Perception 12.
Languages: --
Challenge Rating: 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) 3d6 poison damage on a failed save, or half as much damage on a successful one.

Riesenwürgeschlange, TP 13, RK 12

Constrictor Snake

Large beast, unaligned
Armor Class 12
Hit Points 4-13-22 2d10+2
Speed 30ft Swim: 30ft

STR
15 +2
DEX
14 +2
CON
12 +1
INT
1 -5
WIS
10 0
CHA
3 -4

Senses Blindsight 10 ft., Passive Perception 10
Challenge 1/4 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 3-5-8 1d6+2 Piercing Damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 3-6-10 1d8+2 Bludgeoning Damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


 
block:304]
Riesenfledermaus
SRD

Giant Bat

Large beast, unaligned
Armor Class 13
Hit Points 22 4d10
Speed 10ft Fly: 60ft

STR
15 +2
DEX
16 +3
CON
11 0
INT
2 -4
WIS
12 +1
CHA
6 -2

Senses blindsight 60 ft., passive Perception 11
Challenge 1/4 (50 XP)


Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.


 

HG 1/8
Dogge

SRD

Mastiff CR: 1/8 (25 XP)

Medium beast, any
Armor Class: 12
Hit Points: 5 ( 1d8+1 )
Speed: 40 ft

STR

13 +1

DEX

14 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3
Challenge Rating: 1/8 (25 XP)

Keen Hearing and Smell The mastiff has Advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage. If the target is a creature, it must succeed on a DC 11 STR SAVE or be knocked Prone.

Maultier

Mule CR: 1/8 (25XP)

Medium beast, unaligned
Armor Class: 10
Hit Points: 4-11-18 (2D8+2)
Speed: 40 ft

STR

14 +2

DEX

10 +0

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: Passive Perception 10
Challenge Rating: 1/8 (25XP)

Beast of Burden. The mule is considered to be a Large Animal for the purpose of determinining its carrying capacity.
  Sure-Footed. The Mule has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.

Actions

Hooves. Melee weapon attack: +2 to hit, reach of 5 ft, one target. Hit: 3-4-6 1d4+2 Bludgeoning Damage

Kamel

Monster Manual

Camel CR: 1/8

Large beast, unaligned
Armor Class: 9
Hit Points: 15 (2d10 + 4) 2d10+4
Speed: 50 ft

STR

16 +3

DEX

8 -1

CON

14 +2

INT

2 -4

WIS

8 -1

CHA

5 -3

Senses: passive Perception 9
Languages: -
Challenge Rating: 1/8

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Pony

Pony

Medium beast, unaligned
Armor Class 10
Hit Points 4-11-18 2d8+2
Speed 40ft

STR
15 +2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Skills Passive Perception 10
Challenge 1/8 (25 XP)


Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4-7-10 2d4+2 bludgeoning damage.


 
Riesenratte

Giant Rat CR: 1/8 (25 XP)

Small beast, any
Armor Class: 12
Hit Points: 7hp (2d6) 2d6
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

4 -3

Senses: Darkvison 60ft., Passive Perception 10
Challenge Rating: 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (perception) checks that rely on smell.   Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 [roll1d4+2] piercing damage.

Suggested Environments

Lake Region

Riesenwiesel
SRD

Giant Weasel

Medium beast, unaligned
Armor Class 13
Hit Points 9 2d8
Speed 40ft

STR
11 0
DEX
16 +3
CON
10 0
INT
4 -3
WIS
12 +1
CHA
5 -3

Skills Perception +3 , Stealth +5
Senses darkvision 60 ft., passive Perception 13
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 1d4+3 piercing damage.


 
Giftschlange

Monster Manual

Poisonous Snake CR: 1/8

Tiny beast, unaligned
Armor Class: 13
Hit Points: 2 (1d4) 1d4
Speed: 30 ft , swim: 30 ft

STR

2 -4

DEX

16 +3

CON

11 +0

INT

1 -5

WIS

10 +0

CHA

3 -4

Senses: blindsight 10 ft., passive Perception 10
Languages: -
Challenge Rating: 1/8

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Suggested Environments

Environments. Coastal, Desert, Forest, Grassland, Hill, Swamp

Riesenkrabbe
SRD

Giant Crab

Medium beast, unaligned
Armor Class 15
Hit Points 13 3d8
Speed 30ft Swim: 30ft

STR
13 +1
DEX
15 +2
CON
11 0
INT
1 -5
WIS
9 -1
CHA
3 -4

Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Challenge 1/8 (25 XP)


Amphibious. The crab can breathe air and water.


Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.


 
Blutfalke
SRD

Blood Hawk

Tiny beast, unaligned
Armor Class 12
Hit Points 7 2d6
Speed 10ft Fly: 60ft

STR
6 -2
DEX
14 +2
CON
10 0
INT
3 -4
WIS
14 +2
CHA
5 -3

Skills Perception +4
Senses passive Perception 14
Challenge 1/8 (25 XP)


Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
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 isn't incapacitated.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.


 

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

Fliegende Schlange
SRD

Flying Snake

Tiny beast, unaligned
Armor Class 14
Hit Points 5 2d4
Speed 30ft Fly: 60ft Swim: 30ft

STR
4 -3
DEX
18 +4
CON
11 0
INT
2 -4
WIS
12 +1
CHA
5 -3

Senses blindsight 10 ft., passive Perception 11
Challenge 1/8 (25 XP)


Flyby. The snake doesn't provoke opportunity attacks when it flies out an enemy's reach.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 3d4 poison damage.


 

A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.


HG 0
Hyäne

Hyena CR: 0 (10 XP)

Medium beast, any
Armor Class: 11 (natural armor)
Hit Points: 5 hp (1d8+1) 1d8+1
Speed: 50 ft

STR

11 +0

DEX

13 +1

CON

12 +1

INT

2 -4

WIS

12 +1

CHA

5 -3

Skills: Perception +3
Senses: Passive Perception 13
Challenge Rating: 0 (10 XP)

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 isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 1d6 piercing damage.

Suggested Environments

Valley

Katze

Cat CR: 0 (10 XP)

Tiny beast, any chaotic
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3 Stealth +4
Senses: passive perception 13
Challenge Rating: 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 slashing damage.

Ratte

Monster Manual

Rat

Tiny beast, unaligned
Armor Class: 10 (natural armor)
Hit Points: 1 (1d4 - 1) 1d4-1
Speed: 20 ft , climb: -1 ft

STR

2 -4

DEX

11 +0

CON

9 -1

INT

2 -4

WIS

10 +0

CHA

4 -3

Senses: darkvision 30 ft., passive Perception 10
Languages: -
Challenge Rating: 0

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Suggested Environments

Environment. Forest, Marsh, Swamp, Urban

Dachs

Badger CR: 0 (10XP)

Tiny beast, unaligned
Armor Class: 10
Hit Points: 2-3-5 (1D4+1)
Speed: 20 ft , burrow: 5 ft

STR

4 -3

DEX

11 +0

CON

12 +1

INT

2 -4

WIS

12 +1

CHA

5 -3

Senses: Darkvision 30ft, Passive Perception 11
Challenge Rating: 0 (10XP)

Keen Smell. The badger has advantage on Perception Checks that rely on smell.  

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft. Hit: 1-2 1d2 Piercing Damage.

Eidechse

Lizard CR: 0 (10XP)

Tiny beast, unaligned
Armor Class: 10
Hit Points: 2 (1D4)
Speed: 20 ft , climb: 20 ft

STR

2 -4

DEX

11 +0

CON

10 +0

INT

1 -5

WIS

8 -1

CHA

3 -4

Senses: Darkvision 30 ft, Passive Perception 9
Challenge Rating: 0 (10XP)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft, one target. Hit: 1-2 1d2 Piercing Damage

Pavian
SRD

Baboon

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6
Speed 30ft Climb: 30ft

STR
8 -1
DEX
14 +2
CON
11 0
INT
4 -3
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 0 (10 XP)


Pack Tactics. The baboon 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.


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 1d4-1 piercing damage.


 
Reh

Deer (Doe) CR: 0 (10XP)

Medium beast, unaligned
Armor Class: 13
Hit Points: 1-4-8 1D8
Speed: 50 ft

STR

11 +0

DEX

16 +3

CON

11 +0

INT

2 -4

WIS

14 +2

CHA

5 -3

Senses: Passive Perception 12
Challenge Rating: 0 (10XP)

Actions

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 1-2-4 1d4 Piercing Damage.

Riesenfeuerkäfer
SRD

Giant Fire Beetle

Small beast, unaligned
Armor Class 13
Hit Points 4 1d6+1
Speed 30ft

STR
8 -1
DEX
10 0
CON
12 +1
INT
1 -5
WIS
7 -2
CHA
3 -4

Senses blindsight 30 ft., passive Perception 8
Challenge 0 (10 XP)


Illumination. The beetle sheds bright light in a 10-foot radius and dim light for and additional 10 feet.


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 1d6-1 slashing damage.


 

A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

Schakal

Monster Manual

Jackal

Small beast, unaligned
Armor Class: 12
Hit Points: 3 (1d6) 1d6
Speed: 40 ft

STR

8 -1

DEX

15 +2

CON

11 +0

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills: Perception +3
Senses: passive Perception 13
Languages: -
Challenge Rating: 0

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

Spinne

Basic Rules, pg. 153

Spider

Tiny beast, unaligned
Armor Class: 12
Hit Points: 1hp (1d4 -1)
Speed: 20 ft , climb: 20 ft

STR

2 -4

DEX

14 +2

CON

8 -1

INT

1 -5

WIS

10 +0

CHA

2 -4

Senses: Darkvision 30 ft., Passive Perception 10   Proficiency Bonus +2
Challenge Rating: 0

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: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Skorpion
SRD

Scorpion

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed Fly: 10ft

STR
2 -4
DEX
11 0
CON
8 -1
INT
1 -5
WIS
8 -1
CHA
2 -4

Senses blindsight 10 ft., passive Perception 9
Challenge 0 (10 XP)


Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 1d8 poison damage on a failed save, or half as much damage on a successful one.


 
Wiesel

Weasel

Tiny familiar, unaligned
Armor Class: 13
Hit Points: 1hp (1d4-1) 1d4-1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

3 -4

DEX

16 +3

CON

8 -1

INT

2 -4

WIS

12 +1

CHA

3 -4

Skills: Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Challenge Rating: 0

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 (1d1) piercing damage.

Ziege

Goat CR: 0 (10 XP)

Medium beast, any
Armor Class: 10
Hit Points: 4hp (1d8) 1d8
Speed: 40 ft

STR

12 +1

DEX

10 +0

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: Passive Perception 10
Challenge Rating: 0 (10 XP)

Charge. If the goat moves at least 20 feet straight towards a target and hits it with a ram attack on the same turn, the target takes an extra 2 [roll1d4] bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength Saving Throw or be knocked prone.   Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 [roll1d4+1] bludgeoning damage.

Suggested Environments

Mountains

Frosch
SRD

Frog

Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1) 1d4-1
Speed 20ft Swim: 20ft

STR
1 -5
DEX
13 +1
CON
8 -1
INT
1 -5
WIS
8 -1
CHA
3 -4

Skills Perception +1 , Stealth +3
Senses darkvision 30 ft., passive Perception 11
Challenge 0 (0 XP)


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.



 

a frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

Oktopus

Monster Manual

Octopus

Small beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 3 (1d6) 1d6
Speed: 5 ft , swim: 30 ft

STR

4 -3

DEX

15 +2

CON

11 +0

INT

3 -4

WIS

10 +0

CHA

4 -3

Skills: Perception +2, Stealth +4
Senses: darkvision 30 ft., passive Perception 12
Languages: -
Challenge Rating: 0

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.   Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.   Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.   Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Suggested Environments

Environments. coastal, ocean, underwater

Quipper
SRD

Quipper

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed Swim: 40ft

STR
2 -4
DEX
16 +3
CON
9 -1
INT
1 -5
WIS
7 -2
CHA
2 -4

Senses darkvision 60 ft., passive Perception 8
Challenge 0 (10 XP)


Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms.

Seepferdchen
SRD

Sea Horse

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed Swim: 20ft

STR
1 -5
DEX
12 +1
CON
8 -1
INT
1 -5
WIS
10 0
CHA
2 -4

Senses passive Perception 10
Challenge 0 (10 XP)


Water Breathing. The sea horse can breathe only underwater.



 
Adler
SRD

Eagle

Small beast, unaligned
Armor Class 12
Hit Points 3 1d6
Speed 10ft Fly: 60ft

STR
6 -2
DEX
15 +2
CON
10 0
INT
2 -4
WIS
14 +2
CHA
7 -2

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 
Eule
SRD

Owl

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed 5ft Fly: 60ft

STR
3 -4
DEX
13 +1
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
Falke
SRD

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

STR
5 -3
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
14 +2
CHA
6 -2

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)


Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
Fledermaus
SRD

Bat

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 5ft Fly: 30ft

STR
2 -4
DEX
15 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
4 -3

Senses blindsight 60 ft., passive Perception 11
Challenge 0 (10 XP)


Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 
Geier
SRD

Vulture

Medium beast, unaligned
Armor Class 10
Hit Points 5 1d8+1
Speed 10ft Fly: 50ft

STR
7 -2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
12 +1
CHA
4 -3

Skills Perception +3
Senses passive Perception 13


Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
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 isn't incapacitated.


Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 piercing damage.


 
Rabe
SRD

Raven

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 10ft Fly: 50ft

STR
2 -4
DEX
14 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


 

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