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WILD SHAPE GUIDE

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You
can use this feature twice. You regain expended uses after a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2 nd level, for
example, you can transform into any beast that has a challenge rating of ¼ or lower that doesn’t have a flying or
swimming speed. (See end of guide for Circle of the Moon skills and limitations.)

BEAST SHAPES

Level Max. CR Limitations Example


2nd ¼ No flying or swimming speed Wolf
4th ½ No flying speed Crocodile
8th 1 --- Giant Eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to
your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a
Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

 Your game Statistics are replaced by the Statistics of the beast, but you retain your alignment, personality, and
Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat
block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair
actions, you can't use them.
 When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you
return to the number of hit points you had before you transformed. However, if you revert as a result of Dropping
to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in
animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't
reduce your normal form to 0 hit points, you aren't knocked Unconscious.
 You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities
of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or
prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
 You retain the benefit of any features from your class, race, or other source and can use them if the new form is
physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision, unless
your new form also has that sense.
 You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by
it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a
piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to
match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with
it. Equipment that merges with the form has no effect until you leave the form.

Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can
perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material
components.

Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.

Size Categories
Size Space Examples
Tiny 2½ by 2½ ft. Badger, Imp
Small 5 by 5 ft. Giant Rat, Goblin
Medium 5 by 5 ft. Mastiff, Orc
Large 10 by 10 ft. Tiger, Ogre
Huge 15 by 15 ft. Elephant, Hill Giant
TINY BEASTS
BADGER – CR 0 CRAB – CR 0
AC: 10 AC: 11 (natural armor)
HP: 3 (1d4 + 1) HP: 2 (1d4)
Speed: 20ft, burrow 5ft Speed: 20ft, swim 20ft

STR: 4 (-3) INT: 2 (-4) STR: 2 (-4) INT: 1 (-5)


DEX: 11 (0) WIS: 12 (+1) DEX: 11 (+0) WIS: 8 (-1)
CON: 12 (+1) CHA: 5 (-3) CON: 10 (+0) CHA: 2 (-4)

Senses: darkvision 30ft, passive Perception 11 Skills: Stealth +2


Senses: blindsight 30ft, passive Perception 9
Keen Smell: The badger has advantage on Wisdom
(Perception) checks that rely on smell. Amphibious: The crab can breathe air and water.

ACTIONS ACTIONS
Bite. Melee Attack: +2 to hit, reach 5ft, one target. Claw. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 piercing damage. Hit: 1 bludgeoning damage.

BAT – CR 0 FLYING SNAKE – CR 1/8


AC: 12 AC: 14
HP: 1 (1d4 - 1) HP: 5 (2d4)
Speed: 5ft, fly 30ft Speed: 30ft, fly 60ft, swim 30ft

STR: 2 (-4) INT: 2 (-4) STR: 4(-3) INT: 2 (-4)


DEX: 15 (+2) WIS: 12 (+1) DEX: 18 (+4) WIS: 12 (+1)
CON: 8 (-1) CHA: 4 (-3) CON: 11 (+0) CHA: 5 (-3)

Senses: blindsight 60ft, passive Perception 11 Senses: blindsight 10ft, passive Perception 11

Echolocation: The bat can’t use its blindsight while Flyby: The snake doesn’t provoke opportunity attacks
deafened. when it flies out of an enemy’s reach.

Keen Hearing: The bat has advantage on Wisdom ACTIONS


(Perception) checks that rely on hearing. Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 1 piercing damage plus 7 (3d4) poison damage.
ACTIONS
Bite. Melee Attack: +0 to hit, reach 5ft, one creature.
Hit: 1 piercing damage.
FROG/TOAD – CR 0
AC: 11
HP: 1 (1d4 - 1)
CAT – CR 1/8 Speed: 20ft, swim 20ft
AC: 12
HP: 2 (1d4) STR: 1 (-5) INT: 1 (-5)
Speed: 40ft, climb 30ft DEX: 13 (+1) WIS: 8 (-1)
CON: 8 (-1) CHA: 3 (-4)
STR: 3 (-4) INT: 3 (-4)
DEX: 15 (-2) WIS: 12 (+1) Skills: Perception +1, Stealth +3
CON: 10 (+0) CHA: 7 (-2) Senses: darkvision 30ft, passive Perception 11

Skills: Perception +3, Stealth +4 Amphibious: The frog can breathe air and water.
Senses: passive Perception 13
Standing Leap: The frog’s long jump is up to 10ft and its
Keen Smell: The cat has advantage on Wisdom high jump is up to 5ft, with or without a running start.
(Perception) checks that rely on smell.
A frog has no effective attacks.
ACTIONS
Claws. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 slashing damage.
HAWK (FALCON) – CR 0 POISONOUS SNAKE – CR 1/8
AC: 13 AC: 13
HP: 1 (1d4 - 1) HP: 2 (1d4)
Speed: 10ft, fly 60ft Speed: 30ft, swim 30ft

STR: 5 (-3) INT: 2 (-4) STR: 2 (-4) INT: 1 (-5)


DEX: 16 (+3) WIS: 14 (+2) DEX: 16 (+3) WIS: 10 (+0)
CON: 8 (-1) CHA: 6 (-2) CON: 11 (+0) CHA: 3 (-4)

Skills: Perception +4 Senses: blindsight 10ft, passive Perception 10


Senses: passive Perception 14
ACTIONS
Keen Sight: The hawk has advantage on Wisdom Bite. Melee Attack: +5 to hit, reach 5ft, one target.
(Perception) checks that rely on sight. Hit: 1 piercing damage, and the target must make a DC
10 Constitution saving throw, taking 5 (2d4) poison
ACTIONS damage on a failed save, or half as much on a
Talons. Melee Attack: +5 to hit, reach 5ft, one target. successful one.
Hit: 1 slashing damage.

QUIPPER (PIRAHNA) – CR 0
LIZARD – CR 0 AC: 13
AC: 10 HP: 1 (1d4 - 1)
HP: 2 (1d4) Speed: 0ft, swim 40ft
Speed: 20ft, climb 20ft
STR: 2 (-4) INT: 1 (-5)
STR: 2 (-4) INT: 1 (-5) DEX: 16 (+3) WIS: 7 (-2)
DEX: 11 (+0) WIS: 8 (-1) CON: 9 (-1) CHA: 2 (-4)
CON: 10 (+0) CHA: 3 (-4)
Senses: darkvision 60ft, passive Perception 8
Senses: darkvision 30ft, passive Perception 9
Blood Frenzy: The quipper has advantage on melee
ACTIONS attack rolls against any creature that doesn’t have all its
Bite. Melee Attack: +0 to hit, reach 5ft, one target. hit points.
Hit: 1 piercing damage.
Water Breathing: The quipper can only breathe
underwater.
OWL – CR 0 ACTIONS
AC: 11 Bite. Melee Attack: +5 to hit, reach 5ft, one target.
HP: 1 (1d4 - 1) Hit: 1 piercing damage.
Speed: 5ft, fly 60ft

STR: 3 (-4) INT: 2 (-4)


DEX: 13 (+1) WIS: 12 (+1) RAT – CR 0
CON: 8 (-1) CHA: 7 (-2) AC: 10
HP: 1 (1d4 - 1)
Skills: Perception +3, Stealth +3 Speed: 20ft
Senses: darkvision 120ft, passive Perception 13
STR: 2 (-4) INT: 2 (-4)
Flyby: The owl doesn’t provoke opportunity attacks when DEX: 11 (+0) WIS: 10 (+0)
it flies out of an enemy’s reach. CON: 9 (-1) CHA: 4 (-3)
Keen Sight: The owl has advantage on Wisdom Senses: darkvision 30ft, passive Perception 10
(Perception) checks that rely on sight.
Keen Smell: The rat has advantage on Wisdom
ACTIONS (Perception) checks that rely on smell.
Talons. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 1 slashing damage. ACTIONS
Bite. Melee Attack: +0 to hit, reach 5ft, one target.
Hit: 1 slashing damage.
RAVEN – CR 0 Water Breathing: The sea horse can breathe only
AC: 12 underwater.
HP: 1 (1d4 - 1)
Speed: 10ft, fly 50ft

STR: 2 (-4) INT: 2 (-4) SPIDER – CR 0


DEX: 14 (+2) WIS: 12 (+1) AC: 10
CON: 8 (-1) CHA: 6 (-2) HP: 2 (1d4)
Speed: 20ft, climb 20ft
Skills: Perception +3
Senses: passive Perception 13 STR: 2 (-4) INT: 1 (-5)
DEX: 14 (+2) WIS: 10 (+0)
Mimicry: The raven can mimic simple sounds it has CON: 8 (-1) CHA: 2 (-4)
heard, such as a person whispering, a baby crying or an
animal chittering. A creature that hears the sounds can Skills: Stealth +4
tell they are imitations with a successful DC 10 Wisdom Senses: darkvision 30ft, passive Perception 10
(Insight) check. Spider Climb: The spider can climb difficult surfaces,
ACTIONS including upside down on ceilings, without needing to
Beak. Melee Attack: +4 to hit, reach 5ft, one target. make an ability check.
Hit: 1 piercing damage Web Sense: While in contact with a web, the spider
knows the exact location of any other creature in contact
with the same web.
SCORPION – CR 0
AC: 11 (natural armor) Web Walker: The spider ignores movement restrictions
HP: 1 (1d4 - 1) caused by webbing.
Speed: 10ft ACTIONS
STR: 2 (-4) INT: 1 (-5) Bite. Melee Attack: +4 to hit, reach 5ft, one target.
DEX: 11 (+0) WIS: 8 (-1) Hit: 1 piercing damage, and the target must succeed on
CON: 8 (-1) CHA: 2 (-4) a DC 9 Constitution saving throw or take 2 (1d4) poison
damage.
Senses: blindsight 10ft, passive Perception 9

ACTIONS
Sting. Melee Attack: +2 to hit, reach 5ft, one target. WEASEL – CR 0
Hit: 1 piercing damage, and the target must make a DC AC: 13
9 Constitution saving throw, taking 4 (1d8) poison HP: 1 (1d4 - 1)
damage on a failed save, or half as much damage on a Speed: 30ft
successful one. STR: 3 (-4) INT: 2 (-4)
DEX: 16 (+3) WIS: 12 (+1)
CON: 8 (-1) CHA: 3 (-4)
SEA HORSE – CR 0
AC: 11 Skills: Perception +3, Stealth +5
HP: 1 (1d4 - 1) Senses: darkvision 30ft, passive Perception 9
Speed: 0ft, swim 20ft Keen Hearing and Smell: The weasel has advantage on
STR: 1 (-5) INT: 1 (-5) Wisdom (Perception) checks that rely on hearing or
DEX: 12 (+1) WIS: 8 (-1) smell.
CON: 8 (-1) CHA: 2 (-4) ACTIONS
Senses: blindsight 10ft, passive Perception 9 Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 1 piercing damage.
SMALL BEASTS

BABOON – CR 0 Keen Sight: The eagle has advantage on Wisdom


AC: 12 (Perception) checks that rely on smell.
HP: 3 (1d6)
Speed: 30ft, climb 30ft ACTIONS
Talons. Melee Attack: +4 to hit, reach 5ft, one target.
STR: 8 (-1) INT: 4 (-3) Hit: 4 (1d4 + 2) slashing damage.
DEX: 14 (+2) WIS: 12 (+1)
CON: 11 (+0) CHA: 6 (-2)

Senses: passive Perception 11 GIANT CENTIPEDE – CR 1/4


AC: 13 (natural armor)
Pack Tactics: The baboon has advantage on an attack HP: 4 (1d6 + 1)
roll against a creature if at least one of the baboon’s Speed: 30ft, climb 30ft
allies is within 5ft of the creature and the ally isn’t
incapacitated. STR: 5 (-3) INT: 1 (-5)
DEX: 14 (+2) WIS: 7 (-2)
ACTIONS CON: 12 (+1) CHA: 3 (-2)
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
Hit: 1 (1d4 – 1) piercing damage. Senses: blindsight 30ft, passive Perception 8

ACTIONS
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
BLOOD HAWK – CR 1/8 Hit: 4 (1d4 + 2) piercing damage, and the target must
AC: 12 succeed on a DC 11 Constitution saving throw or take
HP: 7 (2d6) 10 (3d6) poison damage. If the poison damage reduces
Speed: 10ft, fly 60ft the target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is
STR: 6 (-2) INT: 3 (-4) paralyzed while poisoned in this way.
DEX: 14 (+2) WIS: 14 (+2)
CON: 10 (+0) CHA: 5 (-3)

Skills: Perception +4 GIANT FIRE BEETLE – CR 0


Senses: passive Perception 14 AC: 13 (natural armor)
HP: 4 (1d6 + 1)
Keen Sight: The hawk has advantage on Wisdom Speed: 30ft
(Perception) checks that rely on sight.
STR: 8 (-1) INT: 1 (-5)
Pack Tactics: The hawk has advantage on an attack roll DEX: 10 (+0) WIS: 7 (-2)
against a creature if at least one of the hawk’s allies is CON: 12 (+1) CHA: 3 (-4)
within 5ft of the creature and the ally isn’t incapacitated.
Senses: blindsight 30ft, passive Perception 8
ACTIONS
Beak. Melee Attack: +4 to hit, reach 5ft, one target. Illumination: The beetle sheds bright light in a 10-foot
Hit: 4 (1d4 + 2) piercing damage. radius and dim light for an additional 10 feet.

ACTIONS
Bite. Melee Attack: +1 to hit, reach 5ft, one target.
EAGLE – CR 0 Hit: 2 (1d6 – 1) slashing damage.
AC: 12
HP: 3 (1d6)
Speed: 10ft, fly 60ft
GIANT RAT – CR 1/8
STR: 6 (-2) INT: 2 (-4) AC: 13
DEX: 15 (+2) WIS: 14 (+2) HP: 7 (2d6)
CON: 10 (+0) CHA: 7 (-2) Speed: 30ft

Skills: Perception +4 STR: 7 (-2) INT: 2 (-4)


Senses: passive Perception 14 DEX: 15 (+2) WIS: 10 (+0)
CON: 11 (+0) CHA: 4 (-3)
Senses: darkvision 60ft, passive Perception 10 OCTOPUS – CR 0
AC: 12
Keen Smell: The rat has advantage on Wisdom HP: 3 (1d6)
(Perception) checks that rely on smell. Speed: 5ft, swim 30ft
Pack Tactics: The rat has advantage on an attack roll STR: 4 (-3) INT: 3 (-4)
against a creature if at least one of the rat’s allies is DEX: 15 (+2) WIS: 10 (+0)
within 5ft of the creature and the ally isn’t incapacitated. CON: 11 (+0) CHA: 4 (-3)
ACTIONS Skills: Perception +4, Stealth +2
Bite. Melee Attack: +4 to hit, reach 5ft, one target. Senses: passive Perception 12
Hit: 4 (1d4 + 2) piercing damage.
Hold Breath: While out of water, the octopus can hold its
breath for 30 minutes.
JACKAL – CR 0 Underwater Camouflage: The octopus has advantage on
AC: 12 Dexterity (Stealth) checks made while underwater.
HP: 3 (1d6)
Speed: 40ft Water Breathing: The octopus can breathe only
underwater.
STR: 8 (-1) INT: 3 (-4)
DEX: 15 (+2) WIS: 12 (+1) ACTIONS
CON: 11 (+0) CHA: 6 (-2) Tentacles. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 1 bludgeoning damage, and the target is grappled
Skills: Perception +3 (escape DC 10). Until this grapple ends, the octopus
Senses: passive Perception 13 can’t use its tentacles on another target.
Keen Hearing and Smell: The jackal has advantage on Ink Cloud (Recharges after a Short or Long Rest). A
Wisdom (Perception) checks that rely on hearing or 5-foot-radius cloud of ink extends all around the octopus
smell. if it is underwater. The area is heavily obscured for 1
Pack Tactics: The jackal has advantage on an attack roll minute, although a significant current can disperse the
against a creature if at least one of the jackal’s allies is ink. After releasing the ink, the octopus can use the
within 5ft of the creature and the ally isn’t incapacitated. Dash action as a bonus action.

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

APE – CR 1/2 Senses: passive Perception 9


AC: 12
HP: 19 (3d8 + 6) Charge: If the boar moves at least 20 feet straight
Speed: 30ft, climb 30ft toward a target and then hits it with a tusk attack on the
same turn, the target takes an extra 3 (1d6) slashing
STR: 16 (+3) INT: 6 (-2) damage. If the target is a creature, it must succeed on a
DEX: 14 (+2) WIS: 12 (+1) DC 11 Strength saving throw or be knocked prone.
CON: 14 (+2) CHA: 7 (-2)
Relentless (Recharges after a Short or Long Rest): If the
Skills: Athletics +5, Perception +3 boar takes 7 damage or less that would reduce it to 0 hit
Senses: passive Perception 13 points, it is reduced to 1 hit point instead.

ACTIONS ACTIONS
Multiattack. The ape makes two fist attacks. Tusk. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 4 (1d6 + 1) slashing damage.
Fist. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Attack: +5 to hit, range 25/50ft, one DEER – CR 0


target. AC: 13
Hit: 6 (1d6 + 3) bludgeoning damage. HP: 4 (1d8)
Speed: 50ft

STR: 11 (+0) INT: 2 (-4)


BLACK BEAR – CR 1/2 DEX: 16 (+3) WIS: 14 (+2)
AC: 11 (natural armor) CON: 11 (+0) CHA: 5 (-3)
HP: 19 (3d8 + 6)
Speed: 40ft, climb 30ft Senses: passive Perception 12

STR: 15 (+2) INT: 2 (-4) ACTIONS


DEX: 10 (+0) WIS: 12 (+1) Bite. Melee Attack: +2 to hit, reach 5ft, one target.
CON: 14 (+2) CHA: 7 (-2) Hit: 2 (1d4) piercing damage.

Skills: Perception +3
Senses: passive Perception 13
GIANT BADGER – CR 1/4
Keen Smell: The bear has advantage on Wisdom AC: 10
(Perception) checks that rely on smell. HP: 13 (2d8 + 4)
Speed: 30ft, burrow 10ft
ACTIONS
Multiattack. The bear makes two attacks: one with its STR: 13 (+1) INT: 2 (-4)
bite and one with its claws. DEX: 10 (+0) WIS: 12 (+1)
CON: 15 (+2) CHA: 5 (-3)
Bite. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 2) piercing damage. Senses: darkvision 30ft, passive Perception 11

Claws. Melee Attack: +3 to hit, reach 5ft, one target. Keen Smell: The badger has advantage on Wisdom
Hit: 7 (2d4 + 2) slashing damage. (Perception) checks that rely on smell.

ACTIONS
Multiattack. The badger makes two attacks: one with its
BOAR – CR 1/4 bite and one with its claws.
AC: 11 (natural armor)
HP: 11 (2d8 + 2) Bite. Melee Attack: +3 to hit, reach 5ft, one target.
Speed: 40ft Hit: 4 (1d6 + 1) piercing damage.

STR: 13 (+1) INT: 2 (-4) Claws. Melee Attack: +3 to hit, reach 5ft, one target.
DEX: 11 (+0) WIS: 9 (-1) Hit: 6 (2d4 + 1) slashing damage.
CON: 12 (+1) CHA: 5 (-3)
GIANT CRAB – CR 1/8 GIANT POISONOUS SNAKE – CR 1/4
AC: 15 (natural armor) AC: 14
HP: 13 (3d8) HP: 11 (2d8 + 2)
Speed: 30ft, swim 30ft Speed: 30ft, swim 30ft

STR: 13 (+1) INT: 1 (-5) STR: 10 (+0) INT: 2 (-4)


DEX: 15 (+2) WIS: 9 (-1) DEX: 18 (+4) WIS: 10 (+0)
CON: 11 (+0) CHA: 3 (-4) CON: 13 (+1) CHA: 3 (-4)

Skills: Stealth +4 Skills: Perception +2


Senses: blindsight 30ft, passive Perception 9 Senses: blindsight 10ft, passive Perception 12

Amphibious: The crab can breathe air and water. ACTIONS


Bite. Melee Attack: +6 to hit, reach 10ft, one target.
ACTIONS Hit: 6 (1d6 + 4) piercing damage, and the target must
Claws. Melee Attack: +3 to hit, reach 5ft, one target. make a DC 11 Constitution saving throw, taking 10 (3d6)
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is poison damage on a failed save, or half as much
grappled (escape DC 11). The crab has two claws, each damage on a successful one.
of which can grapple only one target.

GIANT WASP – CR 1/2


GIANT FROG – CR 1/4 AC: 12
AC: 11 HP: 13 (3d8)
HP: 18 (4d8) Speed: 10ft, fly 50ft
Speed: 30ft, swim 30ft
STR: 10 (+0) INT: 1 (-5)
STR: 12 (+1) INT: 2 (-4) DEX: 14 (+2) WIS: 10 (+0)
DEX: 13 (+1) WIS: 10 (+0) CON: 10 (+0) CHA: 3 (-4)
CON: 11 (+0) CHA: 3 (-4)
Senses: passive Perception 10
Skills: Perception +2, Stealth +3
Senses: darkvision 30ft, passive Perception 12 ACTIONS
Sting. Melee Attack: +4 to hit, reach 5ft, one creature.
Amphibious: The frog can breathe air and water. Hit: 5 (1d6 + 2) piercing damage, and the target must
Standing Leap: The frog’s long jump is up to 20ft and its make a DC 11 Constitution saving throw, taking 10 (3d6)
high jump is up to 10ft, with or without a running start. poison damage on a failed save, or half as much
damage on a successful one. If the poison damage
ACTIONS reduces the target to 0 hit points, the target is stable but
Bite. Melee Attack: +3 to hit, reach 5ft, one target. poisoned for 1 hour, even after regaining hit points, and
Hit: 4 (1d6 + 1) piercing damage, and the target is is paralyzed while poisoned.
grappled (escape DC 11). Until the grapple ends, the
target is restrained, and the frog can’t bite another
target. GIANT WEASEL – CR 1/8
Swallow. The frog makes one bite attack against a AC: 13
Small or smaller target it is grappling. If the attack hits, HP: 9 (2d8)
the target is swallowed, and the grapple ends. The Speed: 40ft
swallowed target is blinded and restrained, it has total STR: 11 (+0) INT: 4 (-3)
cover against attacks and other effects outside the frog, DEX: 16 (+3) WIS: 12 (+1)
and it takes 5 (2d4) acid damage at the start of each of CON: 10 (+0) CHA: 5 (-3)
the frog’s turns. The frog can have only one target
swallowed at a time. Skills: Perception +2, Stealth +5
If the frog dies, a swallowed creature is no Senses: darkvision 30ft, passive Perception 13
longer restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone. Keen Hearing and Smell: The weasel has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.

ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 3) piercing damage.
GIANT WOLF SPIDER – CR 1/4 HYENA – CR 0
AC: 13 AC: 11
HP: 11 (2d8 + 2) HP: 5 (1d8 + 1)
Speed: 40ft, climb 40ft Speed: 50ft

STR: 12 (+1) INT: 3 (-4) STR: 11 (+0) INT: 2 (-4)


DEX: 16 (+3) WIS: 12 (+1) DEX: 13 (+1) WIS: 12 (+1)
CON: 13 (+1) CHA: 4 (-3) CON: 12 (+1) CHA: 5 (-3)

Skills: Perception +3, Stealth +7 Skills: Perception +3


Senses: blindsight 10ft, darkvision 60ft, passive Senses: passive Perception 13
Perception 13
Pack Tactics: The hyena has advantage on an attack roll
Spider Climb: The spider can climb difficult surfaces, against a creature if at least one of the hyena’s allies is
including upside down on ceilings, without needing to within 5ft of the creature and the ally isn’t incapacitated.
make an ability check.
ACTIONS
Web Sense: While in contact with a web, the spider Bite. Melee Attack: +2 to hit, reach 5ft, one target.
knows the exact location of any other creature in contact Hit: 3 (1d6) piercing damage.
with the same web.

Web Walker: The spider ignores movement restrictions


caused by webbing. MASTIFF – CR 1/8
AC: 12
ACTIONS HP: 5 (1d8 +1)
Bite. Melee Attack: +3 to hit, reach 5ft, one target. Speed: 40ft
Hit: 4 (1d6 + 1) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 7 (2d6) STR: 13 (+1) INT: 3 (-4)
poison damage on a failed save, or half as much on a DEX: 14 (+2) WIS: 12 (+1)
successful one. If the poison damage reduces the target CON: 12 (+1) CHA: 7 (-2)
to 0 hit points, the target is stable but poisoned for 1 Skills: Perception +3
hour, even after regaining hit points, and is paralyzed Senses: passive Perception 13
while poisoned.
Keen Hearing and Smell: The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or
GOAT – CR 0 smell.
AC: 10 ACTIONS
HP: 4 (1d8) Bite. Melee Attack: +3 to hit, reach 5ft, one target.
Speed: 40ft Hit: 4 (1d6 + 1) piercing damage. If the target is a
STR: 12 (+1) INT: 2 (-4) creature, it must succeed on a DC 11 Strength saving
DEX: 10 (+0) WIS: 10 (+0) throw or be knocked prone.
CON: 11 (+0) CHA: 5 (-3)

Senses: passive Perception 10 MULE – CR 1/8


Charge: If the goat moves at least 20 feet straight toward AC: 10
a target and then hits it with a tusk attack on the same HP: 11 (2d8 + 2)
turn, the target takes an extra 2 (1d4) bludgeoning Speed: 40ft
damage. If the target is a creature, it must succeed on a STR: 14 (+2) INT: 2 (-4)
DC 10 Strength saving throw or be knocked prone. DEX: 10 (+0) WIS: 10 (+0)
Sure-footed: The goat has advantage on Strength and CON: 13 (+1) CHA: 5 (-3)
Dexterity saving throws made against effects that would Senses: passive Perception 10
knock it prone.
Beast of Burden: The mule is considered to be a Large
ACTIONS animal for the purpose of determining its carrying
Ram. Melee Attack: +3 to hit, reach 5ft, one target. capacity.
Hit: 3 (1d4 + 1) bludgeoning damage.
Sure-footed: The mule has advantage on Strength and STR: 14 (+2) INT: 1 (-5)
Dexterity saving throws made against effects that would DEX: 13 (+1) WIS: 10 (+0)
knock it prone. CON: 13 (+1) CHA: 4 (-3)

ACTIONS Skills: Perception +2


Hooves. Melee Attack: +2 to hit, reach 5ft, one target. Senses: blindsight 30ft, passive Perception 12
Hit: 4 (1d4 + 2) bludgeoning damage.
Pack Tactics: The shark has advantage on an attack roll
against a creature if at least one of the shark’s allies is
within 5ft of the creature and the ally isn’t incapacitated.
PANTHER – CR 1/4
AC: 12 Water Breathing: The shark can only breathe
HP: 13 (3d8) underwater.
Speed: 50ft, climb 40ft
ACTIONS
STR: 14 (+2) INT: 3 (-4) Bite. Melee Attack: +4 to hit, reach 5ft, one target.
DEX: 15 (+2) WIS: 14 (+2) Hit: 6 (1d8 + 1) piercing damage.
CON: 10 (+0) CHA: 7 (-2)

Skills: Perception +4, Stealth +6


Senses: passive Perception 14 VULTURE – CR 0
AC: 10
Keen Smell: The panther has advantage on Wisdom HP: 5 (1d8 + 1)
(Perception) checks that rely on smell. Speed: 10ft, fly 60ft

Pounce: If the panther moves at least 20 feet straight STR: 7 (-2) INT: 2 (-4)
toward a creature and then hits it with a claw attack on DEX: 10 (+0) WIS: 12 (+1)
the same turn, that target must succeed on a DC 12 CON: 13 (+1) CHA: 4 (-2)
Strength saving throw or be knocked prone. If the target
is prone, the panther can make one bite attack against it Skills: Perception +3
as a bonus action. Senses: passive Perception 13

ACTIONS Keen Sight and Smell: The vulture has advantage on


Bite. Melee Attack: +4 to hit, reach 5ft, one target. Wisdom (Perception) checks that rely on sight or smell.
Hit: 5 (1d6 + 2) piercing damage. Pack Tactics: The vulture has advantage on an attack
Claws. Melee Attack: +4 to hit, reach 5ft, one target. roll against a creature if at least one of the vulture’s allies
Hit: 4 (1d4 + 2) slashing damage. is within 5ft of the creature and the ally isn’t
incapacitated.

ACTIONS
PONY – CR 1/8 Beak. Melee Attack: +4 to hit, reach 5ft, one target.
AC: 10 Hit: 2 (1d4) piercing damage.
HP: 11 (2d8 + 2)
Speed: 40ft

STR: 15 (+2) INT: 2 (-4) WOLF – CR 1/4


DEX: 10 (+0) WIS: 11 (+0) AC: 13 (natural armor)
CON: 13 (+1) CHA: 7 (-2) HP: 11 (2d8 + 2)
Speed: 40ft
Senses: passive Perception 10
STR: 12 (+1) INT: 3 (-4)
ACTIONS DEX: 15 (+2) WIS: 12 (+1)
Hooves. Melee Attack: +4 to hit, reach 5ft, one target. CON: 12 (+1) CHA: 6 (-2)
Hit: 7 (2d4 + 2) bludgeoning damage.
Skills: Perception +3, Stealth +4
Senses: passive Perception 13

REEF SHARK – CR 1/2 Keen Hearing and Smell: The wolf has advantage on
AC: 12 (natural armor) Wisdom (Perception) checks that rely on hearing or
HP: 22 (4d8 + 4) smell.
Speed: 0ft, swim 40ft
Pack Tactics: The wolf has advantage on an attack roll ACTIONS
against a creature if at least one of the wolf’s allies is Bite. Melee Attack: +4 to hit, reach 5ft, one target.
within 5ft of the creature and the ally isn’t incapacitated. 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.

LARGE BEASTS

AXE BEAK – CR 1/4 ACTIONS


AC: 11 Bite. Melee Attack: +5 to hit, reach 5ft, one target.
HP: 19 (3d10 + 3) Hit: 2 (1d4) bludgeoning damage.
Speed: 50ft

STR: 14 (+2) INT: 2 (-4)


DEX: 12 (+1) WIS: 10 (+0) CONSTRICTOR SNAKE – CR 1/4
CON: 12 (+1) CHA: 5 (-3) AC: 12
HP: 13 (2d10 + 2)
Senses: passive Perception 10 Speed: 30ft, swim 30ft

ACTIONS STR: 15 (+2) INT: 1 (-5)


Beak. Melee Attack: +4 to hit, reach 5ft, one target. DEX: 14 (+2) WIS: 10 (+0)
Hit: 6 (1d8 + 2) slashing damage. CON: 12 (+1) CHA: 3 (-4)

Senses: blindsight 10ft, passive Perception 10

BROWN BEAR – CR 1 ACTIONS


AC: 11 (natural armor) Bite. Melee Attack: +4 to hit, reach 5ft, one creature.
HP: 34 (4d10 + 12) Hit: 5 (1d6 + 2) piercing damage.
Speed: 40ft, climb 30ft
Constrict. Melee Attack: +4 to hit, reach 5ft, one
STR: 19 (+4) INT: 2 (-4) creature.
DEX: 10 (+0) WIS: 13 (+1) Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
CON: 16 (+3) CHA: 7 (-2) grappled (escape DC 14). Until this grapple ends, the
creature is restrained, and the snake can’t constrict
Skills: Perception +3 another target.
Senses: passive Perception 13

ACTIONS
Multiattack. The bear makes two attacks, one with its CROCODILE – CR 1/2
bite and one with its claws. AC: 12 (natural armor)
HP: 19 (3d10 + 3)
Bite. Melee Attack: +5 to hit, reach 5ft, one target. Speed: 20ft, swim 30ft
Hit: 8 (1d8 + 4) piercing damage.
STR: 15 (+2) INT: 2 (-5)
Claws. Melee Attack: +5 to hit, reach 5ft, one target. DEX: 10 (+0) WIS: 10 (+0)
Hit: 11 (2d6 + 4) slashing damage. CON: 13 (+1) CHA: 5 (-3)

Skills: Stealth +2
CAMEL – CR 1/8 Senses: passive Perception 10
AC: 9 ACTIONS
HP: 12 (2d10 + 4) Bite. Melee Attack: +4 to hit, reach 5ft, one creature.
Speed: 50ft Hit: 7 (1d10 + 2) piercing damage, and the target is
STR: 16 (+3) INT: 2 (-4) grappled (escape DC 12). Until this grapple ends, the
DEX: 8 (-1) WIS: 8 (-1) target is restrained, and the crocodile can’t bite another
CON: 14 (+2) CHA: 5 (-3) target.

Senses: passive Perception 9


DIRE WOLF – CR 1 GIANT BAT – CR 1/4
AC: 14 (natural armor) AC: 13
HP: 37 (5d10 + 10) HP: 22 (4d10)
Speed: 50ft Speed: 10ft, fly 60ft

STR: 17 (+3) INT: 3 (-4) STR: 15 (+2) INT: 2 (-4)


DEX: 15 (+2) WIS: 12 (+1) DEX: 16 (+3) WIS: 12 (+1)
CON: 15 (+2) CHA: 7 (-2) CON: 11 (+0) CHA: 6 (-2)

Skills: Perception +3, Stealth +4 Senses: blindsight 60ft, passive Perception 11


Senses: passive Perception 13
Echolocation: The bat can’t use its blindsight while
Keen Hearing and Smell: The wolf has advantage on deafened.
Wisdom (Perception) checks that rely on hearing or
smell. Keen Hearing: The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Pack Tactics: The wolf has advantage on an attack roll
against a creature if at least one of the wold’s allies is ACTIONS
within 5ft of the creature and the ally isn’t incapacitated. Bite. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 5 (1d6 + 2) piercing damage.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a GIANT EAGLE – CR 1
creature, it must succeed on a DC 13 Strength saving AC: 13
throw or be knocked prone. HP: 26 (4d10 + 4)
Speed: 10ft, fly 80ft

DRAFT HORSE – CR 1/4 STR: 16 (+3) INT: 8 (-1)


AC: 10 DEX: 17 (+3) WIS: 14 (+2)
HP: 19 (3d10 + 3) CON: 13 (+1) CHA: 10 (+0)
Speed: 40ft Skills: Perception +4
STR: 18 (+4) INT: 2 (-4) Senses: passive Perception 14
DEX: 10 (+0) WIS: 11 (-+0) Languages: Giant Eagle, understands Common and
CON: 12 (+1) CHA: 7 (-2) Auran but can’t speak them

Senses: passive Perception 10 Keen Sight: The eagle has advantage on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Hooves. Melee Attack: +6 to hit, reach 5ft, one target. ACTIONS
Hit: 9 (2d4 + 4) bludgeoning damage. Multiattack. The eagle makes two attacks, one with its
beak and one with its talons.

Beak. Melee Attack: +5 to hit, reach 5ft, one target.


ELK – CR 1/4 Hit: 6 (1d6 + 3) piercing damage.
AC: 10
HP: 13 (2d10 + 2) Talons. Melee Attack: +5 to hit, reach 5ft, one target.
Speed: 50ft Hit: 10 (2d6 + 3) slashing damage.

STR: 16 (+3) INT: 2 (-4)


DEX: 10 (+0) WIS: 10 (+0) GIANT GOAT – CR 1/2
CON: 12 (+1) CHA: 6 (-2) AC: 11 (natural armor)
Senses: passive Perception 10 HP: 19 (3d10 + 3)
Speed: 40ft
ACTIONS
Ram. Melee Attack: +5 to hit, reach 5ft, one target. STR: 17 (+3) INT: 3 (-4)
Hit: 6 (1d6 + 3) bludgeoning damage. DEX: 11 (+0) WIS: 12 (+1)
CON: 12 (+1) CHA: 6 (-2)
Hooves. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 8 (2d4 + 3) bludgeoning damage. Senses: passive Perception 11
Charge: If the goat moves at least 20 feet straight toward including upside down on ceilings, without needing to
a target and then hits it with a tusk attack on the same make an ability check.
turn, the target takes an extra 5 (2d4) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone. GIANT OCTOPUS – CR 1
Sure-footed: The goat has advantage on Strength and AC: 11
Dexterity saving throws made against effects that would HP: 52 (8d10 + 8)
knock it prone. Speed: 10ft, swim 60ft

ACTIONS STR: 17 (+3) INT: 4 (-3)


Ram. Melee Attack: +5 to hit, reach 5ft, one target. DEX: 13 (+1) WIS: 10 (+0)
Hit: 8 (2d4 + 3) bludgeoning damage. CON: 13 (+2) CHA: 4 (-3)

Skills: Perception +4, Stealth +5


Senses: darkvision 60ft, passive Perception 14
GIANT HYENA – CR 1
AC: 12 Hold Breath: While out of water, the octopus can hold its
HP: 45 (6d10 + 12) breath for 1 hour.
Speed: 50ft Underwater Camouflage: The octopus has advantage on
STR: 16 (+3) INT: 2 (-4) Dexterity (Stealth) checks made while underwater.
DEX: 14 (+2) WIS: 12 (+1) Water Breathing: The octopus can breathe only
CON: 14 (+2) CHA: 7 (-2) underwater.
Skills: Perception+3 ACTIONS
Senses: passive Perception 13 Tentacles. Melee Attack: +5 to hit, reach 15ft, one
Rampage: When the hyena reduces a creature to 0 hit target.
points with a melee attack on its turn, the hyena can take Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
a bonus action to move up to half its speed and make a creature, it is grappled (escape DC 16). Until this grapple
bite attack. ends, the target is restrained, and the octopus can’t use
its tentacles on another target.
ACTIONS
Bite. Melee Attack: +5 to hit, reach 5ft, one target. Ink Cloud (Recharges after a Short or Long Rest). A
Hit: 10 (2d6 + 3) piercing damage. 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
GIANT LIZARD – CR 1/4 Dash action as a bonus action.
AC: 12 (natural armor)
HP: 19 (3d10 + 3)
Speed: 30ft, climb 30ft
GIANT OWL – CR 1/4
STR: 15 (+2) INT: 2 (-4) AC: 12
DEX: 12 (+1) WIS: 10 (+0) HP: 19 (3d10 + 3)
CON: 14 (+1) CHA: 5 (-3) Speed: 5ft, fly 60ft

Senses: darkvision 30ft, passive Perception 1 STR: 13 (+1) INT: 8 (-1)


DEX: 15 (+2) WIS: 13 (+1)
ACTIONS CON: 12 (+1) CHA: 10 (+0)
Bite. Melee Attack: +4 to hit, reach 5ft, one target.
Hit: 6 (1d8 + 2) piercing damage. Skills: Perception +5, Stealth +4
Senses: darkvision 120ft, passive Perception 15
A giant lizard can be ridden or used as a draft animal. Languages: Giant Owl, understands Common, Elvish,
VARIANT: GIANT LIZARD TRAITS and Sylvan but can’t speak them
Some giant lizards have one or both of the following Flyby: The owl doesn’t provoke opportunity attacks when
traits: it flies out of an enemy’s reach.
Hold Breath: The lizard can hold its breath for 15
minutes. (A lizard that has this trait also has a swimming Keen Hearing and Sight: The owl has advantage on
speed of 30ft.) Wisdom (Perception) checks that rely on hearing and
Spider Climb: The lizard can climb difficult surfaces, sight.
ACTIONS successful one. If the poison damage reduces the target
Talons. Melee Attack: +3 to hit, reach 5ft, one target. to 0 hit points, the target is stable but poisoned for 1
Hit: 8 (2d6 + 1) slashing damage. hour, even after regaining hit points, and is paralyzed
while poisoned in this way.

Web (Recharge 5-6). Ranged Attack: +5 to hit, range


GIANT SEA HORSE – CR 1/2 30/60ft, one creature.
AC: 13 (natural armor) Hit: The target is restrained by webbing. As an action,
HP: 16 (3d10) the restrained target can make a DC 12 Strength check,
Speed: 0ft, swim 40ft bursting the webbing on a success. The webbing can
STR: 12 (+1) INT: 2 (-4) also be attacked and destroyed (AC 10; HP 5;
DEX: 15 (+2) WIS: 12 (+1) vulnerability to fire damage; immunity to bludgeoning,
CON: 11 (+0) CHA: 5 (-3) poison, and psychic damage).

Senses: passive Perception 11

Charge: If the sea horse moves at least 20 feet straight GIANT TOAD – CR 1
toward a target and then hits it with a ram attack on the AC: 11
same turn, the target takes an extra 7 (2d6) bludgeoning HP: 39 (6d10 + 6)
damage. If the target is a creature, it must succeed on a Speed: 20ft, swim 40ft
DC 11 Strength saving throw or be knocked prone. STR: 15 (+2) INT: 2 (-4)
Water Breathing: The sea horse can only breathe DEX: 13 (+1) WIS: 10 (+0)
underwater. CON: 13 (+1) CHA: 3 (-4)

ACTIONS Senses: darkvision 30ft, passive Perception 10


Ram. Melee Attack: +3 to hit, reach 5ft, one target. Amphibious: The toad can breathe air and water.
Hit: 4 (1d6 + 1) bludgeoning damage.
Standing Leap: The toad’s long jump is up to 20ft and its
Aquatic elves train them as mounts. high jump is up to 10ft, with or without a running start.

ACTIONS
GIANT SPIDER – CR 1 Bite. Melee Attack: +4 to hit, reach 5ft, one target.
AC: 14 (natural armor) Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
HP: 26 (4d10 + 4) damage, and the target is grappled (escape DC 13).
Speed: 30ft, climb 30ft Until the grapple ends, the target is restrained, and the
toad can’t bite another target.
STR: 14 (+2) INT: 2 (-4)
DEX: 16 (+3) WIS: 11 (+0) Swallow. The toad makes one bite attack against a
CON: 12 (+1) CHA: 4 (-3) Medium or smaller target it is grappling. If the attack hits,
the target is swallowed, and the grapple ends. The
Skills: Stealth +7 swallowed target is blinded and restrained, it has total
Senses: blindsight 10ft, darkvision 60ft, passive cover against attacks and other effects outside the frog,
Perception 10 and it takes 10 (3d6) acid damage at the start of each of
the toad’s turns. The toad can have only one target
Spider Climb: The spider can climb difficult surfaces,
swallowed at a time.
including upside down on ceilings, without needing to
If the toad dies, a swallowed creature is no
make an ability check.
longer restrained by it and can escape from the corpse
Web Sense: While in contact with a web, the spider using 5 feet of movement, exiting prone.
knows the exact location of any other creature in contact
with the same web.
GIANT VULTURE – CR 1
Web Walker: The spider ignores movement restrictions
AC: 10
caused by webbing.
HP: 22 (3d10 + 6)
ACTIONS Speed: 10ft, fly 60ft
Bite. Melee Attack: +5 to hit, reach 5ft, one target.
STR: 15 (+2) INT: 6 (-2)
Hit: 7 (1d8 + 3) piercing damage and the target must
DEX: 10 (+0) WIS: 12 (+1)
make a DC 11 Constitution saving throw, taking 9 (2d8)
CON: 15 (+2) CHA: 7 (-2)
poison damage on a failed save, or half that on a
Skills: Perception +3 RIDING HORSE – CR 1/4
Senses: passive Perception 13 AC: 10
Languages: understands Common but can’t speak HP: 13 (2d10 + 2)
Speed: 60ft
Keen Sight and Smell: The vulture has advantage on
Wisdom (Perception) checks that rely on sight or smell. STR: 16 (+3) INT: 2 (-4)
DEX: 10 (+0) WIS: 11 (+0)
Pack Tactics: The vulture has advantage on an attack CON: 12 (+1) CHA: 7 (-2)
roll against a creature if at least one of the vulture’s allies
is within 5ft of the creature and the ally isn’t Senses: passive Perception 10
incapacitated.
ACTIONS
ACTIONS Hooves. Melee Attack: +5 to hit, reach 5ft, one target.
Multiattack. The vulture makes two attacks, one with its Hit: 8 (2d4 + 3) bludgeoning damage.
beak and one with its talons.

Beak. Melee Attack: +4 to hit, reach 5ft, one target.


Hit: 7 (2d4 + 2) piercing damage. TIGER – CR 1
AC: 12
Talons. Melee Attack: +4 to hit, reach 5ft, one target. HP: 37 (5d10 + 10)
Hit: 9 (2d6 + 2) slashing damage. Speed: 40ft

STR: 17 (+3) INT: 3 (-4)


DEX: 15 (+2) WIS: 12 (+1)
LION – CR 1 CON: 14 (+2) CHA: 8 (-1)
AC: 12
HP: 26 (4d10 + 4) Skills: Perception +3, Stealth +6
Speed: 50ft Senses: darkvision 60ft, passive Perception 13

STR: 17 (+3) INT: 3 (-4) Keen Smell: The tiger has advantage on Wisdom
DEX: 15 (+2) WIS: 12 (+1) (Perception) checks that rely on smell.
CON: 13 (+1) CHA: 8 (-1)
Pounce: If the tiger moves at least 20 feet straight
Skills: Perception +3, Stealth +6 toward a creature and then hits it with a claw attack on
Senses: passive Perception 13 the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the target
Keen Smell: The lion has advantage on Wisdom is prone, the tiger can make one bite attack against it as
(Perception) checks that rely on smell. a bonus action.
Pack Tactics: The lion has advantage on an attack roll ACTIONS
against a creature if at least one of the lion’s allies is Bite. Melee Attack: +5 to hit, reach 5ft, one target.
within 5ft of the creature and the ally isn’t incapacitated. Hit: 8 (1d10 + 3) piercing damage.
Pounce: If the lion moves at least 20 feet straight toward Claw. Melee Attack: +5 to hit, reach 5ft, one target.
a creature and then hits it with a claw attack on the same Hit: 7 (1d8 + 3) slashing damage.
turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the lion can make one bite attack against it as a bonus
action.

Running Leap: With a 10-foot running start, the lion can


long jump up to 25 feet.

ACTIONS WARHORSE – CR 1/2


Bite. Melee Attack: +5 to hit, reach 5ft, one target. AC: 11
Hit: 7 (1d8 + 3) piercing damage. HP: 19 (3d10 + 3)
Claws. Melee Attack: +5 to hit, reach 5ft, one target. Speed: 60ft
Hit: 6 (1d6 + 3) slashing damage. STR: 18 (+4) INT: 2 (-4)
DEX: 12 (+1) WIS: 12 (+1)
CON: 13 (+1) CHA: 7 (-2)

Senses: passive Perception 11


Trampling Charge: If the horse moves at least 20 feet modifier, where applicable. Barding doesn’t alter the
straight toward a creature and then hits with a hooves horse’s challenge rating.
attack on the same turn, that target must succeed on a
DC 14 Strength saving throw or be knocked prone. If the AC BARDING
target is prone, the horse can make another attack with 12 Leather
its hooves as a bonus action. 13 Studded Leather
14 Ring Mail
ACTIONS 15 Scale Mail
Hooves. Melee Attack: +6 to hit, reach 5ft, one target. 16 Chain Mail
Hit: 11 (2d6 + 4) bludgeoning damage. 17 Splint
18 Plate
Variant: WARHORSE ARMOR
An armored warhorse has an AC based on the type of
barding worn. The horse’s AC includes its Dexterity
CIRCLE OF THE MOON

Combat Wild Shape


At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action. Additionally,
while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per
level of the spell slot expended.

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2 nd level, you can
use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the
Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with
a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

Elemental Wild Shape


At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth
elemental, a fire elemental, or a water elemental.

Thousand Forms
By 14th level, you have learned to use magic to alter your form in more subtle ways. You can cast the alter self spell at
will.
LARGE BEASTS (OVER CR 1)

GIANT BOAR – CR 2 HUNTER SHARK – CR 2


AC: 12 (natural armor) AC: 12 (natural armor)
HP: 42 (5d10 + 15) HP: 45 (6d10 + 12)
Speed: 40ft Speed: 0ft, swim 40ft

STR: 17 (+3) INT: 2 (-4) STR: 18 (+4) INT: 1 (-5)


DEX: 10 (+0) WIS: 7 (-2) DEX: 13 (+1) WIS: 10 (+0)
CON: 16 (+3) CHA: 5 (-3) CON: 15 (+2) CHA: 4 (-3)

Senses: passive Perception 8 Skills: Perception +2


Senses: blindsight 30ft, passive Perception 12
Charge: If the boar moves at least 20 feet straight
toward a target and then hits it with a tusk attack on the Blood Frenzy: The shark has advantage on melee attack
same turn, the target takes an extra 7 (2d6) slashing rolls against any creature that doesn’t have all its hit
damage. If the target is a creature, it must succeed on a points.
DC 13 Strength saving throw or be knocked prone.
Water Breathing: The shark can only breathe
Relentless (Recharges after a Short or Long Rest): If the underwater.
boar takes 10 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead. ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
ACTIONS Hit: 13 (2d8 + 4) piercing damage.
Tusk. Melee Attack: +5 to hit, reach 5ft, one target.
Hit: 10 (2d6 + 3) slashing damage.
POLAR BEAR – CR 2
AC: 12 (natural armor)
GIANT SCORPION – CR 3 HP: 42 (5d10 + 15)
AC: 15 (natural armor) Speed: 40ft, swim 30ft
HP: 52 (7d10 + 14)
Speed: 40ft STR: 20 (+5) INT: 2 (-4)
DEX: 10 (+0) WIS: 13 (+1)
STR: 15 (+2) INT: 1 (-5) CON: 16 (+3) CHA: 7 (-2)
DEX: 13 (+1) WIS: 9 (-1)
CON: 15 (+2) CHA: 3 (-4) Skills: Perception +3
Senses: passive Perception 13
Senses: blindsight 60 ft, passive Perception 9
Keen Smell: The bear has advantage on Wisdom
ACTIONS (Perception) checks that rely on smell.
Multiattack. The scorpion makes three attacks: two with
its claws and one with its sting. ACTIONS
Multiattack. The bear makes two attacks: one with its
Claws. Melee Attack: +4 to hit, reach 5ft, one target. bite and one with its claws.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
grappled (escape DC 12). The scorpion has two claws, Bite. Melee Attack: +7 to hit, reach 5ft, one target.
each of which can grapple only one target. Hit: 9 (1d8 + 5) piercing damage.

Sting. Melee Attack: +4 to hit, reach 5ft, one creature. Claws. Melee Attack: +3 to hit, reach 5ft, one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must Hit: 12 (2d6 + 5) slashing damage.
make a DC 12 Constitution saving throw, taking 22 VARIANT: CAVE BEAR TRAITS
(4d10) poison damage on a failed save, or half that on a Some bears have adapted to life underground, feeding
successful one. on subterranean lichen and blind fish. Known as cave
bears, these ill-tempered behemoths have coarse, dark
hair and darkvision out to a range of 60ft. Otherwise,
they have the same statistics as a polar bear.
RHINOCEROS – CR 2 SABER-TOOTHED TIGER – CR 2
AC: 11 (natural armor) AC: 12 (natural armor)
HP: 45 (6d10 + 12) HP: 52 (7d10 + 14)
Speed: 40ft Speed: 40ft

STR: 21 (+5) INT: 2 (-4) STR: 18 (+4) INT: 3 (-4)


DEX: 8 (-1) WIS: 12 (+1) DEX: 14 (+2) WIS: 12 (+1)
CON: 15 (+2) CHA: 6 (-2) CON: 15 (+2) CHA: 8 (-1)

Senses: passive Perception 11 Skills: Perception +3, Stealth +6


Senses: passive Perception 13
Charge: If the rhinoceros moves at least 20 feet straight
toward a target and then hits it with a gore attack on the Keen Smell: The tiger has advantage on Wisdom
same turn, the target takes an extra 9 (2d8) bludgeoning (Perception) checks that rely on smell.
damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or be knocked prone. Pounce: If the tiger moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
ACTIONS the same turn, that target must succeed on a DC 14
Gore. Melee Attack: +7 to hit, reach 5ft, one target. Strength saving throw or be knocked prone. If the target
Hit: 14 (2d8 + 5) bludgeoning damage. is prone, the tiger can make one bite attack against it as
a bonus action.

ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Attack: +6 to hit, reach 5ft, one target.


Hit: 12 (2d6 + 5) slashing damage.
HUGE BEASTS

ELEPHANT – CR 4 GIANT CONSTRICTOR SNAKE – CR 2


AC: 12 (natural armor) AC: 12
HP: 76 (8d12 + 24) HP: 60 (8d12 + 8)
Speed: 40ft Speed: 30ft, swim 30ft

STR: 22 (+6) INT: 3 (-4) STR: 19 (+4) INT: 1 (-5)


DEX: 9 (-1) WIS: 11 (+0) DEX: 14 (+2) WIS: 10 (+0)
CON: 17 (+3) CHA: 6 (-2) CON: 12 (+1) CHA: 3 (-4)

Senses: passive Perception 10 Skills: Perception +2


Senses: blindsight 10ft, passive Perception 12
Trampling Charge: If the elephant moves at least 20 feet
straight toward a creature and then hits it with a gore ACTIONS
attack on the same turn, that target must succeed on a Bite. Melee Attack: +6 to hit, reach 10ft, one creature.
DC 12 Strength saving throw or be knocked prone. If the Hit: 11 (2d6 + 4) piercing damage.
target is prone, the elephant can make on stomp attack
against it as a bonus attack. Constrict. Melee Attack: +6 to hit, reach 5ft, one
creature.
ACTIONS Hit: 13 (2d8 + 4) bludgeoning damage, and the target is
Gore. Melee Attack: +8 to hit, reach 5ft, one target. grappled (escape DC 16). Until this grapple ends, the
Hit: 19 (3d8 + 6) piercing damage. creature is restrained, and the snake can’t constrict
another target.
Stomp. Melee Attack: +8 to hit, reach 5ft, one prone
creature.
Hit: 22 (3d10 + 6) bludgeoning damage.
GIANT CROCODILE – CR 5
AC: 14 (natural armor)
HP: 85 (9d12 + 27)
GIANT APE – CR 7 Speed: 30ft, swim 50ft
AC: 12
HP: 157 (15d12 + 60) STR: 21 (+5) INT: 2 (-4)
Speed: 40ft, climb 40ft DEX: 9 (-1) WIS: 10 (+0)
CON: 17 (+3) CHA: 7 (-2)
STR: 23 (+6) INT: 7 (-2)
DEX: 14 (+2) WIS: 12 (+1) Skills: Stealth +5
CON: 18 (+4) CHA: 7 (-2) Senses: passive Perception 10

Skills: Athletics +9, Perception +3 Hold Breath: The crocodile can hold its breath for 30
Senses: passive Perception 14 minutes.

ACTIONS ACTIONS
Multiattack. The ape makes two fist attacks. Multiattack: The crocodile makes two attacks: one with
is bite and one with is tail.
Fist. Melee Attack: +9 to hit, reach 10ft, one target.
Hit: 22 (3d10 + 6) bludgeoning damage. Bite. Melee Attack: +8 to hit, reach 5ft, one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is
Rock. Ranged Attack: +9 to hit, range 50/100ft, one grappled (escape DC 16). Until this grapple ends, the
target. target is restrained, and the crocodile can’t bite another
Hit: 30 (7d6 + 6) bludgeoning damage. target.

Tail. Melee Attack: +8 to hit, reach 10ft, one target.


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.
GIANT ELK – CR 2 Giant Sharks are 30 feet long and are normally found in
AC: 14 (natural armor) deep oceans.
HP: 42 (5d12 + 10)
Speed: 60ft

STR: 19 (+4) INT: 7 (-2) KILLER WHALE – CR 3


DEX: 16 (+3) WIS: 14 (+2) AC: 12 (natural armor)
CON: 14 (+2) CHA: 10 (+0) HP: 90 (12d12 + 12)
Speed: 0ft, swim 60ft
Skills: Perception +4
Senses: passive Perception 14 STR: 19 (+4) INT: 3 (-4)
Languages: Giant Elk, understands Common, Elvish and DEX: 10 (+0) WIS: 12 (+1)
Sylvan but can’t speak them CON: 13 (+1) CHA: 7 (-2)

Charge: If the elk moves at least 20 feet straight toward Skills: Perception +3
a creature and then hits it with a ram attack on the same Senses: blindsight 120ft, passive Perception 13
turn, the target takes an extra 7 (2d6) damage. If the Echolocation: The whale can’t use its blindsight while
target is a creature, it must succeed on a DC 14 deafened.
Strength saving throw or be knocked prone.
Hold Breath: The whale can hold its breath for 30
ACTIONS minutes.
Ram. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 10 (1d10 + 5) bludgeoning damage. Keen Hearing: The whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Hooves. Melee Attack: +6 to hit, reach 5ft, one target.
Hit: 12 (2d6 + 5) bludgeoning damage. ACTIONS
Bite. Melee Attack: +6 to hit, reach 5ft, one target.
Giant Elks are rare to the point that its appearance is Hit: 21 (5d6 + 4) piercing damage.
often taken as a foreshadowing of an important event,
such as the birth of a king. Legends tell of gods that take
the form of a giant elk when visiting the Material Plane.
MAMMOTH – CR 6
Many cultures therefore believe that to hunt these
AC: 13 (natural armor)
creatures is to invite divine wrath.
HP: 126 (11d12 + 55)
Speed: 40ft

GIANT SHARK – CR 5 STR: 24 (+7) INT: 3 (-4)


AC: 13 (natural armor) DEX: 9 (-1) WIS: 11 (+0)
HP: 126 (11d12 + 55) CON: 21 (+5) CHA: 6 (-2)
Speed: 0ft, swim 50ft
Senses: passive Perception 10
STR: 23 (+6) INT: 1 (-5)
Trampling Charge: If the mammoth moves at least 20
DEX: 11 (+0) WIS: 10 (+0)
feet straight toward a creature and then hits it with a
CON: 21 (+5) CHA: 5 (-3)
gore attack on the same turn, that target must succeed
Skills: Perception +3 on a DC 18 Strength saving throw or be knocked prone.
Senses: blindsight 60ft, passive Perception 13 If the target is prone, the mammoth can make on stomp
attack against it as a bonus attack.
Blood Frenzy: The shark has advantage on melee attack
rolls against any creature that doesn’t have all its hit ACTIONS
points. Gore. Melee Attack: +10 to hit, reach 10ft, one target.
Hit: 25 (4d8 + 7) piercing damage.
Water Breathing: The shark can only breathe
underwater. Stomp. Melee Attack: +10 to hit, reach 5ft, one prone
creature.
ACTIONS Hit: 29 (4d10 + 7) bludgeoning damage.
Bite. Melee Attack: +9 to hit, reach 5ft, one target.
Hit: 22 (3d10 + 6) piercing damage.

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