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Index Introduction
Index 1 This bestiary provides game statistics and lore for
Credits 1 seven monsters that are suitable for any 5th
Introduction 1 Edition D&D campaign. They also feature fitting
Creature Summaries 1 descriptions of lairs, lair actions, and regional
Bestiary 2 effects. The creatures in this bestiary are
Carniboar 2 organized alphabetically.
Giant Wasp Larva 3
If you are unfamiliar with the monster stat block
Giant Wasp Queen 4
Moss Bear 5 format, read the introduction of the Monster
All other original material in this work is copyright Giant Wasp 1/8 Medium Beast that can restrain
Larva creatures and quickly develops
2023 by Bas Klein and published under the
into a dangerous wasp
Community Content Agreement for Dungeon
Masters Guild. Giant Wasp 2 Large Beast able to lays eggs that
Queen quickly grow up into powerful
This book was not developed by Wizards of the warriors
Coast LLC. This is a fan work intended to be used Moss Bear 1 Large Beast blessed by druidic
as an extension to, not a replacement of, the forces to be a guardian of nature
1
Bestiary If all carniboars die, these effects fade over the
course of 2 (1d4) days.
Carniboar Carniboar
Medium Beast, Unaligned
A hog with a hunger for blood. Boars and hogs that
are allowed to consume humanoid meat will Armor Class 13 (natural armor)
occasionally develop a taste for it—and start to Hit Points 26 (4d8 + 8)
Speed 40 ft.
actively seek it out. They will hunt down anyone
who strays too far off the forest paths, staining the
STR DEX CON INT WIS CHA
area and themselves with blood and guts as they
15 (+2) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
tear into their victims. Over time their skin will
toughen up, their tusks will grow out, and their Senses Passive Perception 10
teeth will turn jagged. Languages --
Challenge 1/2 (100 XP) Proficiency Bonus +2
Carniboar Lair
Blood Frenzy. The carniboar has advantage on melee
A lone carniboar will make a lair in an abandoned attack rolls against any creature that doesn't have all its hit
den, or sheltered brush. Most of the time, the only points.
traces it leaves behind are blood splatters and
Charge. If the carniboar moves at least 20 feet straight
shards of bone. A pack of carniboars lays claim to toward a target and then hits it with a tusk attack on the
a large section of forest, leaving the corpses of same turn, the target takes an extra 3 (1d6) slashing
their prey to fester in the sun. damage. If the target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
2
Giant Wasp Larva
Newly hatched and hungry, the larva will try to
bite anything it thinks is food. If the queen comes
under threat, the larva will develop at an
accelerated rate to help protect her. Luckily their
nests are made of highly flammable paper.
Action
3
Giant Wasp Queen Regional Effects
The region containing a giant wasp hive is altered
An oversized and aggressive social insect, almost
by its presence, creating one or more of the
always protected by her swarm. When young
following effects:
queens fly out to establish their own nests, they
● Decreased presence of other giant insects.
are similar in size to other giant wasps, but a
fully-grown queen is close to the size of a horse, ● Nest surfaces are covered in combs filled with
making flight difficult, but still possible. A eggs and larvae. The larvae are aggressive and
migrating swarm of giant wasps is a terrifying will lash out if they notice enemy creatures
sight to behold. pass by.
Giant wasps are omnivorous, but prefer meat. ● Larvae development into adult forms is
They use their stingers to paralyze their prey and accelerated.
bring them back to the hive for the queen and ● Giant Wasps infest the area within 2 miles of
larvae to eat. the nest, attacking any creatures they see as
prey.
Giant Wasp Queen Lair
If the queen dies, these effects fade over the
Giant wasps are extremely territorial, laying claim
course of 1d6 days. The rest of the swarm will
to caves, fruit orchards, or in very unfortunate
immediately flee the nest and scatter.
situations, homesteads. The wasps build their
nests out of paper, using their large mandibles to
Giant Wasp Queen
tear into trees, then breaking down the fibers. The
Large Beast, Unaligned
paper they produce is of high quality and is often
sought after by wizards. Armor Class 13 (natural armor)
Hit Points 76 (9d10 + 27)
Lair Actions Speed 10 ft., fly 20 ft. (hover)
4
Moss Bear ● If a creature touches any of the plants in the
bear’s domain, the bear will know the general
An old and dying brown bear was rejuvenated by location of the creature.
druidic powers to take on the task of protecting
● The bear’s domain is difficult terrain for
the forest. Its fur is now covered in a magical moss
creatures that aren’t native to it.
that allows it to sense and influence the plants in
If the bear dies, these effects fade over the course
its territory.
of a day. Native creatures will seek out its body to
Moss Bear Lair mourn its passing.
Lair Actions
Skills Perception +4
On initiative count 20 (losing initiative ties), the
Senses Blindsight 5 ft., Passive Perception 14
bear takes a lair action to cause one of the Languages Understands Druidic, but can’t speak it.
following effects; the bear can’t use the same Challenge 1 (200 XP) Proficiency Bonus +2
Regional Effects
The region containing a moss bear’s lair is altered
by its presence, creating one or more of the
following effects:
5
Octopus Matriarch
The octopus matriarch lays hundreds of eggs,
which will take many months to hatch. Armed
with eight tentacles and a beak, it lies in wait,
protecting its young. The eggs of the giant
octopus are highly valued as a delicacy and
magical component.
Ink Trap. The matriarch opens up a small tunnel, Water Breathing. The octopus can breathe only
underwater.
releasing a cloud of ink it had stored. An ink cloud
appears from a wall as if the Ink Cloud action had Action
been used.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Hidden Tentacle. A large camouflaged tentacle creature. Hit: 10 (2d6 + 3) bludgeoning damage. If the
suddenly swoops up, and the matriarch makes a target is a creature, it is grappled (escape DC 16). Until this
grapple ends, the target is restrained. The octopus can use
tentacle attack.
its tentacles on up to 3 targets at once.
Stonefall Trap. The matriarch causes a bunch of
Ink Cloud (Recharges after a Short or Long Rest). A
stones to fall from the wall or ceiling in a 5-foot 20-foot-radius cloud of ink extends all around the octopus
radius. Creatures inside the area must succeed on if it is underwater. The area is heavily obscured for 1
a DC 12 Dexterity saving throw, or take 5 (1d10) minute, although a significant current can disperse the ink.
After releasing the ink, the octopus can use the Dash
bludgeoning damage. If they succeed, the damage
action as a bonus action.
is halved.
6
Rat King Lair Actions
On initiative count 20 (losing initiative ties), the
The first thing that hits you is the stench of a
king takes a lair action to cause one of the
dozen rotting rat corpses—then you see the
following effects:
horrifying tangle skitter across the room.
Swarm. The king lets out a horrible screech,
The rat king is a swarm of rats that had their tails
summoning a Swarm of Rats to its side. The swarm
intertwined and bound in some way, either by
can appear anywhere within 30 ft. of the king.
accident or by being tied together. It’s a cruel fate
Hidey-hole. The king escapes into one of many
that often results in the affected rats dying.
hidey-holes littering its lair. At the start of its next
However, in rare situations, one of the rats asserts
turn, the king emerges in another spot within its
its dominance over the others. This “true king”
lair, within 30 ft. of where it disappeared.
kills or otherwise subjugates the rest of the tangle.
It will then attempt to subjugate even more rats,
eventually coming to lead whole colonies. Rat King
Small swarm of Tiny beasts, Unaligned
Inevitably, more rats will become entangled in the
rat king, and the rats that were originally part of it Armor Class 11 (rat corpses)
will die while remaining entangled, with the most Hit Points 12 (5d6 - 7)
ferocious usurping the role of the “true king”. Speed 15 ft.
Stench. Any creature other than a rat that starts its turn
within 5 feet of the king must succeed on a DC 12
Constitution saving throw or be poisoned until the start of
the creature's next turn.
Action
7
Spider Queen Spider Queen
Large Beast, Unaligned
Some lie in wait, ready to strike when an
unfortunate adventurer gets stuck in its web. Armor Class 15 (natural armor)
Others hide in pits or tunnels, and strike as prey Hit Points 60 (8d10 + 16)
Speed 30 ft., climb 30 ft.
passes by.
A spider queen is an old giant spider, that has STR DEX CON INT WIS CHA
spawned generations of offspring and claimed a 16 (+3) 16 (+3) 14 (+2) 2 (-4) 13 (+1) 4 (-3)
Spider Queen Lair Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to
Covered in webs, guarded by generations upon make an ability check.
generations of giant spiders, lies the lair of the
Web Sense. While in contact with a web, the spider knows
spider queen. Expansive cave networks, forgotten
the exact location of any other creature in contact with the
castles, and ancient forests are the domains of the same web.
spider queen.
Web Trail. Whenever the spider moves out of a space, the
space is covered in webbing.
Lair Actions
On initiative count 20 (losing initiative ties), if the Web Walker. The spider ignores movement restrictions
caused by webbing.
queen is in contact with a web, it takes a lair
action to cause one of the following effects; the Action
queen can’t use the same effect two rounds in a
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
row:
creature. Hit: 7 (1d8 + 3) piercing damage, and the target
Egg Sac. An egg sac bursts open, releasing a must make a DC 11 Constitution saving throw, taking 9
(2d8) poison damage on a failed save, or half as much
Swarm of Insects (Spiders).
damage on a successful one. If the poison damage reduces
Trip. The queen shifts its weight, shaking the the target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is paralyzed
web. Any creature in contact with the web that
while poisoned in this way.
isn’t a spider must succeed on a DC 12 Dexterity
saving throw or fall prone. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range
30/60 ft., one creature. Hit: The target is restrained by
Venom Burst. One of the queen’s previous victims webbing. As an action, the restrained target can make a DC
bursts open, spraying venom in a 5-foot radius. 12 Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
Creatures inside the area must succeed on a DC 12
vulnerability to fire damage; immunity to bludgeoning,
Dexterity saving throw, or take 7 (2d6) poison poison, and psychic damage).
damage. If they succeed, the damage is halved.