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WILD SHAPES

A HELPFUL DRUID PRINT OUT

By Wishie

Twitter: @Little_Wishling
Wild Shape your new form, or is worn by it. Worn
equipment functions as normal, but the
Starting at 2nd level, you can use your action to DM decides whether it is practical for the
magically assume the shape of a beast that you new form to wear a piece of equipment,
have seen before. You can use this feature twice. based on the creature’s shape and size.
You regain expended uses when you finish a short Your equipment doesn’t change size or
or long rest. shape to match the new form, and any
Your druid level determines the beasts you can equipment that the new form can’t wear
transform into, as shown in the Beast Shapes must either fall to the ground or merge
table. with it. Equipment that merges with the
You can stay in a beast shape for a number of form has no effect until you leave the
hours equal to half your druid level (rounded form.
down). You then revert to your normal form Beast Spells
unless you expend another use of this feature.
You can revert to your normal form earlier by Beginning at 18th level, you can cast many of your
using a bonus action on your turn. You druid spells in any shape you assume using Wild
automatically revert if you fall unconscious, drop Shape. You can perform the somatic and verbal
to 0 hit points, or die. components of a druid spell while in a beast
While you are transformed, the following rules shape, but you aren’t able to provide material
apply: components.
- Your game statistics are replaced by the
statistics of the beast, but you retain your Circle of The Moon
alignment, personality, and Intelligence,
Wisdom, and Charisma scores. You also Combat Wild Shape
retain all of your skill and saving throw You gain the ability to use Wild Shape on your
proficiencies, in addition to gaining those turn as a bonus action, rather than an action.
of the creature. If the creature has the Additionally, while you are transformed by wild
same proficiency as you and the bonus in shape, you can use a bonus action to expend one
its stat block is higher than yours, use the spell slot to regain 1d8 hit points per level of the
creature’s bonus instead of yours. If the spell slot expended.
creature has any legendary or lair actions,
Circle Forms
you can’t use them.
You can use your Wild Shape to transform into a
- When you transform, you assume the
beast with a challenge rating as high as 1 (you
beast’s hit points and Hit Dice. When you
ignore the Max. CR column of the Beast Shapes
revert to your normal form, you return to
table, but must abide by the other limitations
the number of hit points you had before
there).
you transformed. However, if you revert to
Starting at 6th level, you can transform into a
your normal form as a result of dropping
beast with a challenge rating as high as your
to 0 hit points, any excess damage carries
druid level divided by 3, rounding down.
over to your normal form. As long as the
excess damage doesn’t reduce your normal Primal Shape
form to 0 hit points, you aren’t knocked Starting at 6th level, your attacks in beast form
unconscious. count as magical for the purpose of overcoming
- You can’t cast spells, and your ability to resistance and immunity to non-magical attacks
speak or take any action that requires and damage.
hands is limited to the capabilities of your
Elemental Wild Shape
beast form. Transforming doesn’t break
At 10th level, you can expend two uses of Wild
your concentration on a spell you’ve
Shape at the same time to transform into an air,
already cast, however, or prevent you from
earth, water, or fire elemental.
taking actions that are part of a spell that
you’ve already cast.
- You retain the benefits of any features Level Max. CR Limitations
from your class, race, or other source and
can use them if the new form is physically 2nd 1/4 No flying or swimming speed.
capable of doing so. However, you can’t 4th 1/2 No flying speed
use any of your special senses, such as 8th 1 ---
darkvision, unless your new form also has
that sense.
- You choose whether your equipment falls
to the ground in your space, merges into
Pg.
Index

Walking Speed Only...…………………1-8 Swimming Animals…………………..12-16

Allosaurus (2)..…………………………….1.1 Constrictor Snake (1/4)...……………….12.1


Ankylosaurus (3)..………………………...1.2 Crab (0)….………………………………..12.2
Axe Beak (1/4)……………………………..1.3 Crocodile (1/2)...………………………….12.3
Badger (0)..………………………………...1.4 Frog (0)………………………………..…..12.4
Boar (1/4)...………………………...……....1.5 Giant Constrictor Snake (2)…..……….12.5
Camel (1/8)..…………………....………….1.6 Giant Crab (1/8)..………………………..12.6
Deer (0)..…………………………………....2.1 Giant Crocodile (5)…..………………….13.1
Dire Wolf (1)..…………………………...…2.2 Giant Frog (1/4)…...…………………..…13.2
Draft Horse (1/4)..……………………...…2.3 Giant Octopus (1)……..…………………13.3
Elephant (4)…..……………………………2.4 Giant Poisonous Snake (1/4)..…………13.4
Elk (1/4)...…………………………………..2.5 Giant Sea Horse (1/2)...…………………14.1
Giant Badger (1/4)..………………………3.1 Giant Shark (5)…..………………………14.2
Giant Boar(2)………………………………3.2 Giant Toad (1)…..………………………..14.3
Giant Elk(2)..……………………….……..3.3 Hunter Shark (2)…..…………………….14.4
Giant Fire Beetle (0)..…………………….3.4 Killer Whale (3)….………………………14.5
Giant Goat (1/2)..…………………...…….3.5 Octopus (0)…..……………………………15.1
Giant Hyena (1)..………………………….4.1 Plesiosaurus (2)…..……………………...15.2
Giant Rat (1/8)...…………………………..4.2 Poisonous Snake (1/8)...………………...15.3
Giant Scorpion (1)…..…………………….4.3 Polar Bear (2)….………………………...15.4
Giant Weasel (1/8)..………………………4.4 Reef Shark (1/2)..………………………..15.5
Goat (0)..……………………………………4.5 Sea Horse (0)…..…………………………16.1
Hyena (0)…..……………………………….5.1
Jackal (0)..………………………………….5.2 Flying Speed…………………………...17-19
Lion (1)….………………………………….5.3
Mammoth (6)…..…………………………..5.4 Bat (0)…..……………………………....…17.1
Mastiff (1/8)..………………………………6.1 Blood Hawk (1/8)...………………………17.2
Mule (1/8)..…………………………………6.2 Eagle (0)…..………………………………17.3
Pony (1/8)..…………………………………6.3 Flying Snake (1/8)..……………………..17.4
Rat (0)…..…………………………………..6.4 Giant Bat (1/4)...…………………………17.4
Rhinoceros (2)….………………………….6.5 Giant Eagle (1)….……………………….18.1
Riding Horse (1/4)..……………………….6.6 Giant Owl (1/4)..…………………………18.2
Saber-Toothed (2)…..……………………..7.1 Giant Vulture (1)….…………………….18.3
Scorpion (0)…..…………………………….7.2 Giant Wasp (1/2)..……………………….18.4
Tiger (1)…..………………………………...7.3 Hawk (0)…..………………………………18.5
Triceratops (5)…..…………………………7.4 Owl (0)…..………………………………...19.1
Warhorse(1/2)……………………………...7.5 Pteranodon (1/4)...……………………….19.2
Weasel (0)…..………………………………8.1 Raven (0)……..………………………...…19.3
Wolf (1/4)...…………………………………8.2 Stirge (1/8)..………………………………19.4
Vulture (0)…..……………………………19.5
Climbing Speed....……………………...9-11
Elementals……………………………...20-21
Ape (1/2)..…………………………………..9.1
Baboon (0)…..……………………………...9.2 Air Elemental…………………………….20.1
Black Bear (1/2)...…………………………9.3
Earth Elemental…………………………20.2
Brown Bear (1)….………………………...9.4 Fire Elemental…………………………...20.3
Cat (0)…..…………………………………..9.5
Water Elemental………………………...21.1
Giant Centipede (1/4)...…………………10.1
Giant Lizard (1/4)..……………………...10.2
Giant Spider (1)….……………………...10.3
Giant Wolf Spider (1/4)...……………….10.4
Summary of the Senses………………21.2
Lizard (0)…..……………………………..10.5
Panther (1/4)..……………………………11.1
Spider (0)…..……………………………..11.2
Walking Speed Only

Allosaurus Badger
Large beast Tiny Beast

Armor Class 13 (natural armour) Armor Class 10


Hit Points 51 (6d10 +18) Hit Points 3 (1d4 +3)
Speed 60ft. Speed 20ft. , burrows 5 ft.

STR DEX CON STR DEX CON


19 (+4) 13 (+1) 17 (+3) 4 (-3) 11 (+0) 12 (+1)

Skills Perception +5 Senses darkvision 30ft.


Senses --- Languages ---
Languages --- Challenge 0
Challenge 2
Keen Smell. The badger has advantage on Wisdom (Perception)
Pounce. If the allosaurus moves at least 30 feet straight toward checks that rely on smell.
a creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC Strength saving throw or be
knocked prone. If the target is prone, the allosaurus can make Actions
one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hit: 1 piercing damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 2d10 +4 piercing damage
Boar
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Medium Beast
Hit: 1d8 +4 slashing damage.
Armor Class 11 (natural armour)
Hit Points 11 (2d8 +2)
Speed 40ft.
Ankylosaurus STR DEX CON
Huge beast 13 (+3) 11 (+0) 12 (+1)
Armor Class 15 Senses passive Perception 9
Hit Points 68 (8d12 +16) Languages ---
Speed 30ft. Challenges 1/4

STR DEX CON Charge. If the boar moves at least 20 feet straight towards a
19 (+4) 11 (+0) 15 (+2) target and then hits it with a tusk attack on the same turn, the
creature, it must succeed on a DC 11 Strength saving throw or be
Senses --- knocked prone.
Languages ---
Relentless (Recharges after a Short or Long Rest). If the
Challenge 3
boar takes 7 damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.
Actions Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Hit: 4d6 +4 bludgeoning damage. If the target is a creature, it 1d6 +1 slashing damage.
must succeed on a DC 14 Strength saving throw or be knocked
prone.

Camel
Large beast

Axe Beak Armor Class 9


Large Beast Hit Points 15 (2d10 +4)
Speed 50ft.
Armor Class 11
Hit Points 19 (1d10 +3) STR DEX CON
Speed 50ft. 16 (+3) 8 (-1) 14 (+2)
STR DEX CON
Senses ---
14 (+2) 12 (+1) 12 (+1)
Languages ---
Senses passive Perception 10 Challenge 1/8
Languages ---
Challenges 1/4
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Actions Hit: 1d4 bludgeoning damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 1d8 +2 slashing damage

Pg.2
Deer Elephant
Medium beast Huge beast

Armor Class 13 Armor Class 12 (natural armour)


Hit Points 4 (1d8) Hit Points 76 (8d12 +24)
Speed 50ft. Speed 40ft.

STR DEX CON STR DEX CON


11 (+0) 16 (+3) 11 (+0) 22 (+6) 9 (-1) 17 (+3)

Senses ---
Senses ---
Languages ---
Languages ---
Challenge 4
Challenge 0
Trampling Charge. If the elephant moves at least 20 feet
straight toward a creature and then hits it with a gore attack on
Actions the same turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone, the
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. elephant can make one stomp attack against it as a bonus action.
Hit: 1d4 piercing damage.

Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target.
Dire Wolf Hit: 3d8 +5 piercing damage.
Large beast
Stomp. Melee Weapon Attack: +8 to hit, reach 5ft., one prone
Armor Class 14 (natural armour) creature.
Hit Points 37 (5d10 +10) Hit: 3d10 +5 bludgeoning damage.
Speed 50ft.

STR DEX CON


17 (+3) 15 (+2) 15 (+2)

Skills Perception +3, Stealth +4


Elk
Large beast
Senses ---
Languages --- Armor Class 10
Challenge 1 Hit Points 13 (2d10 +2)
Speed 50ft.
Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell. STR DEX CON
Pack Tactics. The wolf has advantage on an attack roll against 16 (+3) 10 (+0) 12 (+1)
a creature if at least one of the wolf’s allies is within 5 feet of the Senses ---
creature and the ally isn’t incapacitated. Languages ---
Challenge 1/4
Actions Charge. If the elk moves at least 20 feet straight towards a
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. target and then hits it with a ram attack on the same turn, the
Hit: 2d6 +3 piercing damage. If the target is a creature, it must target takes and extra 2d6 damage. If the target is a creature, it
succeed on a DC 13 Strength saving throw or be knocked prone. must succeed on a DC 13 Strength saving throw or be knocked
prone.

Actions
Draft Horse
Large beast Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 1d6 +3 bludgeoning damage.
Armor Class 10
Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one prone
Hit Points 19 (3d10 +3)
creature.
Speed 40ft.
Hit: 2d4 +3 bludgeoning damage.
STR DEX CON
18 (+4) 10 (+0) 12 (+1)
Senses ---
Languages ---
Challenge 1/4

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

Pg.1
Giant Badger Actions
Medium beast
Ram. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Armor Class 10 Hit: 2d6 +4 bludgeoning damage.
Hit Points 13 (2d8 +4) Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one prone
Speed 30ft., burrow 10ft. creature.
STR DEX CON Hit: 4d8 +4 bludgeoning damage.
13 (+1) 10 (+0) 15 (+2)
Senses darkvision 30ft.
Languages ---
Challenge 1/4 Giant Fire Beetle
Keen Smell. The badger has advantage on Wisdom (Perception) Small beast
checks that rely on smell. Armor Class 13 (natural armour)
Hit Points 4 (1d6 +1)
Speed 30ft.
Actions
Multiattack. The badger makes two attacks; one with its bite STR DEX CON
and one with its claws. 8 (-1) 10 (+0) 12 (+1)

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target/ Senses blindsight 30ft.
Hit: 1d6 +1 piercing damage. Languages ---
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Challenge 0
Hit: 2d4 +1 slashing damage.
Illumination. The beetle sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
Actions
Giant Boar Bite. Melee Weapon Attack: +1 to hit, reach 5ft, one target.
Large beast
Hit: 1d6 -1 slashing damage.
Armor Class 12 (natural armour)
Hit Points 42 (5d10 +15)
Speed 40ft.
STR DEX CON
Giant Goat
Large beast
17 (+3) 10 (+0) 16 (+3)
Armor Class 11 (natural armour)
Senses --- Hit Points 19 (3d10 +3)
Languages --- Speed 40ft.
Challenge 2
STR DEX CON
Charge. If the boar moves at least 20 feet straight towards a 17 (+3) 11 (+0) 12 (+1)
target and then hits it with a tusk attack on the same turn, the
target takes an extra 2d6 slashing damage. If the target is a Senses ---
creature, it must succeed on a DC 13 Strength saving throw or be Languages ---
knocked prone. Challenge 1/2
Relentless (Recharges after a Short or Long Rest). If the Charge. If the goat moves at least 20 feet straight toward a
boar takes 10 damage or less that would reduce it to 0 hit points, target and then hits it with a ram attack on the same turn, the
it is reduced to 1 hit point instead. target takes an extra 2d4 bludgeoning damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Actions
Sure-Footed. The goat has advantage on Strength and
Tusk. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Dexterity saving throws made against effects that would knock it
Hit: 2d6 +3 slashing damage. prone.

Actions
Giant Elk Ram. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Huge beast
Hit: 2d4 +3 bludgeoning damage.
Armor Class 14 (natural armour)
Hit Points 42 (5d12 +10)
Speed 50ft.
STR DEX CON
19 (+4) 16 (+3) 14 (+2)
Skills Perception +4
Senses ---
Languages understands Common, Elvish, and Sylvan but can’t
speak them.
Challenge 2
Charge. If the elk moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same turn, the target
takes an extra 2d6 damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be knocked prone.

Pg.4
Giant Hyena Actions
Large beast Multiattack. The scorpion makes three attacks: two with its
Armor Class 12 claws and one with its sting.
Hit Points 45 (6d10 +12) Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Speed 50ft. Hit: 1d8 +2 bludgeoning damage, and the target is grappled
STR DEX CON (escaped DC 12). The scorpion has two claws, each of which can
16 (+3) 14 (+2) 14 (+2) grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one creature.
Skills Perception +3 Hit: 1d10 +2 piercing damage, and the target must make a DC12
Senses --- Constitution saving throw, taking 4d10 poison damage on a failed
Languages --- save, or half as much damage on a successful one.
Challenge 1
Rampage. When the hyena reduces a creature to 0 hit points
with a melee attack on its turn, the hyena can take a bonus
action to move up to half its speed and make a bite attack. Giant Weasel
Medium beast
Actions Armor Class 13
Hit Points 9 (2d8)
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Speed 40ft.
Hit: 2d6 +3 piercing damage.
STR DEX CON
11 (+0) 16 (+3) 10 (+0)

Skills Perception +3, Stealth +5


Giant Rat Senses darkvision 60ft.
Small beast Languages ---
Armor Class 12 Challenge 1/8
Hit Points 7 (2d6) Keen Hearing and Smell. The weasel has advantage on
Speed 30ft. Wisdom (Perception) checks that rely on hearing and smell.
STR DEX CON
7 (-2) 15 (+2) 11 (+0) Actions
Senses darkvision 60ft. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Languages --- Hit: 1d4 +3 piercing damage.
Challenge 1/8

Keen Smell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.
Goat
Pack Tactics. The rat has advantage on an attack roll against a
Medium beast
creature if at least one of the rat’s allies is within 5ft of the
creature and the ally isn’t incapacitated. Armor Class 10
Hit Points 4 (1d8)
Speed 40ft.
Actions
STR DEX CON
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. 12 (+1) 10 (+0) 11 (+0)
Hit: 1d4 +2 piercing damage
Senses ---
Languages ---
Challenge 0
Giant Scorpion
Charge. If the goat moves at least 20 feet straight towards a
Large beast
target and then hits it with a ram attack on the same turn, the
Armor Class 15 (natural armour) target takes an extra 1d4 bludgeoning damage. If the target is a
Hit Points 52 (7d10 +14) creature, it must succeed on a DC 10 Strength saving throw or be
Speed 40ft. knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity
STR DEX CON
saving throws made against effects that would knock it prone.
15 (+2) 13 (+1) 15 (+2)
Senses blindsight 60ft.
Languages --- Actions
Challenge 3 Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 1d4 +1 bludgeoning damage.

Pg.3
Hyena Lion
Medium beast Large beast
Armor Class 11 Armor Class 12
Hit Points 5 (1d8 +1) Hit Points 26 (4d10 +4)
Speed 50ft. Speed 50ft.
STR DEX CON STR DEX CON
11 (+0) 13 (+1) 12 (+1) 17 (+3) 15 (+2) 13 (+1)
Skills Perception +3 Skills Perception +3, Stealth +6
Senses --- Senses ---
Languages --- Languages ---
Challenge 0 Challenge 1
Pack Tactics. The hyena has advantage on an attack roll
Keen Smell. The lion has advantage on Wisdom (Perception)
against a creature if at least one of the hyena’s allies is within 5
checks that rely on smell.
feet of the creature and the ally isn’t incapacitated.
Pack Tactics. The lion has advantage on an attack roll against a
creature if at least one of the lion’s allies is within 5 feet of the
Actions creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Pounce. If the lion moves at least 20 feet straight toward a
Hit: 1d6 piercing damage. creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the lion can make one bite
attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long
Jackal jump up to 25 feet.
Small beast
Armor Class 12
Hit Points 3 (1d6) Actions
Speed 40 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
STR DEX CON Hit: 1d8 +3 piercing damage
8 (-1) 15 (+2) 11 (+0) Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 1d6 +3 slashing damage.
Skills Perception +3
Senses ---
Languages ---
Challenge 0 Mammoth
Keen Hearing and Smell. The Jackal has advantage on Huge beast
Wisdom (Perception) checks that rely on hearing or smell. Armor Class 13 (natural armour)
Pack Tactics. The jackal has advantage on an attack roll Hit Points 126 (11d12 +55)
against a creature if at least one of the jackal’s allies is within 5 Speed 40ft.
feet of the creature and the ally isn’t incapacitated. STR DEX CON
24 (+7) 9 (-1) 21 (+5)
Actions Senses ---
Bites. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Languages ---
Hit: 1d4 – 1 piercing damage. Challenge 6

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 prone, the
mammoth can make on stomp attack against it as a bonus action.

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

Pg.6
Mastiff Rat
Medium beast Tiny beast
Armor Class 12 Armor Class 10
Hit Points 5 (1d8 +1) Hit Points 1 (1d4 -1)
Speed 40ft. Speed 20ft.

STR DEX CON STR DEX CON


13 (+1) 14 (+2) 12 (+1) 2 (-4) 11 (+0) 9 (-1)
Skills Perception +3 Senses darkvision 30ft.
Senses --- Languages ---
Languages --- Challenge 0
Challenge 1/8
Keen Smell. The rat has advantage on Wisdom (Perception)
Keen Hearing and Smell. The mastiff has advantage on
checks that rely on smell.
Wisdom (Perception) checks that rely on hearing or smell.

Actions
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 1d6 +1 piercing damage. If the target is a creature, it must Hit: 1 piercing damage
succeed on a DC 11 Strength saving throw or be knocked prone.

Rhinoceros
Mule Large beast
Medium beast Armor Class 11 (natural armour)
Armor Class 10 Hit Points 45 (6d10 +12)
Hit Points 11 (2d8 +2) Speed 40ft.
Speed 40ft.
STR DEX CON
STR DEX CON 21 (+5) 8 (-1) 15 (+2)
14 (+2) 10 (+0) 13 (+1)
Senses ---
Senses --- Languages ---
Languages --- Challenge 2
Challenge 1/8 Charge. If the rhinoceros moves at least 20 feet straight toward
a target and the hits it with a gore attack on the same turn, the
Beast of Burden. The mule is considered to be a Large animal
target takes an extra 2d8 bludgeoning damage. If the target is a
for the purpose of determining its carrying capacity.
creature, it must succeed a DC 15 Strength saving throw or be
Sure-Footed. The mule has advantage on Strength and knocked prone.
Dexterity saving throws made against effects that would knock it
prone.
Actions
Actions Gore. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 2d8 +5 bludgeoning damage.
Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one target.

Riding Horse
Pony Large beast
Medium beast
Armor Class 10
Armour Class 10 Hit Points 13 (2d10 +2)
Hit Points 11 (2d8 +2) Speed 60ft.
Speed 40ft.
STR DEX CON
STR DEX CON 16 (+3) 10 (+0) 12 (+1)
15 (+2) 10 (+0) 13 (+1)
Senses ---
Senses --- Languages ---
Languages --- Challenge 1/4
Challenge 1/8

Actions
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hooves. Melee Weapon Attack: +4 to hit, reach 5ft. one target. Hit: 2d4 +3 bludgeoning damage.
Hit: 2d4 +2 bludgeoning damage.

Pg.7
Saber-Toothed Tiger Actions
Large beast Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Armor Class 12 Hit: 1d10 +3 piercing damage.
Hit Points 52 (7d10 +14) Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Speed 40ft. Hit: 1d8 +3 slashing damage.
STR DEX CON
18 (+4) 14 (+2) 15 (+2)

Skills Perception +3, Stealth +6 Triceratops


Senses --- Huge beast
Languages ---
Challenge 2 Armor Class 13 (natural armour)
Hit Points 95 (10d12 +30)
Keen Smell. The tiger has advantage on Wisdom (Perception) Speed 50ft.
checks that rely on smell.
Pounce. If the tiger moves at least 20ft straight toward a STR DEX CON
creature and then hits it with a claw attack on the same turn, 22 (+6) 9 (-1) 17 (+3)
that target must succeed on a DC 14 Strength saving throw or be
Senses ---
knocked prone. If the target is prone, the tiger cane make one
Languages ---
bite attack against it as a bonus action.
Challenge 5

Trampling Charge. If the triceratops moves at least 20 feet


Actions
straight toward a creature and then hits it with a gore attack on
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. the same turn, that target must succeed on a DC 13 Strength
Hit: 1d10 +5 piercing damage saving throw or be knocked prone. If the target is prone, the
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. triceratops can make one stomp attack against it as a bonus
Hit: 2d6 +5 slashing damage. action.

Actions

Scorpion Gore. Melee Weapon Attack: +9 to hit, reach 5ft., one target.
Tiny beast Hit: 4d8 +6 piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5ft., one prone
Armor Class 11 (natural armour)
creature.
Hit Points 1 (1d4 -1)
Hit: 3d10 +6 bludgeoning damage.
Speed 10ft.
STR DEX CON
2 (-4) 11 (+0) 8 (-1)
Senses blindsight 10ft. Warhorse
Languages --- Large beast
Challenge 0
Armor Class 11
Hit Points 19 (3d10 +3)
Actions Speed 60ft.

Sting. Melee Weapon Attack: +2 to hit, reach 5ft., one creature. STR DEX CON
Hit: 1 piercing damage, and the target must make a DC 9 18 (+4) 12 (+1) 13 (+1)
Constitution saving throw, taking 1d8 poison damage on a failed
save, or half as much damage on a successful one. Senses ---
Languages ---
Challenge 1/2
Trampling Charge. If the horse moves at least 20 feet straight
Tiger toward a creature and then hits it with a hooves attack on the
Large beast same turn, that target must succeed on a DC 14 Strength saving
Armor Class 12 throw or be knocked prone. If the target is prone, the horse can
Hit Points 37 (5d10 +10) make another attack with its hooves against it as a bonus action.
Speed 40ft.
STR DEX CON Actions
17 (+3) 15 (+2) 14 (+2)
Hooves. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Skills Perception +3, Stealth +6 Hit: 2d6 +4 bludgeoning damage.
Senses darkvision 60ft.
Languages ---
Challenge 1

Keen Smell. The tiger has advantage on Wisdom (Perception)


checks that rely on smell.
Pounce. If the tiger moves at least 20ft straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the tiger cane make one
bite attack against it as a bonus action.

Pg.8
Weasel
Tiny beast
Armor Class 13
Hit Points 1 (1d4 -1)
Speed 30ft.

STR DEX CON


3 (-4) 16 (+3) 8 (-1)

Skills Perception +3, Stealth +5


Senses ---
Languages ---
Challenge 0

Keen Hearing and Smell. The weasel has advantage on


Wisdom (Perception) checks that rely on hearing and smell.

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

Wolf
Medium beast
Armor Class 13 (natural armour)
Hit Points 11 (2d8 +2)
Speed 40ft.

STR DEX CON


12 (+1) 15 (+2) 12 (+1)

Skills Perception +3, Stealth +4


Senses ---
Languages ---
Challenge 1/4
Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing and smell.
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 incapacitated.

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

Pg.7
Climbing Speed

Ape Actions
Medium Beast
Multiattack. The bear makes two attacks: one with its bite and
Armor Class 12 one with its claws.
Hit Points 19
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Speed 30ft., climb 30ft. Hit: 1d6 +2 piercing damage.
STR DEX CON Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
16 (+3) 14 (+2) 14 (+2) Hit: 2d4 +2 slashing damage.
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages ---
Challenge 1/2 Brown Bear
Large Beast
Armor Class 11 (natural armour)
Actions Hit Points 34 (4d10 +12)
Multiattack. The ape makes two fist attacks. Speed 40ft., climb 30ft.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. STR DEX CON
Hit: 1d6 +3 bludgeoning damage. 19 (+4) 10 (+0) 16 (+3)
Rock. Ranged Weapon Attack: +5 to hit, range 25/50ft., one Skills Perception +3
target. Sense ---
Hit: 1d6 +3 bludgeoning damage. Languages ---
Challenge 1

Keen Smell. The bear has advantage on Wisdom (Perception)


Baboon checks that rely on smell.
Small beast
Armor Class 12 Actions
Hit Points 3 (1d6)
Speed 30ft., climb 30ft. Multiattack. The bear makes two attacks: one with its bite and
one with its claw.
STR DEX CON Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
8 (-1) 14 (+2) 11 (+0) Hit: 1d8 +4 piercing damage.
Senses passive Perception 11 Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target.
Languages --- Hit: 2d6 +4 slashing damage.
Challenge 0

Pack Tactics. The Baboon has advantages on an attack roll


against a creature if at least one of the baboon’s allies is within 5 Cat
feet of the creature and the ally isn’t incapacitated. Tiny beast

Armor Class 12
Actions Hit Points 2 (1d4)
Speed 40ft., climb 30ft.
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hit: 1 piercing damage. STR DEX CON
3 (-4) 15 (+2) 10 (+0)
Skills Perception +3, Stealth +4
Senses ---
Black Bear Languages ---
Medium Beast Challenge 0

Keen Smell. The cat has advantage on Wisdom (Perception)


Armor Class 11 (natural armour)
checks that rely on smell.
Hit Points 19 (3d8 +6)
Speed 40ft., climb 30ft.
STR DEX CON Actions
15 (+2) 10 (+0) 14 (+2) Claws. Melee Weapon Attacks: +0 to hit, reach 5ft., one target.
Hit: 1 slashing damage.
Skills Perception +3
Senses passive Perception 13
Languages ---
Challenge 1/2

Keen Smell. The bear has advantage on Wisdom (Perception)


checks that rely on smell.

Pg.8
Giant Centipede
Huge beast Actions
Armor Class 13 (natural armour) Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature.
Hit Points 4 (1d6 +1) Hit: 1d8 +3 piercing damage, and the target must make a DC 11
Speed 30ft., climb 30ft. Constitution saving throw, taking 2d8 poison damage on a failed
save, or half as much damage on a successful one. If the poison
STR DEX CON
damage reduces the target to 0 hit points, the target is stable but
5 (-3) 14 (+2) 12 (+1)
poisoned for 1 hour, even after regaining hit points, and is
Senses blindsight 30ft. paralysed while poisoned in this way.
Languages --- Web (Recharge 5-6) Ranged Weapon Attack: +5 to hit, range
Challenge 1/4 30/60ft., one creature.
Hit: The target is restrained by webbing. As an action, the
restrained target can make a DC 12 Strength check, bursting the
Actions webbing on a success. The webbing can also be attacked and
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to
Hit: 1d4 +2 piercing damage, and the target must succeed on a bludgeoning, poison, and psychic damage.)
DC 11 Constitution saving throw or take 3d6 poison damage. If
the poison damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit points,
and is paralysed while poisoned in this way. Giant Wolf Spider
Medium beast
Armor Class 13
Hit Points 11 (2d8 +2)
Giant Lizard Speed 40ft., climb 40ft.
Large beast
STR DEX CON
Armor Class 12 (natural armour)
12 (+1) 16 (+3) 13 (+1)
Hit Points 19 (3d10 +3)
Speed 30ft., climb 30ft. Skills Perception +3, Stealth +7
Senses blindsight 10ft., darkvision 60ft.
STR DEX CON
Languages ---
15 (+2) 12 (+1) 13 (+1)
Challenge 1/4
Senses darkvision 30ft.
Spider Climb. The spider can climb difficult surfaces, including
Languages ---
upside down on ceilings, without needing to make an ability
Challenge 1/4
check.
Web Sense. While in contact with a web, the spider knows the
Actions exact location of any other creature in contact with same web.
Web Walker. The spider ignores movement restrictions caused
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
by webbing.
Hit: 1d8 +2 piercing damage.

Variants: Actions
Some giant lizards have one or both of the following traits. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one creature.
Hold Breath. The lizard can hold its breath for 15 minutes and Hit: 1d6 +1 piercing damage, and the target must make a DC 11
has a swimming speed of 30 feet.
Constitution saving thrown, taking 2d6 poison damage on a failed
Spider Climb. The lizard can climb difficult surfaces, including save, or half as much damage on a successful one. If the poison
upside down on ceilings, without needing to make an ability
damage reduces the target to 0 hit points, the target is stable but
check. poisoned for 1 hour, even after regaining hit points, and is
paralysed while poisoned in this way.

Giant Spider
Large beast Lizard
Armor Class 14 (natural armour) Tiny beast
Hit Points 26 (4d10 +4)
Armor Class 10
Speed 30ft., climb 30ft.
Hit Points 2 (1d4)
STR DEX CON Speed 20ft., climb 20 ft.
14 (+2) 16 (+3) 12 (+1)
STR DEX CON
Skills Stealth +7 2 (-4) 11 (+0) 10 (+0)
Senses blindsight 10ft., darkvision 60ft.
Languages --- Senses darkvision 30ft.
Challenge 1 Languages ---
Challenge 0
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check. Actions
Web Sense. While in contact with a web, the spider knows the
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target.
exact location of any other creature in contact with the same web.
Hit: 1 piercing damage
Web Walker. The spider ignores movement restrictions caused
by webbing.

Pg.11
Panther
Medium beast
Armor Class 12
Hit Points 13 (3d8)
Speed 50ft., climb 40ft.

STR DEX CON


14 (+2) 15 (+2) 10 (+0)

Skills Perception +4, Stealth +6


Senses ---
Languages ---
Challenge 1/4

Keen Smell. The panther has advantage on Wisdom (Perception)


checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the panther can make one
bite attack against it as a bonus action.

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

Spider
Tiny beast
Armor Class 12
Hit Points 1 (1d4 -1)
Speed 20ft., climb 20ft.
STR DEX CON
2 (-2) 14 (+2) 8 (-1)
Skills Stealth +4
Senses darkvision 30ft.
Languages ---
Challenge 0

Spider Climb. The spider can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.

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

Pg.12
Swimming Speed

Constrictor Snake Frog


Large Beast Tiny beast

Armor Class 12 Armor Class 11


Hit Points 13 (2d10 +2) Hit Points 1 (1d4 -1)
Speed 30ft., swim 30ft. Speed 20ft., swim 20ft.

STR DEX CON STR DEX CON


15 (+2) 14 (+2) 12 (+1) 1 (-5) 13 (+1) 8 (-1)

Skills Perception +1, Stealth +3


Senses blindsight 10ft.
Senses darkvision 30ft.
Languages ---
Languages ---
Challenge 1/4
Challenge 0

Amphibious. The frog can breathe air and water.


Actions Standing Leap. The frog’s long jump is up to 10 feet and its
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. high jump is up to 5 feet, with or without a running start
Hit: 1d4 +2 piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5ft., one
creature. Hit: 1d8 +2 bludgeoning damage, and the target is
grappled (escape DC 14). Until this grapple ends, the creature is Giant Constrictor Snake
restrained, and the snake can’t constrict another target. Huge beast
Armor Class 12
Hit Points 60 (1d12 +8)
Speed 30ft., swim 30ft.
Crab
Tiny beast STR DEX CON
19 (+4) 14 (+2) 12 (+1)
Armor Class 11 (natural armour)
Hit Points 2 (1d4) Skills Perception +2
Speed 20ft., swim 20ft. Senses blindsight 10ft.
Languages ---
STR DEX CON Challenge 2
2 (-4) 11 (+0) 10 (+0)

Skills Stealth +2 Actions


Senses blindsight 30ft
Languages --- Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature.
Challenge 0 Hit: 2d6 +4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5ft., one
Amphibious. The crab can breathe air and water creature.
Hit: 2d8 +4 bludgeoning damage, and the target is grappled
(escape DC 16). Until this grapple ends, the creature is
Actions restrained, and the snake can’t constrict another target.
Claw. Melee Weapon Attack: +0 to hit, reach 5ft., one target.
Hit: 1 bludgeoning damage.

Giant Crab
Medium beast
Crocodile
Armor Class 15 (natural armour)
Large beast
Hit Point 13 (3d8)
Armor Class 12 (natural armour) Speed 30ft., swim 30ft.
Hit Points 19 (3d10 +3)
STR DEX CON
Speed 20ft., swim 30ft.
13 (+1) 15 (+2) 11 (+0)
STR DEX CON
Skills Stealth +4
15 (+2) 10 (+0) 13 (+1)
Senses blindsight 30ft.
Skills Stealth +2 Languages ---
Senses --- Challenge 1/8
Languages ---
Amphibious. The crab can breathe air and water.
Challenge 1/2

Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., on target.
Actions Hit: 1d6 +1 bludgeoning damage, and the target is grappled
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. (escape DC 11). The crab has two claws, each of which can
Hit: 1d10 +2 piercing damage, and the target is grappled (escape grapple only one target.
DC 12). Until this grapple ends, the target is restrained, and the
crocodile can’t bite another target.
Pg.13
Giant Crocodile Giant Octopus
Huge beast Large beast
Armor Class 14 (natural armour) Armor Class 11
Hit Points 85 (9d12 +27) Hit Points 52 (8d10 +8)
Speed 30ft., swim 50ft. Speed 10ft. swim 60ft.

STR DEX CON STR DEX CON


21 (+5) 9 (-1) 17 (+3) 17 (+3) 13 (+1) 13 (+1)

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


Senses --- Senses darkvision 60ft.
Languages --- Languages ---
Challenge 5 Challenge 1

Hold Breath. The crocodile can hold its breath for 30 minutes. Hold Breath. While out of water, the octopus can hold its breath
for 1 hour.
Underwater Camouflage. The octopus has advantage on
Actions Dexterity (Stealth) checks made while underwater.
Multiattack. The crocodile makes two attacks: one with its bite Water Breathing. The octopus can breathe only underwater.
and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target.
Hit: 3d10 +5 piercing damage, and the target is grappled (escape Actions
DC 16). Until this grapple ends, the target is restrained, and the
Tentacles. Melee Weapon Attack: +5 to hit, reach 15ft., one
crocodile can’t bite another target.
target.
Tail. Melee Weapon Attack: +8 to hit, reach 5ft., one target not Hit: 2d6 +3 bludgeoning damage. If the target is a creature, it is
grappled by the crocodile. grappled (escape DC 16). Until this grapple ends, the target is
Hit: 2d8 +5 bludgeoning damage. If the target is a creature, it restrained, and the octopus can’t use its tentacles on another
must succeed on a DC 16 Strength saving throw or be knocked target.
prone.
Ink Cloud. (Recharges after a Short or Long Rest). A 20-
foot-radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute, although
significant current can disperse the Ink. After realising the ink,
Giant Frog the octopus can use the Dash action as a bonus action.
Medium beast
Armor Class 11
Hit Points 18 (4d8)
Speed 30ft., swim 30ft. Giant Poisonous Snake
Medium beast
STR DEX CON
Armor Class 14
12 (+1) 13 (+1) 11 (+0)
Hit Points 11 (2d8 +2)
Skills Perception +2, Stealth +3 Speed 30ft., swim 30ft.
Senses darkvision 30ft.
STR DEX CON
Languages ---
10 (+0) 18 (+4) 13 (+1)
Challenge 1/4
Skills Perception +2
Amphibious. The frog can breathe air and water. Senses blindsight 10ft.
Standing Leap. The frog’s long jump is up to 20 feet and its Languages ---
high jump is up to 10 feet, with or without a running start. Challenge 1/4

Actions Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Bite. Melee Weapon Attacks: +6 to hit, reach 10ft., one target.
Hit: 1d6 +1 piercing damage, and the target is grappled (escape Hit: 1d4 +4 piercing damage, and the target must make a DC 11
DC 11). Until this grapple ends, the target is restrained, and the Constitution saving throw, taking 3d6 poison damage on a failed
frog can’t bite another target. save, or half as much damage on a successful one.
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 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.

Pg.14
Giant Sea Horse Actions
Large beast Bite. Melee Weapon Attacks: +4 to hit, reach 5ft., one target.
Armor Class 13 (natural armour) Hit: 1d10 +2 piercing damage plus 1d10 poison damage, and the
Hit Points 16 (3d10) target is grappled (escape DC 13). Until this grapple ends, the
Speed 0ft., swim 40ft. target is restrained, and the toad can’t bite another target.
STR DEX CON Swallow The toad makes one bite attack against a Medium
12 (+1) 15 (+2) 11 (+0) beast or smaller target it is grappling. If the attack hits, the
target is swallowed alive, and the grapple ends. The swallowed
Senses --- target is blinded and restrained, it has total cover against attacks
Languages --- and other effects outside the toad, and it takes 3d6 acid damage
Challenge 1/2 at the start of each of the toad’s turns. The toad can have only
one target swallowed at a time.
Charge. If the sea horse moves at least 20 feet straight toward a If the toad dies, a swallowed creature is no longer restrained by it
target and then hits it with a ram attack on the same turn, the and can escape from the corpse using 5 feet of movement, exiting
target takes an extra 2d6 bludgeoning damage. If the target is a prone.
creature, it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Hunter Shark
Large beast
Actions
Armor Class 12 (natural armour)
Ram. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit Points 45 (6d10 +12)
Hit: 1d6 +1 bludgeoning damage. Speed 0ft., swim 40ft.

STR DEX CON


18 (+4) 13 (+1) 15 (+2)
Giant Shark Skills Perception +2
Huge beast
Senses blindsight 30ft.
Armor Class 13 (natural armour) Languages ---
Hit Points 126 (11d12 +55) Challenge 2
Speed 0ft., swim 50ft.
Blood Frenzy. The shark has advantage on melee attack rolls
STR DEX CON against any creature that doesn’t have all its hit points.
23 (+6) 11 (+0) 21 (+5) Water Breathing. The shark can breathe only underwater.
Skills Perception +3
Senses blindsight 60ft. Actions
Languages ---
Challenge 5 Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 2d8 +4 piercing damage.
Blood Frenzy. The shark has advantage on melee attack roles
against any creature that doesn’t have all its hit points.
Water Breathing. The can breathe only underwater.
Killer Whale
Huge beast
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Armor Class 12 (natural armour)
Hit: 3d10 +6 piercing damage. Hit Points 90 (12d12 +12)
Speed 0ft., swim 60ft.

STR DEX CON


19 (+4) 10 (+0) 13 (+1)
Giant Toad
Large beast Skills Perception +3
Senses blindsight 120ft.
Armor Class 11
Languages ---
Hit Points 39 (6d10 +6)
Challenge 3
Speed 20ft., swim 40ft.
Echolocation. The whale can’t use its blindsight while deafened.
STR DEX CON
15 (+2) 13 (+1) 13 (+1) Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom
Senses darkvision 30ft.
(Perception) checks that rely on hearing.
Languages ---
Challenge 1
Actions
Amphibious. The toad can breathe air and water.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Standing Leap. The toad’s long jump is up to 20 feet and its
Hit: 5d6 +4 piercing damage.
high jump is up to 10 feet, with or without a running start.

Pg.13
Octopus Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Small beast Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 2d4 poison damage on a failed
Armor Class 12 save, or half as much damage on a successful one.
Hit Points 3 (1d6)
Speed 5ft., swim 30ft.

STR DEX CON Polar Bear


4 (-3) 15 (+2) 11 (+0) Large beast
Skills Perception +2, Stealth +4 Armor Class 12 (natural armour)
Senses darkvision 30ft. Hit Points 42 (5d10 +15)
Languages --- Speed 40ft., swim 30ft.
Challenge 0
STR DEX CON
Hold Breath. While out of water, the octopus can hold its breath 20 (+5) 10 (+0) 16 (+3)
for 30 minutes.
Skills Perception +3
Underwater Camouflage. The octopus has advantage on Senses ---
Dexterity (Stealth) checks made while underwater. Languages ---
Water Breathing. The octopus can breathe only underwater. Challenge 2

Keen Smell. The polar bear has advantage on Wisdom


Actions (Perception) checks.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 1 bludgeoning damage, and the target is grappled (escape DC
Actions
10). Until this grapple ends, the octopus can’t use its tentacles on
another target. Multiattack. The bear makes two attacks; one with its bite and
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot- one with its claws.
radius cloud of ink extends all around the octopus if it is Bite. Melee Weapon Attack: +7 to hit, reach 5ft. one target.
underwater. The area is heavily obscured for 1 minute, although Hit: 1d8 +5 piercing damage.
a significant current can disperse the ink. After releasing the ink, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
the octopus can use the Dash action as a bonus action. Hit: 2d6 +5 slashing damage.
Variant: Cave Bear
Has darkvision to 60ft.
Plesiosaurus
Large beast
Armor Class 13 (natural armour)
Hit Points 68 (8d10 +24)
Reef Shark
Medium beast
Speed 20ft., swim 40 ft.
Armor Class 12 (natural armour)
STR DEX CON Hit Points 22 (4d8 +4)
18 (+4) 15 (+2) 16 (+3) Speed 0ft., swim 40ft.
Skills Perception +3. Stealth +4 STR DEX CON
Senses --- 14 (+2) 13 (+1) 12 (+1)
Languages ---
Challenge 2 Skills Perception +2
Senses blindsight 30ft.
Hold Breath. The plesiosaurus can hold its breath for 1 hour. Languages ---
Challenge 1/2
Actions Pack Tactics. The shark has advantage on an attack roll
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. against a creature if one of the shark’s allies is within 5 feet of
Hit: 3d6 +4 piercing damage. the creature and the ally isn’t incapacitated.
Water Breathing. The shark can breathe only underwater.

Actions
Poisonous Snake
Tiny beast Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 1d8 +2 piercing damage.
Armor Class 13
Hit Points 2 (1d4)
Speed 30ft., swim 30ft.

STR DEX CON


2 (-4) 16 (+3) 11 (+0)

Senses blindsight 10ft.


Languages ---
Challenge 1/8

Actions
Pg.16
Sea Horse
Tiny beast

Armor Class 11
Hit Points 1 (1d4 -1)
Speed 0ft., swim 20ft.

STR DEX CON


1 (-5) 12 (+1) 8 (-1)

Senses ---
Languages ---
Challenge 0

Water Breathing. The sea horse can breathe only underwater

Pg.15
Flying Speed

Bat Actions
Tiny beast Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Armor Class 12 Hit: 1d4 +2 slashing damage.
Hit Points 1 (1d4 -1)
Speed 5ft., fly 30ft.

STR DEX CON Flying Snake


2 (-4) 15 (+2) 8 (-1) Tiny beast
Senses blindsight 60ft. Armor Class 14
Languages --- Hit Points 5 (2d4)
Challenge 0 Speed 30ft., fly 60ft., swim 30ft.
Echolocation. The bat can’t use it’s blindsight while deafened. STR DEX CON
Keen Hearing. The bat has advantage on Wisdom (Perception) 4 (-3) 18 (+4) 11 (+0)
checks that rely on hearing.
Senses blindsight 10ft.
Languages ---
Actions Challenge 1/8

Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Flyby. The snake doesn’t provoke opportunity attacks when it
Hit: 1 piercing damage. flies out of an enemy’s reach.

Actions
Blood Hawk Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Small beast Hit: 1 piercing damage plus 3d4 poison damage.
Armor Class 12
Hit Points 7 (2d6)
Speed 10ft., fly 60ft.
Giant Bat
STR DEX CON Large beast
6 (-2) 14 (+2) 10 (+)
Armor Class 13
Skills Perception +4 Hit Points 22 (4d10)
Senses --- Speed 10ft., fly 60ft.
Languages ---
Challenge 1/8 STR DEX CON
15 (+2) 16 (+3) 11 (+0)
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight. Senses blindsight 60ft.
Languages ---
Pack Tactics. The hawk has advantage on an attack roll against
Challenge 1/4
a creature if at least one of the hawk’s allies is within 5 feet of the
creature and the ally isn’t incapacitated. Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 1d4 +2 piercing damage. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one creature.
Hit: 1d6 +2 piercing damage

Eagle
Small beast
Armor Class 12
Hit Points 3 (1d6)
Speed 10ft., fly 60ft.

STR DEX CON


6 (-2) 15 (+2) 10 (+0)
Skills Perception +4
Senses ---
Languages ---
Challenge 0
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.

Pg.16
Giant Eagle against a creature if at least one of the vulture’s allies is within 5
Large beast feet of the creature and the ally isn’t incapacitated.
Actions
Armor Class 13
Hit Points 26 (4d10 +4) Multiattack. The vulture makes two attacks: one with its beak
Speed 10ft., fly 80ft. and one with its talon.
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
STR DEX CON
Hit: 2d4 +2 piercing damage.
16 (+3) 17 (+3) 13 (+1)

Skills Perception +4
Senses ---
Languages understands Common and Auran but can’t speak Giant Wasp
them. Medium beast
Challenge 1
Armor Class 12
Keen Sight. The eagle has advantage on Wisdom (Perception) Hit Points 13 (3d8)
checks that rely on sight. Speed 10ft., fly 50ft.

STR DEX CON


Actions 10 (+0) 14 (+2) 10 (+0)

Multiattack. The eagle makes two attacks: one with its beak Senses ---
and one with its talons. Languages ---
Beak. Melee Weapon Attack: +5 to hit, reach 5t., one target. Challenge 1/2
Hit: 1d6 +3 piercing damage.
Talon. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Actions
Hits: 2d6 +3 slashing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one creature.
Hit: 1d6 -2 piercing damage, and the target must make a DC 11
Constitution saving throw, taking 3d6 poison damage on a failed
Giant Owl save, or half as much damage reduce the target to 0 hit points,
Large beast the target is stable but poisoned for 1 hour, even after regaining
hit points, and is paralysed while poisoned in this way.
Armor Class 12
Hit Points 19 (3d10 +3)
Speed 5ft., fly 60ft.

STR DEX CON Hawk


13 (+1) 15 (+2) 12 (+1) Tiny beast
Armor Class 13
Skills Perception +5, Stealth +4
Hit Points 1 (1d4 -1)
Senses darkvision 120ft.
Speed 10ft., fly 60ft.
Languages understands Common, Elvish, and Sylvan but can’t
speak them. STR DEX CON
Challenge 1/4 5 (-3) 16 (+3) 8 (-1)
Flyby. The owl doesn’t provoke opportunity attacks when it flies Skills Perception +4
out of an enemy’s reach. Senses ---
Keen Hearing and Sight. The owl has advantage on Wisdom Languages ---
(Perception) checks that rely on hearing and sight. Challenge 0

Keen Sight. The hawk has advantage on Wisdom (Perception)


Actions checks that rely on sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 2d6 +1 slashing damage. Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5ft., one target
Hit: 1 slashing damage.
Giant Vulture
Large beast
Armor Class 10
Hit Points 22 (3d10 +6)
Speed 10ft., fly 60ft.

STR DEX CON


15 (+2) 10 (+0) 15 (+2)

Skills Perception+3
Senses ---
Languages understands Common but can’t speak
Challenge 1
Keen Sight and Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack toll

Pg.17
Owl Stirge
Tiny beast Tiny beast
Armor Class 11 Armor Class 14 (natural armour)
Hit Points 1 (1d4 -1) Hit Points 2 (1d4)
Speed 5ft., fly 60ft. Speed 10ft., fly 40ft.

STR DEX CON STR DEX CON


3 (-4) 13 (+1) 8 (-1) 4 (-3) 16 (+3) 11 (+0)
Senses darkvision 60ft.
Skills Perception +3, Stealth +3
Languages ---
Senses darkvision 120ft.
Challenge 1/8
Languages ---
Challenge 0

Flyby. The owl doesn’t provoke opportunity attacks when it flies Actions
out of an enemy ‘s reach.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5ft., one
Keen Hearing and Sight. The owl has advantage on Wisdom creature.
(Perception) checks that rely on hearing and sight. Hit: 1d4 +3 piercing damage, and the stirge attaches to the
target. While attached, the stirge doesn’t attack. Instead, at the
start of each of the stirge’s turns, the target loses 1d4 +3 hit
Actions points due to blood loss.
Talons. Melee Weapon Attack: +3 to hit, reach 5ft., one target. The stirge can detach itself by spending 5 feet of its movement. It
Hit: 1 slashing damage. does so after it drains 10 hit points of blood from the target or the
target dies. A creature, including the target, can use its action to
detach the stirge.

Pteranodon
Medium beast
Vulture
Armor Class 13 (natural armour) Medium beast
Hit Points 13 (3d8)
Speed 10 ft., fly 60ft. Armor Class 10
Hit Points 5 (1d8 +1)
STR DEX CON Speed 10ft., fly 50ft.
12 (+1) 15 (+2) 10 (+0)
STR DEX CON
Skills Perception +1 7 (-2) 10 (+0) 13 (+1)
Senses ---
Skills Perception +3
Languages ---
Senses ---
Challenge 1/4
Languages ---
Flyby. The pteranodon doesn’t provoke an opportunity attack Challenge 0
when it flies out of an enemy’s reach. Keen Sight and Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell
Actions Pack Tactics. The vulture has advantage on an attack toll
against a creature if at least one of the vulture’s allies is within 5
Bite. Melee Weapon Attack +3 to hit, reach 5ft., one target. feet of the creature and the ally isn’t incapacitated.
Hit: 2d4 +1 piercing damage.

Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Raven Hit: 1d4 piercing damage.
Tiny beast
Armor Class 12
Hit Points 1 (1d4 -1)
Speed 10ft., fly 50ft.

STR DEX CON


2 (-4) 14 (+2) 8 (-1)

Skills Perception +3
Senses ---
Languages ---
Challenge 0
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 sound can tell they are imitations with a
successful DC 10 Wisdom (Insight) check.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 1 piercing damage.

Pg.20
Elementals

Air Elemental Actions


Large elemental
Multiattack. The elemental makes two slam attacks.
Armor Class 15 Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit Points 90 (12d10 +24) Hit: 2d8 +5 bludgeoning damage.
Speed 0ft., fly 90ft. (hover)

STR DEX CON


14 (+2) 20 (+5) 14 (+2)
Damage Resistances lightning, thunder; bludgeoning, piercing, Fire Elemental
and slashing damage from non-magical attacks. Large elemental
Damage Immunities poison Armor Class 13
Condition Immunities exhaustion, grappled, paralysed, Hit Points 102 (12d10 +36)
petrified, poisoned, prone, restrained, unconscious. Speed 50ft.
Senses darkvision 60ft.
Languages Auran STR DEX CON
Challenge 5 10 (+0) 17 (+3) 16 (+3)
Air Form. The elemental can enter a hostile creature’s space and Damage Resistances bludgeoning, piercing, and slashing for
stop there. It can move through a space as narrow as 1 inch wide non-magical attacks.
without squeezing. Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralysed,
petrified, poisoned, prone, restrained, unconscious.
Actions Senses darkvision 60ft.
Multiattack. The elemental makes two slam attacks. Languages Ignan
Challenge 5
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target.
Hit: 2d8 +5 bludgeoning damage. Fire Form. The elemental can move through a space as narrow
Whirlwind (Recharge 4-6). Each creature in the elemental’s as 1 inch wide without squeezing. A creature that touches the
space must make a DC 13 Strength saving throw. On a failure, a elemental or its it with a melee attack while within 5 feet of it
target takes 3d8 +2 bludgeoning damage and is flung up to 20 takes 1d10 fire damage. In addition, the elemental can enter a
feet away from the elemental in a random direction and knocked hostile creature’s space on a turn, that creature takes 1d10 fire
prone. If a thrown target strikes an object, such as a wall or floor, damage, and catches fire: until someone takes an action to douse
the target takes 1d6 for every 10 feet it was thrown. If the target the fire, the creature takes 1d10 fire damage at the start of each
is thrown at another creature, that creature must succeed on a of its turns.
DC 13 Dextertiy saving throw or take the same damage and be Illumination. The elemental sheds bright light in a 30-foot
knocked prone. radius and dim light in an additional 30 feet.
If the saving throw is successful, the target takes half the Water Susceptibility. For every 5 feet, the elemental moves in
bludgeoning damage and isn’t flung away or knocked prone. water, or for every gallon of water splashed on it, it takes 1 cold
damage.

Earth Elemental Actions


Large elemental
Multiattack. The elemental makes two touch attacks
Armor Class 17 (natural armour)
Hit Points 126 (12d10 +60) Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Speed 30ft., burrow 30ft. Hit: 2d6 +3 fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse the
STR DEX CON fire, the target 1d10 fire damage at the start of each of its turns.
20 (+5) 8 (-1) 20 (+5)

Damage Vulnerabilities thunder


Damage Resistances bludgeoning, piercing, and slashing from
non-magical attacks.
Damage Immunities poison
Condition Immunities exhaustion, paralysed, petrified,
poisoned, unconscious
Senses darkvision 60ft., tremorsense 60ft.
Languages Terran
Challenge 5
Earth Glide. The elemental can burrow through non-magical,
unworked earth and stone. While doing so, the elemental doesn’t
disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects
and structures.

Pg.21
Water Elemental Actions
Large elemental
Multiattack. The elemental makes two slam attacks.
Armor Class 14 (natural armour)
Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit points 114 (12d10 +48)
Hit: 2d8 +4 bludgeoning damage.
Speed 30ft., swim 90ft.
Whelm (Recharge 4-6). Each creature in the elemental’s space
STR DEX CON must make a DC 15 Strength saving throw. On a failure, a target
18 (+4) 14 (+2) 18 (+4) takes 2d8 +4 bludgeoning damage. If it is Large or smaller, it is
also grappled (escape DC 14). Until this grapple ends, the target
Damage Resistance acid; bludgeoning, piercing, and slashing is restrained and unable to breathe unless it can breathe water.
form non-magical attacks. If the saving throw is successful, the target is pushed out of the
Damage Immunities poison elemental’s space.
Condition Immunities exhaustion, grappled, paralysed, The elemental can grapple one Large creature or up to two
petrified, poisoned, prone, restrained, unconscious Medium or smaller creatures at one time with this ability. At the
Senses darkvision 60ft. start of each of the elemental’s turns, each grappled target takes
Languages Aquan 2d8 +4 bludgeoning damage. As an action, a creature within 5
Challenge 5 feet of the elemental can pull a creature or an object out of it by
succeeding on a DC 14 Strength check.
Water Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch
wide without squeezing.
Freeze. If the elemental takes cold damage., it partially freezes;
its speed is reduced by 20 feet until the end of its next turn.

Summary of the Senses

Blindsight Tremorsense
A creature with blindsight can perceive its A creature with tremorsense can detect and
surroundings without relying on sight, within a pinpoint the origins of vibrations within a specific
specific radius. radius, provided that the creature and the source
Creatures without eyes, such as oozes, and of the vibrations are in contact with the same
creatures with echolocation or heightened senses, ground or substance. Tremorsense can’t be used
such as bats and true dragons, have this sense. to detect flying or incorporeal creatures. Many
Darkvision burrowing creatures have this special sense.
Within a specified range, a creature with
darkvision can see in dim light as if it were bright
light and in darkness as if it were dim light, so
areas of darkness are only lightly obscured as far
as that creature is concerned. However, the
creature can’t discern colour in that darkness;
only shades of grey.

Pg.22

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