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Almiraj Baboon Badger

Small beast, unaligned Small beast, unaligned Tiny beast, unaligned

Armor Class 13 Armor Class 12 Armor Class 10


Hit points 3 (1d6) Hit points 3 (1d6) Hit points 3 (1d4 + 1)
Speed 50 ft. Speed 30 ft., climb 30 ft. Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 16 (+3) 10 (+0) 2 (–4) 14 (+2) 10 (+0) 8 (–1) 14 (+2) 11 (+0) 4 (–3) 12 (+1) 6 (–2) 4 (–3) 11 (+0) 12 (+1) 2 (–4) 12 (+1) 5 (–3)

Skills Perception +4, Stealth +5 Senses passive Perception 11 Senses darkvision 30 ft., passive Perception 11
Senses darkvision 30 ft., passive Perception 14 Languages – Languages –
Languages – Challenge 0 (10 XP) Challenge 0 (10 XP)
Challenge 0 (10 XP)
Pack Tactics. The baboon has advantage on an attack roll against a creature if Keen Smell. The badger has advantage on Wisdom (Perception) checks that
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that at least one of the baboon’s allies is within 5 feet of the creature and the ally rely on smell.
rely on hearing or sight. isn’t incapacitated.
Actions
Actions Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Hit: 5 (1d4 + 3) piercing damage. Hit: 1 (1d4 – 1) piercing damage.

Source: Tomb of Annihilation p.211 Source: Monster Manual p.318 Source: Monster Manual p.318

Bat Cat Crab


Tiny beast, unaligned Tiny beast, unaligned Tiny beast, unaligned

Armor Class 12 Armor Class 12 Armor Class 11 (natural armor)


Hit points 1 (1d4 – 1) Hit points 2 (1d4) Hit points 2 (1d4)
Speed 5 ft., fly 30 ft. Speed 40 ft., climb 30 ft. Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 15 (+2) 8 (–1) 2 (–4) 12 (+1) 4 (–3) 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 7 (–2) 2 (–4) 11 (+0) 10 (+0) 1 (–5) 8 (–1) 2 (–4)

Senses blindsight 60 ft., passive Perception 11 Skills Perception +3, Stealth +4 Skills Stealth +2
Languages – Senses passive Perception 13 Senses darkvision 30 ft., passive Perception 9
Challenge 0 (10 XP) Languages – Languages –
Challenge 0 (10 XP) Challenge 0 (10 XP)
Echolocation. While it can’t hear, the bat has no blindsight.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely Amphibious. The crab can breathe air and water.
rely on hearing on smell.
Actions
Actions Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Hit: 1 piercing damage. Hit: 1 slashing damage.

Source: Monster Manual p.318 Source: Monster Manual p.320 Source: Monster Manual p.320

Cranium Rat Deer Eagle


Tiny beast, lawful evil Medium beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 13 Armor Class 12


Hit points 2 (1d4) Hit points 4 (1d8) Hit points 3 (1d6)
Speed 30 ft. Speed 50 ft. Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 14 (+2) 10 (+0) 4 (–3) 11 (+0) 8 (–1) 11 (+0) 16 (+3) 11 (+0) 2 (–4) 14 (+2) 5 (–3) 6 (–2) 15 (+2) 10 (+0) 2 (–4) 14 (+2) 7 (–2)

Senses darkvision 30 ft., passive Perception 10 Senses passive Perception 12 Skills Perception +4
Languages telepathy 30 ft. Languages – Senses passive Perception 14
Challenge 0 (10 XP) Challenge 0 (10 XP) Languages –
Challenge 0 (10 XP)
Illumination. As a bonus action, the cranium rat can shed dim light from its Actions
brain in a 5-foot radius or extinguish the light. Keen Sight. The eagle has advantage on Wisdom (Perception) checks that
Telepathic Shroud. The cranium rat is immune to any effect that would sense Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. rely on sight.
its emotions or read its thoughts, as well as to all divination spells. Hit: 2 (1d4) piercing damage.
Actions
Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Hit: 1 piercing damage.

Source: Volo’s Guide to Monsters p.133 Source: Monster Manual p.321 Source: Monster Manual p.322
Badger Baboon Almiraj

Crab Cat Bat

Eagle Deer Cranium Rat


Frog Flying Monkey Giant Fire Beetle
Tiny beast, unaligned Small beast, unaligned Small beast, unaligned

Armor Class 11 Armor Class 12 Armor Class 13 (natural armor)


Hit points 1 (1d4 – 1) Hit points 3 (1d6) Hit points 4 (1d6 + 1)
Speed 20 ft., swim 20 ft. Speed 20 ft., climb 20 ft., fly 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (–5) 13 (+1) 8 (–1) 1 (–5) 8 (–1) 3 (–4) 8 (–1) 14 (+2) 11 (+0) 5 (–3) 12 (+1) 6 (–2) 8 (–1) 10 (+0) 12 (+1) 1 (–5) 7 (–2) 3 (–4)

Skills Perception +1, Stealth +3 Senses passive Perception 11 Senses blindsight 30 ft., passive Perception 8
Senses darkvision 30 ft., passive Perception 11 Languages – Languages –
Languages – Challenge 0 (10 XP) Challenge 0 (10 XP)
Challenge 0 (10 XP)
Pack Tactics. The flying monkey has advantage on an attack roll against a Illumination. The beetle sheds bright light in a 10-foot radius and dim light for
Amphibious. The frog can breathe air and water. creature if at least one of the monkey’s allies is within 5 feet of the creature and an additional 10 feet.
the ally isn’t incapacitated.
Standing Leap. The frog’s long jump is up to 10 feet and its high jump is up to Actions
5 feet, with or without a running start. Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) slashing damage.
Hit: 1 (1d4 – 1) piercing damage.

Source: Monster Manual p.322 Source: Tomb of Annihilation p.220 Source: Monster Manual p.325

Goat Hawk Hyena


Medium beast, unaligned Tiny beast, unaligned Medium beast, unaligned

Armor Class 10 Armor Class 13 Armor Class 11


Hit points 4 (1d8) Hit points 1 (1d4 – 1) Hit points 5 (1d8 + 1)
Speed 40 ft. Speed 10 ft., fly 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (–4) 10 (+0) 5 (–3) 5 (–3) 16 (+3) 8 (–1) 2 (–4) 14 (+2) 6 (–2) 11 (+0) 13 (+1) 12 (+1) 2 (–4) 12 (+1) 5 (–3)

Senses passive Perception 10 Skills Perception +4 Skills Perception +3


Languages – Senses passive Perception 14 Senses passive Perception 13
Challenge 0 (10 XP) Languages – Languages –
Challenge 0 (10 XP) Challenge 0 (10 XP)
Charge. If the goat moves at least 20 feet straight toward a target and then
hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that Pack Tactics. The hyena has advantage on an attack roll against a creature if at
bludgeoning damage. lf the target is a creature, it must succeed on a DC 10 rely on sight least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t
Strength saving throw or be knocked prone. incapacitated.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws Actions
made against effects that would knock it prone. Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 1 slashing damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

Source: Monster Manual p.330 Source: Monster Manual p.330 Source: Monster Manual p.331

Jackal Lizard Octopus


Small beast, unaligned Tiny beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 10 Armor Class 12


Hit points 3 (1d6) Hit points 2 (1d4) Hit points 3 (1d6)
Speed 40 ft. Speed 20 ft., climb 20ft. Speed 5ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 11 (+0) 3 (–4) 12 (+1) 6 (–2) 2 (–4) 11 (+0) 10 (+0) 1 (–5) 8 (–1) 3 (–4) 4 (–3) 15 (+2) 11 (+0) 3 (–4) 10 (+0) 4 (–3)

Skills Perception +3 Senses darkvision 30 ft., passive Perception 9 Skills Perception +2, Stealth +4
Senses passive Perception 13 Languages – Senses darkvision 30 ft., passive Perception 12
Languages – Challenge 0 (10 XP) Languages –
Challenge 0 (10 XP) Challenge 0 (10 XP)
Actions
Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
checks that rely on hearing or smell. Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Underwater Camouflage The octopus has advantage on Dexterity (Stealth)
Pack Tactics. The jackal has advantage on an attack roll against a creature if at checks made underwater
least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t
incapacitated. Water Breathing. The octopus can breather only underwater.

Actions Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 (1d4 – 1) piercing damage. 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.

Source: Monster Manual p.331 Source: Monster Manual p.332 Source: Monster Manual p.333
Flying
Giant Fire Beetle Monkey Frog

Hyena Hawk Goat

Octopus Lizard Jackal


Owl Quipper Rat
Tiny beast, unaligned Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 13 Armor Class 10


Hit points 1 (1d4 – 1) Hit points 1 (1d4 – 1) Hit points 1 (1d4 – 1)
Speed 5 ft., fly 60 ft. Speed 0 ft., swim 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 13 (+1) 8 (–1) 2 (–4) 12 (+1) 7 (–2) 2 (–4) 16 (+3) 9 (–1) 1 (–5) 7 (–2) 2 (–4) 2 (–4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 4 (–3)

Skills Perception +3, Stealth +3 Senses darkvision 60 ft., passive Perception 8 Senses darkvision 30 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 13 Languages – Languages –
Languages – Challenge 0 (10 XP) Challenge 0 (10 XP)
Challenge 0 (10 XP)
Blood Frenzy. The quipper has advantage on melee attack rolls against any Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an creature that doesn’t have all its hit points. on smell.
enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception)
Water Breathing. The quipper can breathe only water. Actions
checks that rely on hearing or sight. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

Source: Monster Manual p.333 Source: Monster Manual p.335 Source: Monster Manual p.335

Raven Scorpion Sea Horse


Tiny beast, unaligned Tiny beast, unaligned Tiny beast, unaligned

Armor Class 12 Armor Class 11 (natural armor) Armor Class 11


Hit points 1 (1d4 – 1) Hit points 1 (1d4 – 1) Hit points 1 (1d4 – 1)
Speed 10 ft., fly 50 ft. Speed 10 ft. Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 14 (+2) 8 (–1) 2 (–4) 12 (+1) 6 (–2) 2 (–4) 11 (+0) 8 (–1) 1 (–5) 8 (–1) 2 (–4) 1 (–5) 12 (+1) 8 (–1) 1 (–5) 10 (+0) 2 (–4)

Skills Perception +3 Senses blindsight 10 ft., passive Perception 9 Senses passive Perception 10
Senses passive Perception 13 Languages – Languages –
Languages – Challenge 0 (10 XP) Challenge 0 (10 XP)
Challenge 0 (10 XP)

Actions Water Breathing. The sea horse can breathe only water.
Mimicry. The raven can mimic simple sounds it has heard, such as a person
whispering, a baby crying, or an animal chittering. A creature that hears the Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving
check. throw, taking 4 (1d8) poison damage on a failed save, or half as much on a
successful one.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 peircing damage.

Source: Monster Manual p.335 Source: Monster Manual p.337 Source: Monster Manual p.337

Spider Tressym Vulture


Tiny beast, unaligned Tiny beast, chaotic neutral Medium beast, unaligned

Armor Class 12 Armor Class 12 Armor Class 10


Hit points 1 (1d4 – 1) Hit points 5 (2d4) Hit points 5 (1d8 + 1)
Speed 20 ft., climb 20 ft. Speed 40 ft., climb 30 ft., fly 40 ft. Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 14 (+2) 8 (–1) 1 (–5) 10 (+0) 2 (–4) 3 (–4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1) 7 (–2) 10 (+0) 13 (+1) 2 (–4) 12 (+1) 4 (–3)

Skills Stealth +4 Skills Perception +5, Stealth +4 Skills Perception +3


Senses darkvision 30 ft., passive Perception 10 Damage Immunities poison Senses passive Perception 13
Languages – Condition Immunities poisoned Languages –
Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 15 Challenge 0 (10 XP)
Languages understands Common but can’t speak
Spider Climb. The spider can climb difficult surfaces, including upside down on Challenge 0 (10 XP) Keen Sight and Smell. The vulture has advantage on Wisdom (Perception)
ceilings, without needing to make an ability check. checks that rely on sight or smell.
Web Sense. While in contact with a web, the spider knows the exact location of Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to Pack Tactics. The vulture has advantage on an attack roll against a creature if
any other creature in contact with the same web. conceal anything from the tressym’s sight. at least one of the vulture’s allies is within 5 feet of the creature and the ally
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that isn’t incapacitated.
Web Walker. The spider ignores movement restrictions caused by webbing.
rely on smell.
Actions
Actions Poison Sense. A tressym can detect whether a substance is poisonous by taste,
touch or smell. Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) peircing damage.
Hit: 1 peircing damage, and the target must succeed on a DC 9 Constitution
saving throw or take 2 (1d4) poison damage.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

Source: Monster Manual p.337 Source: Storm King’s Thunder p.242 Source: Monster Manual p.339
Rat Quipper Owl

Sea Horse Scorpion Raven

Vulture Tressym Spider


Weasel Blood Hawk Camel
Tiny beast, unaligned Small beast, unaligned Large beast, unaligned

Armor Class 13 Armor Class 12 Armor Class 9


Hit points 1 (1d4 – 1) Hit points 7 (2d6) Hit points 15 (2d10 + 4)
Speed 30 ft. Speed 10 ft., fly 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 16 (+3) 8 (–1) 2 (–4) 12 (+1) 3 (–4) 6 (–2) 14 (+2) 10 (+0) 3 (–4) 14 (+2) 5 (–3) 16 (+3) 8 (–1) 14 (+2) 2 (–4) 8 (–1) 5 (–3)

Skills Perception +3, Stealth +5 Skills Perception +4 Senses passive Perception 9


Senses passive Perception 13 Senses passive Perception 14 Languages –
Languages – Languages – Challenge 1/8 (25 XP)
Challenge 0 (10 XP) Challenge 1/8 (25 XP)
Actions
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that
checks that rely on hearing or smell. rely on sight. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Actions 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
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. incapacitated.
Hit: 1 peircing damage.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) peircing damage.

Source: Monster Manual p.340 Source: Monster Manual p.319 Source: Monster Manual p.320

Dolphin Flying Snake Giant Crab


Medium beast, unaligned Tiny beast, unaligned Medium beast, unaligned

Armor Class 12 (natural armor) Armor Class 14 Armor Class 15 (natural armor)
Hit points 11 (2d8 + 2) Hit points 5 (2d4) Hit points 13 (3d8)
Speed 10 ft., swim 60 ft. Speed 30 ft., fly 60 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 6 (–2) 12 (+1) 7 (–2) 4 (–3) 18 (+4) 11 (+0) 2 (–4) 12 (+1) 5 (–3) 13 (+1) 15 (+2) 11 (+0) 1 (–5) 9 (–1) 3 (–4)

Skills Perception +3 Senses blindsight 10 ft., passive Perception 11 Skills Stealth +4


Senses blindsight 60 ft., passive Perception 13 Languages – Senses blindsight 30 ft., passive Perception 9
Languages – Challenge 1/8 (25 XP) Languages –
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)
Flyby. The snake doesn’t provoke opportunity attacks when it flies out of an
Charge. If the dolphin moves at least 30 feet straight toward a target and then enemy’s reach. Amphibious. The crab can breathe air and water.
hits it with a slam attack on the same turn, the target takes an extra 3 (1d6)
bludgeoning damage. Actions Actions
Hold Breath. The dolphin can hold its breath for 20 minutes. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 piercing damage plus 7 (3d4) poison damage. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC
Actions 11). The crab has two claws, each of which can grapple only one target.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

Source: Volo’s Guide to Monsters p.208 Source: Monster Manual p.322 Source: Monster Manual p.324

Giant Rat Giant Weasel Mastiff


Small beast, unaligned Large beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 13 Armor Class 12


Hit points 7 (2d6) Hit points 9 (2d8) Hit points 5 (1d8 + 1)
Speed 30 ft. Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (–2) 15 (+2) 11 (+0) 2 (–4) 10 (+0) 4 (–3) 11 (+0) 16 (+3) 10 (+0) 4 (–3) 12 (+1) 5 (–3) 13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2)

Senses darkvision 60 ft., passive Perception 10 Skills Perception +3, Stealth +5 Skills Perception +3
Languages – Senses darkvision 60 ft., passive Perception 13 Senses passive Perception 13
Challenge 1/8 (25 XP) Languages – Languages –
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) check that rely
on smell. Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception)
Pack Tactics. The rat has advantage on an attack roll against a creature if at check that rely on hearing or smell. check that rely on hearing or smell.
least one of the rat’s allies is within 5 feet of the creature and the ally isn’t
incapacitated. Actions Actions
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. a DC 11 Strength saving throw or be knocked prone.
Hit: 4 (1d4 + 2) piercing damage.

Source: Monster Manual p.327 Source: Monster Manual p.329 Source: Monster Manual p.332
Camel Blood Hawk Weasel

Giant Crab Flying Snake Dolphin

Mastiff Giant Weasel Giant Rat


Mule Poisonous Snake Pony
Medium beast, unaligned Tiny beast, unaligned Medium beast, unaligned

Armor Class 10 Armor Class 13 Armor Class 10


Hit points 11 (2d8 + 2) Hit points 2 (1d4) Hit points 11 (2d8 + 2)
Speed 40 ft. Speed 30 ft., swim 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (–4) 10 (+0) 5 (–3) 2 (–4) 16 (+3) 11 (+0) 1 (–5) 10 (+0) 3 (–4) 15 (+2) 10 (+0) 13 (+1) 2 (–4) 11 (+0) 7 (–2)

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

Beast of Burden. The mule is considered to be a Large animal for the purpose of Actions Actions
determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
made against effects that would knock it prone. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving Hit: 7 (2d4 + 2) bludgeoning damage.
throw, taking 5 (2d4) poison damage on a failed save, or half as much damage
Actions on a successful one.

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 4 (1d4 + 2) bludgeoning damage.

Source: Monster Manual p.333 Source: Monster Manual p.334 Source: Monster Manual p.335

Strige Axe Beak Boar


Tiny beast, unaligned Large beast, unaligned Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 11 Armor Class 11 (natural armor)
Hit points 2 (1d4) Hit points 19 (3d10 + 3) Hit points 11 (2d8 + 2)
Speed 10 ft., fly 40 ft. Speed 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 6 (–2) 14 (+2) 12 (+1) 12 (+1) 2 (–4) 10 (+0) 5 (–3) 13 (+1) 11 (+0) 12 (+1) 2 (–4) 9 (–1) 5 (–3)

Senses darkvision 60 ft., passive Perception 9 Senses passive Perception 10 Senses passive Perception 9
Languages – Languages – Languages –
Challenge 1/8 (25 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Actions Actions 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 3 (1d6) slashing
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. damage. If the target is a creature, it must succeed on a DC 11 Strength saving
Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While Hit: 6 (1d8 + 2) slashing damage. throw or be knocked prone.
attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s Relentless (Recharge after a Short or Long Rest). If the boar takes 7 damage or
turns, the target loses 5 (1d4 + 3) hit points due to blood loss. less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The stirge can detach itself by spending 5 feet of its movement. It does so af-
ter it drains 10 hit points of blood from the target or the target dies. A creature, Actions
including the target, can use its action to detach the stirge.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.

Source: Monster Manual p.284 Source: Monster Manual p.317 Source: Monster Manual p.319

Constrictor Snake Cow Draft Horse


Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 10 Armor Class 10


Hit points 13 (2d10 + 2) Hit points 15 (2d10 + 4) Hit points 19 (3d10 + 3)
Speed 30 ft., swim 30ft. Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4) 18 (+4) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 4 (–3) 18 (+4) 10 (+0) 12 (+1) 2 (–4) 11 (+0) 7 (–2)

Senses blindsight 10ft., passive Perception 10 Senses passive Perception 10 Senses passive Perception 10
Languages – Languages – Languages –
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Actions Charge. If the cow moves at least 20 feet straight toward a target and then Actions
hits it with a gore attack on the same turn, the target takes an extra 7 (2d6)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage. Hit: 9 (2d4 + 4) bludgeoning damage.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
14). Until this grapple ends, the creature is restrained, and the snake can’t Hit: 7 (1d6 + 4) piercing damage.
constrict another target.

Source: Monster Manual p.320 Source: Volo’s Guide to Monsters p.207 Source: Monster Manual p.321
Pony Poisonous Snake Mule

Boar Axe Beak Stirge

Draft Horse Cow Constrictor Snake


Elk Giant Badger Giant Bat
Large beast, unaligned Medium beast, unaligned Large beast, unaligned

Armor Class 10 Armor Class 10 Armor Class 13


Hit points 13 (2d10 + 2) Hit points 13 (2d8 + 4) Hit points 22 (4d10)
Speed 50 ft. Speed 30 ft., burrow 10 ft. Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (–4) 10 (+0) 6 (–2) 13 (+1) 10 (+0) 15 (+2) 2 (–4) 12 (+1) 5 (–3) 15 (+2) 16 (+3) 11 (+0) 2 (–4) 12 (+1) 6 (–2)

Senses passive Perception 10 Senses darkvision 30 ft., passive Perception 11 Senses blindsight 60 ft., passive Perception 11
Languages – Languages – Languages –
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Charge. lf the elk moves at least 20 feet straight toward a target and then hits it Keen Smell. The badger has advantage on Wisdom (Perception) checks that Echolocation. The bat can’t use its blindsight while deafened.
with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. rely on smell.
If the target is a creature, it must succeed on a DC 13 Strength saving throw Keen Hearing. The bat has advantage on Wisdom (Perception) checks that
or be knocked prone. Actions rely on hearing.

Actions Multiattack. The badger makes two attacks: one with its bite and one with Actions
its claws .
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) bludgeoning damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hit: 4 (1d6 + 1) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature.
Hit: 8 (2d4 + 3) bludgeoning damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.

Source: Monster Manual p.322 Source: Monster Manual p.323 Source: Monster Manual p.323

Giant Centipede Giant Frog Giant Lizard


Small beast, unaligned Medium beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 11 Armor Class 12 (natural armor)
Hit points 4 (1d6 + 1) Hit points 18 (4d8) Hit points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft. Speed 30 ft., swim 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (–3) 14 (+2) 12 (+1) 1 (–5) 7 (–2) 3 (–4) 12 (+1) 13 (+1) 11 (+0) 2 (–4) 10 (+0) 3 (–4) 15 (+2) 12 (+1) 13 (+1) 2 (–4) 10 (+0) 5 (–3)

Senses blindsight 30 ft., passive Perception 8 Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 10
Languages – Senses darkvision 30 ft., passive Perception 12 Languages –
Challenge 1/4 (50 XP) Languages – Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Actions Some giant lizards have one or both of the following traits.
Amphibious. The frog can breathe air and water. Variant: Hold Breath. The lizard can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. (A lizard that has this trait also has a swimming speed of 30 feet.)
Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to
Constitution saving throw or take 10 (3d6) poison damage. If the poison 10 feet, with or without a running start. Variant - Giant Riding Lizard: Spider Climb. The lizard can climb difficult
damage reduces the target to 0 hit points, the target is stable but poisoned for surfaces, including upside down on ceilings, without needing to make an
1 hour, even after regaining hit points, and is paralyzed while poisoned Actions ability check.
in this way.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 4 (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 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
target. Hit: 6 (1d8 + 2) piercing damage.
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) 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.

Source: Monster Manual p.323 Source: Monster Manual p.325 Source: Monster Manual p.326

Giant Owl Giant Poisonous Snake Giant Wolf Spider


Large beast, neutral Medium beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 14 Armor Class 13


Hit points 19 (3d10 + 3) Hit points 11 (2d8 + 2) Hit points 11 (2d8 + 2)
Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (–1) 13 (+1) 10 (+0) 10 (+0) 18 (+4) 13 (+1) 2 (–4) 10 (+0) 3 (–4) 12 (+1) 16 (+3) 13 (+1) 3 (–4) 12 (+1) 4 (–4)

Skills Perception +5, Stealth +4 Skills Perception +2 Skills Perception +3, Stealth +7
Senses darkvision 120 ft., passive Perception 15 Senses blindsight 10 ft., passive Perception 12 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages Giant Owl, understands Common, Elvish, and Sylvan but can’t Languages – Languages –
speak them Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)

Actions Spider Climb. The spider can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Web Sense. While in contact with a web, the spider knows the exact location of
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Consti- any other creature in contact with the same web.
checks that rely on hearing or sight. tution saving throw, taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. Web Walker. The spider ignores movement restrictions caused by webbing.
Actions Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 8 (2d6 + 1) slashing damage. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Consti-
tution 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.

Source: Monster Manual p.327 Source: Monster Manual p.327 Source: Monster Manual p.330
Giant Bat Giant Badger Elk

Giant Lizard Giant Frog Giant Centipede

Giant Wolf Spider Giant Poisonous Snake Giant Owl


Male Steeder Panther Riding Horse
Medium beast, unaligned Medium beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 12 Armor Class 10


Hit points 13 (2d8 + 4) Hit points 13 (3d8) Hit points 13 (2d10 + 2)
Speed 30 ft., climb 30 ft. Speed 50 ft., climb 40 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 2 (–4) 10 (+0) 3 (–4) 14 (+2) 15 (+2) 10 (+0) 3 (–4) 14 (+2) 7 (–2) 16 (+3) 10 (+0) 12 (+1) 2 (–4) 11 (+0) 7 (–2)

Skills Stealth +5 Skills Perception +4, Stealth +6 Senses passive Perception 10


Senses darkvision 120 ft., passive Perception 10 Senses passive Perception 14 Languages –
Languages – Languages – Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

Actions
Spider Climb. The steeder can climb difficult surfaces, including upside down Keen Smell. The panther has advantage on Wisdom (Perception) checks that
on ceilings, without needing to make an ability check. rely on smell. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Leap. The steeder can expend all its movement on its turn to jump up to 60 Pounce. If the panther moves at least 20 feet straight toward a creature and Hit: 8 (2d4 + 3) bludgeoning damage.
feet vertically or horizontally, provided that its speed is at least 30 feet. 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
Actions panther can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Actions
Hit: 7 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitu-
tion saving throw, taking 4 (1d8) acid damage on a failed save, or half as much Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage on a successful one. Hit: 5 (1d6 + 2) piercing damage.
Sticky Leg (Recharges when the Steeder Has No Creatures Grappled). Melee Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: 4 (1d4 + 2) slashing damage.
Hit: The target is stuck to the steeder’s leg and grappled until it escapes
(escape DC 12).

Source: Out of the Abyss p.231 Source: Monster Manual p.333 Source: Monster Manual p.336

Swarm of Bats Swarm of Rats Swarm of Ravens


Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 12 Armor Class 10 Armor Class 12


Hit points 22 (5d8) Hit points 24 (7d8 – 7) Hit points 24 (7d8 – 7)
Speed 0 ft., fly 30 ft. Speed 30 ft. Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (–3) 15 (+2) 10 (+0) 2 (–4) 12 (+1) 4 (–3) 9 (–1) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 3 (–4) 6 (–2) 14 (+2) 8 (–1) 3 (–4) 12 (+1) 6 (–2)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing Skills Perception +5
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Damage Resistances bludgeoning, piercing, slashing
prone, restrained, stunned prone, restrained, stunned Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
Senses blindsight 60 ft., passive Perception 11 Senses darkvision 30 ft., passive Perception 10 prone, restrained, stunned
Languages – Languages – Senses passive Perception 15
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Languages –
Challenge 1/4 (50 XP)
Echolocation. The swarm can’t use its blindsight while deafened. Keen Smell. The swarm has advantage on Wisdom (Perception) checks that
rely on smell. Swarm. The swarm can occupy another creature’s space and vice versa, and
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that
rely on hearing. Swarm. The swarm can occupy another creature’s space and vice versa, and the the swarm can move through any opening large enough for a Tiny raven. The
swarm can move through any opening large enough for a Tiny rat. The swarm swarm can’t regain hit points or gain temporary hit points.
Swarm. The swarm can occupy another creature’s space and vice versa, and the can’t regain hit points or gain temporary hit points.
swarm can move through any opening large enough for a Tiny bat. The swarm Actions
can’t regain hit points or gain temporary hit points. Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s
Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space.
space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
space. of its hit points or fewer.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half
of its hit points or fewer.

Source: Monster Manual p.337 Source: Monster Manual p.339 Source: Monster Manual p.339

Wolf Ape Black Bear


Medium beast, unaligned Medium beast, unaligned Medium beast, unaligned

Armor Class 13 (natural armor) Armor Class 12 Armor Class 11 (natural armor)
Hit points 11 (2d8 + 2) Hit points 19 (3d8 + 6) Hit points 19 (3d8 + 6)
Speed 40 ft. Speed 30 ft., climb 30 ft. Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2) 16 (+3) 14 (+2) 14 (+2) 6 (–2) 12 (+1) 7 (–2) 15 (+2) 10 (+0) 14 (+2) 2 (–4) 12 (+1) 7 (–2)

Skills Perception +3, Stealth +4 Skills Athletics +5, Perception +3 Skills Perception +3
Senses passive Perception 13 Senses passive Perception 13 Senses passive Perception 13
Languages – Languages – Languages –
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) Actions Keen smell. The bear has advantage on Wisdom (Perception) checks that rely
checks that rely on hearing or smell. on smell.
Multiattack. The ape makes two fist attacks.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at
least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions
incapacitated. Hit: 6 (1d6 + 3) bludgeoning damage. Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Actions Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
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 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
a DC 11 Strength saving throw or be knocked prone. Hit: 7 (2d4 + 2) slashing damage.

Source: Monster Manual p.341 Source: Monster Manual p.317 Source: Monster Manual p.318
Riding Horse Panther Male Steeder

Swarm of Ravens Swarm of Rats Swarm of Bats

Black Bear Ape Wolf


Crocodile Giant Goat Giant Sea Horse
Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 11 (natural armor) Armor Class 13 (natural armor)
Hit points 19 (3d10 + 3) Hit points 19 (3d10 + 3) Hit points 16 (3d10)
Speed 20 ft., swim 30 ft. Speed 40 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (–4) 10 (+0) 5 (–3) 17 (+3) 11 (+0) 12 (+1) 3 (–4) 12 (+1) 6 (–2) 12 (+1) 15 (+2) 11 (+0) 2 (–4) 12 (+1) 5 (–3)

Skills Perception +2 Senses passive Perception 11 Senses passive Perception 11


Senses passive Perception 10 Languages – Languages –
Languages – Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Charge. If the goat moves at least 20 feet straight toward a target and then Charge. If the sea horse moves at least 20 feet straight toward a target and then
Hold breath. The crocodile can hold its breath for 15 minutes. hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) hits it with a ram attack on the same turn, the target takes an extra 7 (2d6)
bludgeoning damage. If the target is a creature, it must succeed on a DC 13 bludgeoning damage. It the target is a creature, it must succeed on a DC 11
Actions Strength saving throw or be knocked prone. Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws Water Breathing. The sea horse can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. made against effects that would knock it prone.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Actions
Until this grapple ends, the target is restrained, and the crocodile can’t bite Actions
another target. Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Hit: 8 (2d4 + 3) bludgeoning damage.

Source: Monster Manual p.320 Source: Monster Manual p.326 Source: Monster Manual p.328

Giant Wasp Jaculi Reef Shark


Medium beast, unaligned Large beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 14 (natural armor) Armor Class 12 (natural armor)
Hit points 13 (3d8) Hit points 16 (3d10) Hit points 22 (4d8 + 4)
Speed 10 ft., fly 50 ft. Speed 30 ft., climb 20 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (–5) 10 (+0) 3 (–4) 15 (+2) 14 (+2) 11 (+0) 2 (–4) 8 (–1) 3 (–4) 14 (+2) 13 (+1) 13 (+1) 1 (–5) 10 (+0) 4 (–3)

Senses passive Perception 10 Skills Athletics +4, Perception +1, Stealth +4 Skills Perception +2
Languages – Senses blindsight 30 ft., passive Perception 11 Senses blindsight 30 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages – Languages –
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)
Actions
Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to Pack Tactics. The shark has advantage on an attack roll against a creature if at
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. hide. least one of the shark’s allies is within 5 feet of the creature and the ally isn’t
Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Consti- incapacitated.
tution saving throw, taking 10 (3d6) poison damage on a failed save, or half as Keen Smell. The jaculi has advantage on Wisdom (Perception) checks that
much damage on a successful one. If the poison damage reduces the target to rely on smell. Water Breathing. The shark can breathe only underwater.
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. Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage. Hit: 6 (1d8 + 2) piercing damage.
Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack
against a target within its reach. This attack has advantage if the jaculi springs at
least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.

Source: Monster Manual p.329 Source: Tomb of Annihilation p.225 Source: Monster Manual p.336

Swarm of Insects Swarm of Rot Grubs Warhorse


Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 8 Armor Class 11


Hit points 22 (5d8) Hit points 22 (5d8) Hit points 19 (3d10 + 3)
Speed 20 ft., climb 20 ft. (Beetles: burrow 5ft., Wasps: 5 ft., fly 30 ft.) Speed 5 ft., climb 5 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 13 (+1) 10 (+0) 1 (–5) 7 (–2) 1 (–5) 2 (–4) 7 (–2) 10 (+0) 1 (–5) 2 (–4) 1 (–5) 18 (+4) 12 (+1) 13 (+1) 2 (–4) 12 (+1) 7 (–2)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances piercing, slashing Senses passive Perception 11
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Languages –
prone, restrained, stunned prone, restrained Challenge 1/2 (100 XP)
Senses blindsight 10 ft., passive Perception 8 Senses blindsight 10 ft., passive Perception 6
Languages – Languages – Trampling Charge. If the horse moves at least 20 feet straight toward a creature
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP) 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
Swarm. The swarm can occupy another creature’s space and vice versa, and Swarm. The swarm can occupy another creature’s space and vice versa, and bonus action.
the swarm can move through any opening large enough for a Tiny insect. The the swarm can move through any opening large enough for a Tiny maggot. The
swarm can’t regain hit points or gain temporary hit points. swarm can’t regain hit points or gain temporary hit points. Actions
Variant - Spiders: A swarm of spiders has the following additional traits:
Spider Climb, Web Sense, Web Walker.
Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s
Actions space.
Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying
space. fire to the bite wound before the end of the target’s next turn deals 1 fire
Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has damage to the target and kills these rot grubs. After this time, these rot grubs
half of its hit points or fewer. are too far under the skin to be burned.
Variant - Centipedes: A creature reduced to 0 hit points by a swarm of If a target infested by rot grubs ends its turn with 0 hit points, it dies as the
centipedes is stable but poisoned for 1 hour, even after regaining hit points, rot grubs burrow into its heart and kill it. Any effect that cures disease kills all
and paralyzed while poisoned in this way. rot grubs infesting the target.

Source: Monster Manual p.338 Source: Volo’s Guide to Monsters p.208 Source: Monster Manual p.340
Giant Sea Horse Giant Goat Crocodile

Reef Shark Jaculi Giant Wasp

Warhorse Swarm of Rot Grubs Swarm of Insects


Brown Bear Crag Cat Dire Wolf
Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 11 (natural armor) Armor Class 13 Armor Class 14 (natural armor)
Hit points 34 (4d10 + 12) Hit points 34 (4d10 + 12) Hit points 37 (5d10 + 10)
Speed 40 ft., climb 30 ft. Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 7 (–2) 16 (+3) 17 (+3) 16 (+3) 4 (–3) 14 (+2) 8 (–1) 17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2)

Skills Perception +3 Skills Perception +4, Stealth +7 Skills Perception +3, Stealth +4
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 13
Languages – Languages – Languages –
Challenge 1 (200 XP) Challenge 1 (200 XP) Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely Nondetection. The cat can’t be targeted or detected by any divination magic or Keen Hearing and Small. The wolf has advantage on Wisdom (Perception)
on smell. perceived through magical scrying sensors. checks that rely on hearing or smell.
Actions Pounce. If the cat 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 13
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
Multiattack. The bear makes two attacks: one with its bite and one with its claws. Strength saving throw or be knocked prone. If the target is prone, the cat can incapacitated.
make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Spell Turning. The cat has advantage on saving throws against any spell that
Actions
Hit: 8 (1d8 + 4) piercing damage.
targets only the cat (not an area). If the cat’s saving throw succeeds and the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. spell is of 7th level or lower, the spell has no effect on the cat and instead Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed
Hit: 11 (2d6 + 4) s lashing damage. targets the caster. on a DC 13 Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Source: Monster Manual p.319 Source: Storm King’s Thunder p.240 Source: Monster Manual p.321

Female Steeder Giant Eagle Giant Hyena


Large beast, unaligned Large beast, nautral good Large beast, unaligned

Armor Class 14 (natural armor) Armor Class 13 Armor Class 12


Hit points 30 (4d10 + 8) Hit points 26 (4d10 + 4) Hit points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft. Speed 10 ft., fly 80 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 2 (–4) 10 (+0) 3 (–4) 16 (+3) 17 (+3) 13 (+1) 8 (–1) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 14 (+2) 2 (–4) 12 (+1) 7 (–2)

Skills Stealth +7 Skills Perception +4 Skills Perception +3


Senses darkvision 120 ft., passive Perception 10 Senses passive Perception 14 Senses passive Perception 13
Languages – Languages Giant Eagle, understands Common and Auran but can’t speak them Languages –
Challenge 1 (200 XP) Challenge 1 (200 XP) Challenge 1 (200 XP)

Spider Climb. The steeder can climb difficult surfaces, including upside down Keen Sight. The eagle has advantage on Wisdom (Perception) checks that Rampage. When the hyena reduces a creature to 0 hit points with a melee
on ceilings, without needing to make an ability check. rely on sight. attack on its turn, the hyena can take a bonus action to move up to half its
speed and make a bite attack.
Leap. The steeder can expend all its movement on its turn to jump up to 90 Actions
feet vertically or horizontally, provided that its speed is at least 30 feet. Actions
Multiattack. The eagle makes two attacks: one with its beak and one with its
Actions talons. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitu- Hit: 6 (1d6 + 3) piercing damage.
tion saving throw, taking 9 (2d8) acid damage on a failed save, or half as much
damage on a successful one. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Sticky Leg (Recharges when the Steeder Has No Creature Grappled). Melee
Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature.
Hit: The target is stuck to the steeder’s leg and grappled until it escapes
(escape DC 12).

Source: Out of the Abyss p.231 Source: Monster Manual p.324 Source: Monster Manual p.326

Giant Octopus Giant Spider Giant Toad


Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 11 Armor Class 14 (natural armor) Armor Class 11


Hit points 52 (8d10 + 8) Hit points 26 (4d10 + 4) Hit points 39 (6d10 + 6)
Speed 10 ft., swim 60 ft. Speed 30 ft., climb 30 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (–3) 10 (+0) 4 (–3) 14 (+2) 16 (+3) 12 (+1) 2 (–4) 11 (+0) 4 (–3) 15 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 3 (–4)

Skills Perception +4, Stealth +5 Skills Stealth +7 Senses darkvision 30 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 14 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages –
Languages – Languages – Challenge 1 (200 XP)
Challenge 1 (200 XP) Challenge 1 (200 XP)
Amphibious. The toad can breathe air and water.
Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Spider Climb. The spider can climb difficult surfaces, including upside down on Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to
ceilings, without needing to make an ability check. 10 feet, with or without a running start.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth)
checks made while underwater. Web Sense. While in contact with a web, the spider knows the exact location of
any other creature in contact with the same web. Actions
Water Breathing. The octopus can breathe only underwater.
Web Walker. The spider ignores movement restrictions caused by webbing. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the tar-
Actions get is grappled (escape DC 13). Until this grapple ends, the target is restrained,
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. and the toad can’t bite another target.
Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
(escape DC 16). Until this grapple ends, the target is restrained, and the Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Consti- Swallow. The toad makes one bite attack against a Medium or smaller target it
octopus can’t use its tentacles on another target. tution saving throw, taking 9 (2d8) poison damage on a failed save, or half as is grappling. If the attack hits, the target is swallowed, and the grapple ends. The
much damage on a successful one. If the poison damage reduces the target to swallowed target is blinded and restrained, it has total cover against attacks and
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot radius cloud of ink 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit other effects outside the toad, and it takes 10 (3d6) acid damage at the start of
extends all around the octopus if it is underwater. The area is heavily obscured points, and is paralyzed while poisoned in this way. each of the toad’s turns. The toad can have only one target swallowed at a time.
for 1 minute, although a significant current can disperse the ink. After releasing If the toad dies, a swallowed creature is no longer restrained by it and can
the ink, the octopus can use the Dash action as a bonus action. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one escape from the corpse using 5 feet of movement, exiting prone.
creature.
<continued on the back of card>
Source: Monster Manual p.326 Source: Monster Manual p.328 Source: Monster Manual p.329
Dire Wolf Crag Cat Brown Bear

Giant Hyena Giant Eagle Female Steeder

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
one creature.
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).

Giant Toad Giant Spider Giant Octopus


Giant Vulture Lion Swarm of Quippers
Large beast, neutral evil Large beast, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 10 Armor Class 12 Armor Class 13


Hit points 22 (3d10 + 6) Hit points 26 (4d10 + 4) Hit points 28 (8d8 - 8)
Speed 10 ft., fly 60 ft. Speed 50 ft. Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (–2) 12 (+1) 7 (–2) 17 (+3) 15 (+2) 13 (+1) 3 (–4) 12 (+1) 8 (–1) 13 (+1) 16 (+3) 9 (–1) 1 (–5) 7 (–2) 2 (–4)

Skills Perception +3 Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, slashing
Senses passive Perception 13 Senses passive Perception 13 Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
Languages understands Common but can’t speak Languages – prone, restrained, stunned
Challenge 1 (200 XP) Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 8
Languages –
Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely Challenge 1 (200 XP)
checks that rely on sight or smell. on smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if Pack Tactics. The lion has advantage on an attack roll against a creature if at Blood Frenzy. The swarm has advantage on melee attack rolls against any
at least one of the vulture’s allies is within 5 feet of the creature and the ally least one of the lion’s allies is within 5 feet of the creature and the ally isn ‘t creature that doesn’t have all its hit points.
isn’t incapacitated. incapacitated . Swarm. The swarm can occupy another creature’s space and vice versa, and
the swarm can move through any opening large enough for a Tiny quipper. The
Actions Pounce. If the lion 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 13 swarm can’t regain hit points or gain temporary hit points.
Multiattack. The vulture makes two attacks: one with its beak and one with Strength saving throw or be knocked prone. If the target is prone, the lion can Water Breathing. The swarm can breathe only underwater.
its talons. make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet. Actions
Hit: 7 (2d4 + 2) piercing damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. space.
Hit: 9 (2d6 + 2) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has
Hit: 7 (1d8 + 3) piercing damage. half of its hit points or fewer.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Source: Monster Manual p.329 Source: Monster Manual p.331 Source: Monster Manual p.338

Tiger Aurochs Giant Boar


Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11 (natural armor) Armor Class 12 (natural armor)
Hit points 37 (5d10 + 10) Hit points 38 (4d10 + 16) Hit points 42 (5d10 + 15)
Speed 40 ft. Speed 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 8 (–1) 20 (+5) 10 (+0) 19 (+4) 2 (–4) 12 (+1) 5 (–3) 17 (+3) 10 (+0) 16 (+3) 2 (–4) 7 (–2) 5 (–3)

Skills Perception +3, Stealth +6 Senses passive Perception 11 Senses passive Perception 8
Senses darkvision 60 ft., passive Perception 13 Languages – Languages –
Languages – Challenge 2 (450 XP) Challenge 2 (450 XP)
Challenge 1 (200 XP)
Charge. If the aurochs moves at least 20 feet straight toward a target and Charge. If the boar moves at least 20 feet straight toward a target and then hits
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely then hits it with a gore attack on the same turn, the target takes an extra 9 it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing
on smell. (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 damage. If the target is a creature, it must succeed on a DC 13 Strength saving
Strength saving throw or be knocked prone. 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 the same turn, that target must succeed on a DC 13 Actions 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.
Strength saving throw or be knocked prone. If the target is prone, the tiger can
make one bite attack against it as a bonus action. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage. Actions
Actions Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Source: Monster Manual p.339 Source: Volo’s Guide to Monsters p.207 Source: Monster Manual p.323

Giant Constrictor Snake Giant Crayfish Giant Elk


Huge beast, unaligned Large beast, unaligned Huge beast, unaligned

Armor Class 12 Armor Class 15 (natural armor) Armor Class 14 (natural armor)
Hit points 60 (8d12 + 8) Hit points 45 (7d10 + 7) Hit points 42 (5d12 + 10)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4) 15 (+2) 13 (+1) 13 (+1) 1 (–5) 9 (–1) 3 (–4) 19 (+4) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 10 (+0)

Skills Perception +2 Skills Stealth +3 Skills Perception +4


Senses blindsight 10 ft., passive Perception 12 Senses blindsight 30ft., passive Perception 9 Senses passive Perception 14
Languages – Languages – Languages Giant Elk, understands Common, Elvish and Sylvan but can’t
Challenge 2 (450 XP) Challenge 2 (450 XP) speak them
Challenge 2 (450 XP)
Actions Amphibious. The giant crayfish can breathe air and water.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Actions with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.
Hit: 11 (2d6 +4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw
Multiattack. The giant crayfish makes two claw attacks. or be knocked prone.
Constrict. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape Constrict. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
DC 16). Until this grapple ends, the creature is restrained, and the snake can’t Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC Actions
constrict another target. 12). The crayfish has two claws, each of which can grapple only one target.
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.

Source: Monster Manual p.324 Source: Tales from the Yawning Portal p.235 Source: Monster Manual p.325
Swarm of Quippers Lion Giant Vulture

Giant Boar Aurochs Tiger

Giant Elk Giant Crayfish Giant Constrictor Snake


Hunter Shark Polar Bear Rhinoceros
Large beast, unaligned Large beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 12 (natural armor) Armor Class 11 (natural armor)
Hit points 45 (6d10 + 12) Hit points 42 (5d10 + 15) Hit points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft. Speed 40 ft., swim 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (–5) 10 (+0) 4 (–3) 20 (+5) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 7 (–2) 21 (+5) 8 (–1) 15 (+2) 2 (–4) 12 (+1) 6 (–2)

Skills Perception +2 Skills Perception +3 Senses passive Perception 11


Senses blindsight 30 ft., passive Perception 12 Senses passive Perception 13, Variant - Cave Bear: darkvision 60 ft. Languages –
Languages – Languages – Challenge 2 (450 XP)
Challenge 2 (450 XP) Challenge 2 (450 XP)
Charge. If the rhinoceros moves at least 20 feet straight toward a target and
Blood Frenzy. The shark has advantage on melee attack rolls against any Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely then hits it with a gore attack on the same turn, the target takes an extra 9
creature that doesn’t have all its hit points. on smell. (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone.
Water Breathing. The shark can breathe only underwater. Actions
Actions
Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Hit: 13 (2d8 + 4) piercing damage. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Source: Monster Manual p.330 Source: Monster Manual p.334 Source: Monster Manual p.336

Saber-Toothed Tiger Swarm of Poisonous Snakes Giant Lightning Eel


Large beast, unaligned Medium swarm of Tiny beasts, unaligned Large beast, unaligned

Armor Class 12 Armor Class 14 Armor Class 13


Hit points 52 (7d10 + 14) Hit points 36 (8d8) Hit points 42 (5d10 + 15)
Speed 40 ft. Speed 30 ft., swim 30 ft. Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1) 8 (–1) 18 (+4) 11 (+0) 1 (–5) 10 (+0) 3 (–4) 11 (+0) 17 (+3) 16 (+3) 2 (–4) 12 (+1) 3 (–4)

Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, slashing Damage Resistances lightning
Senses passive Perception 13 Condition Immunities charmed, frightened, grappled, paralyzed, petrified, Senses blindsight 60 ft., passive Perception 11
Languages – prone, restrained, stunned Languages –
Challenge 2 (450 XP) Senses blindsight 10 ft., passive Perception 10 Challenge 3 (700 XP)
Languages –
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely Challenge 2 (450 XP) Water Breathing. The eel can breathe only underwater.
on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then Swarm. The swarm can occupy another creature’s space and vice versa, and Actions
hits it with a claw attack on the same turn, that target must succeed on a DC 14 the swarm can move through any opening large enough for a Tiny snake. The
swarm can’t regain hit points or gain temporary hit points. Multiattack. The eel makes two bite attacks.
Strength saving throw or be knocked prone. If the target is prone, the tiger can
make one bite attack against it as a bonus action. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.
Actions Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s Lightning Jolt (Recharge 5–6). One creature the eel touches within 5 feet of
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. space. it outside water, or each creature within 15 feet of it in a body of water, must
Hit: 10 (1d10 + 5) piercing damage. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half make a DC 12 Constitution saving throw. On failed save, a target takes 13
of its hit points or fewer. The target must make a DC 10 Constitution saving (3d8) lightning damage. If the target takes any of this damage, the target is
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. throw, taking 14 (4d6) poison damage on a failed save, or half as much damage stunned until the end of the eel’s next turn. On a successful save, a target takes
Hit: 12 (2d6 + 5) slashing damage. on a successful one. half as much damage and isn’t stunned.

Source: Monster Manual p.336 Source: Monster Manual p.338 Source: Tales from the Yawning Portal p.236

Giant Scorpion Giant Snapping Turtle Killer Whale


Large beast, unaligned Large beast, unaligned Hule beast, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor), 12 while prone Armor Class 12 (natural armor)
Hit points 52 (7d10 + 14) Hit points 75 (10d10 + 20) Hit points 90 (12d12 + 12)
Speed 40 ft. Speed 30 ft., swim 40 ft. Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (–5) 9 (–1) 3 (–4) 19 (+4) 10 (+0) 14 (+2) 2 (–4) 12 (+1) 5 (–3) 19 (+4) 10 (+0) 13 (+1) 3 (–4) 12 (+1) 7 (–2)

Senses blindsight 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 11 Skills Perception +3
Languages – Languages – Senses blindsight 120 ft., passive Perception 13
Challenge 3 (700 XP) Challenge 3 (700 XP) Languages –
Challenge 3 (700 XP)
Actions Amphibious. The turtle can breathe air and water.
Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Con- Echolocation. The whale can’t use its blindsight while deafened.
Multiattack. The scorpion makes three attacks: two with its claws and one stitution saving throw to avoid being knocked prone. A prone turtle is upside
with its sting. Hold Breath. The whale can hold its breath for 30 minutes.
down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. then use all its movement for that turn. Keen Hearing. The whale has advantage on Wisdom (Perception) checks that
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC rely on hearing.
12). The scorpion has two claws, each of which can grapple only one target. Actions
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Consti- Hit: 18 (4d6 + 4) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
tution saving throw, taking 22 (4d10) poison damage on a failed save, or half as Hit: 21 (5d6 + 4) piercing damage.
much damage on a successful one.

Source: Monster Manual p.327 Source: Tomb of Annihilation p.222 Source: Monster Manual p.331
Rhinoceros Polar Bear Hunter Shark

Giant Lightning Eel Swarm of Poisonous Snakes Saber-Toothed Tiger

Killer Whale Giant Snapping Turtle Giant Scorpion


Elephant Giant Subterranean Lizard Giant Crocodile
Huge beast, unaligned Huge beast, unaligned Huge beast, unaligned

Armor Class 12 (natural armor) Armor Class 14 (natural armor) Armor Class 14 (natural armor)
Hit points 76 (8d12 + 24) Hit points 66 (7d12 + 21) Hit points 85 (9d12 + 27)
Speed 40 ft. Speed 30 ft., swim 50 ft. Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (–1) 17 (+3) 3 (–4) 11 (+0) 6 (–2) 21 (+5) 9 (–1) 17 (+3) 2 (–4) 10 (+0) 7 (–2) 21 (+5) 9 (–1) 17 (+3) 2 (–4) 10 (+0) 7 (–2)

Senses passive Perception 10 Skills Stealth +3 Skills Stealth +5


Languages – Senses passive Perception 10 Senses passive Perception 10
Challenge 4 (1,100 XP) Languages – Languages –
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Trampling Charge. If the elephant moves at least 20 feet straight toward a
creature and then hits it with a gore attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be knocked prone. If the target is
Actions Hold Breath. The crocodile can hold its breath for 30 minutes.
prone, the elephant can make one stomp attack against it as a bonus action. Multiattack. The lizard makes two attacks: one with its bite and one with its tail. Actions
One attack can be replaced by Swallow.
Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 Multiattack. The crocodile makes two attacks: one with its bite and one with
+ 5) piercing damage, and the target is grappled (escape DC 15). Until this its tail.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) piercing damage. grapple ends, the target is restrained, and the lizard can’t bite another target. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it 16). Until this grapple ends, the target is restrained, and the crocodile can’t
Hit: 22 (3d10 + 6) bludgeoning damage. must succeed on a DC 15 Strength saving throw or be knocked prone. bite another target.
Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by
creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, the the crocodile.
target is swallowed, and the grapple ends. The swallowed target is blinded and Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must
restrained, it has total cover against attacks and other effects outside the lizard, succeed on a DC 16 Strength saving throw or be knocked prone.
and it takes 10 (3d6) acid damage at the start of each of the lizard ‘s turns.
The lizard can have only one target swallowed at a time. If the lizard dies, a
swallowed creature is no longer restrained by it and can escape from the corpse
using 10 feet of movement, exiting prone.
Source: Monster Manual p.322 Source: Tales from the Yawning Portal p.236 Source: Monster Manual p.324

Giant Shark Hulking Crab Swarm of Cranium Rats


Huge beast, unaligned Huge beast, unaligned Medium swarm of Tiny beasts, lawful evil

Armor Class 13 (natural armor) Armor Class 17 (natural armor) Armor Class 12
Hit points 126 (11d12 + 55) Hit points 76 (8d12 + 24) Hit points 36 (8d8)
Speed 0 ft., swim 50 ft. Speed 20 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (–5) 10 (+0) 5 (–3) 19 (+4) 8 (–1) 16 (+3) 3 (–4) 11 (+0) 3 (–4) 9 (–1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2)

Skills Perception +3 Skills Stealth +2 Damage Resistances bludgeoning, piercing, slashing


Senses blindsight 60 ft., passive Perception 13 Senses blindsight 30 ft., passive Perception 10 Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
Languages – Languages – prone, restrained, stunned
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP) Senses darkvision 30 ft., passive Perception 10
Languages telepathy 30 ft.
Blood Frenzy. The shark has advantage on melee attack rolls against any Amphibious. The crab can breathe air and water. Challenge 5 (1,800 XP)
creature that doesn’t have all its hit points.
Shell Camouflage. While the crab remains motionless with its eyestalks and
Water Breathing. The shark can breathe only underwater. pincers tucked close to its body, it resembles a natural formation or a pile Illumination. As a bonus action, the swarm can shed dim light from its brains in
of detritus. A creature within 30 feet of it can discern its true nature with a a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius
Actions successful DC 15 Intelligence (Nature) check. (and dim light for an additional number offeet equal to the chosen radius), or
extinguish the light.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Actions Innate Spellcasting (Psionics). The swarm’s innate spellcasting ability is
Hit: 22 (3d10 + 6) piercing damage. Intelligence (spell save DC 13). As long as it has more than half of its hit
Multiattack. The crab makes two attacks with its claws. points remaining, the swarm can innately cast the following spells, requiring
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. no components:
Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC At will: command, comprehend languages, detect thoughts
15). The crab has two claws, each of which can grapple only one target. 1/day each: confusion, dominate monster
Swarm. The swarm can occupy another creature’s space and vice versa, and the
swarm can move through any opening large enough for a Tiny rat. The swarm
can’t regain hit points or gain temporary hit points.
Telepathic shroud. The swarm is immune to any effect that would sense its
emotions or read its thoughts, as well as to all divination spells.
Source: Monster Manual p.328 Source: Storm King’s Thunder p.240 Source: Volo’s Guide to Monsters p.133

Mammoth Giant Ape


Huge beast, unaligned Huge beast, unaligned

Armor Class 13 (natural armor) Armor Class 12


Hit points 126 (11d12 + 55) Hit points 157 (15d12 + 60)
Speed 40 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (–1) 21 (+5) 3 (–4) 11 (+0) 6 (–2) 23 (+6) 14 (+2) 18 (+4) 7 (–2) 12 (+1) 7 (–2)

Senses passive Perception 10 Skills Athletics +9, Perception +4


Languages – Senses passive Perception 14
Challenge 6 (2,300 XP) Languages –
Challenge 7 (2,900 XP)
Trampling Charge. If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is Actions
prone, the mammoth can make one stomp attack against it as a bonus action.
Multiattack. The ape makes two fist attacks.
Actions Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 25 (4d8 + 7) piercing damage. Rock. Range Weapon Attack: +9 to hit, range 50/100 ft., one target.
Hit: 30 (7d6 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature.
Hit: 29 (4d10 + 7) bludgeoning damage.

Source: Monster Manual p.332 Source: Monster Manual p.323


Giant Crocodile Giant Subterranean Lizard Elephant

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s
space.
Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has
half of its hit points or fewer.

Swarm of Cranium Rats Hulking Crab Giant Shark

Giant Ape Mammoth

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