Tierform Druide
Mammut
Mammoth
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
Giant Shark
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.
Giant Crocodile
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
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
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
Elephant
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
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.
HG 3
Killerwal
Killer Whale
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.
Phase Spider
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.
Giant Scorpion
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.
Winter Wolf
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.
Dinosaur, Ankylosaurus
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
Polar Bear
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.
Awakened Tree
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.
Hunter Shark
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.
Rhinoceros
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.
Giant Elk
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.
Giant Boar
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.
Giant Constrictor Snake
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.
Saber-Toothed Tiger
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.
Dinosaur, Allosaurus
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
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.
AUROCHS
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.
Quetzalcoatlus
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)
STR
19 +4
DEX
10 +0
CON
16 +3
INT
2 -4
WIS
13 +1
CHA
7 -2
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.
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 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.
Monster Manual
Giant Eagle CR: 1
STR
16 +3
DEX
17 +3
CON
13 +1
INT
8 -1
WIS
14 +2
CHA
10 +0
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
Giant Vulture
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.
Giant Hyena
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.
Giant Toad
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.
Giant Octopus
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.
Giant Spider
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.
Dire Wolf
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
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.
Death Dog
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
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)
STR
15 +2
DEX
10 +0
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
5 -3
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
Monster Manual
Ape CR: 1/2
STR
16 +3
DEX
14 +2
CON
14 +2
INT
6 -2
WIS
12 +1
CHA
7 -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.
Giant Sea Horse
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.
Giant Goat
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.
Reef Shark CR: 1/2
STR
14 +2
DEX
13 +1
CON
13 +1
INT
1 -5
WIS
10 +0
CHA
4 -3
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
Black Bear CR: 1/2 (100XP)
STR
15 +2
DEX
10 +0
CON
14 +2
INT
2 -4
WIS
12 +1
CHA
7 -2
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
Warhorse CR: 1/2 (100 XP)
STR
18 +4
DEX
12 +1
CON
13 +1
INT
2 -4
WIS
12 +1
CHA
7 -2
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.
Giant Wasp
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)
STR
13 +1
DEX
11 +0
CON
12 +1
INT
2 -4
WIS
9 -1
CHA
5 -3
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.
Suggested Environments
Forest
Monster Manual
Wolf CR: 1/4
STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2
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.
Elk CR: 1/4 (50XP)
STR
16 +3
DEX
10 +0
CON
12 +1
INT
2 -4
WIS
10 +0
CHA
6 -2
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.
Riding Horse CR: 1/4 (50 XP)
STR
16 +3
DEX
10 +0
CON
12 +1
INT
2 -4
WIS
11 +0
CHA
7 -2
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 2d4+3 bludgeoning damage.
Basic Rules, pg. 130
Giant Badger CR: 1/4
STR
13 +1
DEX
10 +0
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
5 -3
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.
Giant Lizard CR: 1/4
STR
15 +2
DEX
12 +1
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
5 -3
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
Monster Manual
Panther CR: 1/4
STR
14 +2
DEX
15 +2
CON
10 +0
INT
3 -4
WIS
14 +2
CHA
7 -2
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.
Giant Centipede
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.
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 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.
Draft Horse CR: 1/4
STR
18 +4
DEX
10 +0
CON
12 +1
INT
2 -4
WIS
11 +0
CHA
7 -2
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.
Suggested Environments
Urban
Giant Frog CR: 1/4 (50 XP)
STR
12 +1
DEX
13 +1
CON
11 +0
INT
2 -4
WIS
10 +0
CHA
3 -4
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
MM page 327.
Giant Poisonous Snake CR: 1/4 (50 XP)
STR
10 +0
DEX
18 +4
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
3 -4
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.
Constrictor Snake
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.
Giant Bat
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)
STR
13 +1
DEX
14 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
7 -2
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.
Mule CR: 1/8 (25XP)
STR
14 +2
DEX
10 +0
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
5 -3
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
Monster Manual
Camel CR: 1/8
STR
16 +3
DEX
8 -1
CON
14 +2
INT
2 -4
WIS
8 -1
CHA
5 -3
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Pony
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4-7-10 2d4+2 bludgeoning damage.
Giant Rat CR: 1/8 (25 XP)
STR
7 -2
DEX
15 +2
CON
11 +0
INT
2 -4
WIS
10 +0
CHA
4 -3
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
Giant Weasel
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.
Monster Manual
Poisonous Snake CR: 1/8
STR
2 -4
DEX
16 +3
CON
11 +0
INT
1 -5
WIS
10 +0
CHA
3 -4
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
Giant Crab
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.
Blood Hawk
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.
Flying Snake
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)
STR
11 +0
DEX
13 +1
CON
12 +1
INT
2 -4
WIS
12 +1
CHA
5 -3
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
Cat CR: 0 (10 XP)
STR
3 -4
DEX
15 +2
CON
10 +0
INT
3 -4
WIS
12 +1
CHA
7 -2
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.
Monster Manual
Rat
STR
2 -4
DEX
11 +0
CON
9 -1
INT
2 -4
WIS
10 +0
CHA
4 -3
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
Badger CR: 0 (10XP)
STR
4 -3
DEX
11 +0
CON
12 +1
INT
2 -4
WIS
12 +1
CHA
5 -3
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.
Lizard CR: 0 (10XP)
STR
2 -4
DEX
11 +0
CON
10 +0
INT
1 -5
WIS
8 -1
CHA
3 -4
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft, one target. Hit: 1-2 1d2 Piercing Damage
Baboon
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.
Deer (Doe) CR: 0 (10XP)
STR
11 +0
DEX
16 +3
CON
11 +0
INT
2 -4
WIS
14 +2
CHA
5 -3
Actions
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft, one target. Hit: 1-2-4 1d4 Piercing Damage.
Giant Fire Beetle
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.
Monster Manual
Jackal
STR
8 -1
DEX
15 +2
CON
11 +0
INT
3 -4
WIS
12 +1
CHA
6 -2
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.
Basic Rules, pg. 153
Spider
STR
2 -4
DEX
14 +2
CON
8 -1
INT
1 -5
WIS
10 +0
CHA
2 -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: +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.
Scorpion
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.
Weasel
STR
3 -4
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
3 -4
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 (1d1) piercing damage.
Goat CR: 0 (10 XP)
STR
12 +1
DEX
10 +0
CON
11 +0
INT
2 -4
WIS
10 +0
CHA
5 -3
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
Frog
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.
Monster Manual
Octopus
STR
4 -3
DEX
15 +2
CON
11 +0
INT
3 -4
WIS
10 +0
CHA
4 -3
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
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.
Sea Horse
Water Breathing. The sea horse can breathe only underwater.
Eagle
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.
Owl
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.
Hawk
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Bat
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.
Vulture
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.
Raven
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.
Comments