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Lair of the Beast

A Monster Collection for Dungeons & Dragons 5th Edition

Version 1.0.0
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

Octopus Matriarch 6 Manual before proceeding further. It explains stat

Rat King 7 block terminology and gives rules for various


Spider Queen 8 monster traits—information that isn’t repeated
here.
Credits Please note that the indicated CR does not take
the lairs into account. The indicated CR merely
DUNGEONS & DRAGONS, D&D, Wizards of the
indicates the additional challenge the stat blocks
Coast, Forgotten Realms, Ravenloft, Eberron, the
of each creature bring into any given fight.
dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in
Creature Summaries
the USA and other countries.
The creatures in this bestiary are briefly described
This work contains material that is copyright in the table below.
Wizards of the Coast and/or other authors. Such
material is used with permission under the Creature CR Summary

Community Content Agreement for Dungeon


Carniboar 1/2 Medium Beast with a taste for
Masters Guild. meat and violence

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

official sourcebooks. Octopus 2 Large Beast that defends its


Matriarch offspring from anything it deems a
Lair of the Beast is written and designed by Bas threat
Klein.
Rat King 1/2 Small Swarm of Tiny Beasts that
can call on the support of other
rats

Spider Queen 1 Large Beast that creates traps


using its webs and venom

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.

Regional Effects Keen Smell. The carniboar has advantage on Wisdom


The region containing a carniboar’s lair is polluted (Perception) checks that rely on smell.
by its presence, growing more intense for every
Relentless (Recharges after a Short or Long Rest). If the
carniboar in the pack, creating one or more of the carniboar takes damage that would reduce it to 0 hit
following effects: points, it is reduced to 1 hit point instead.

● Boars and pigs become unnaturally aggressive Action


and slowly start to turn into carniboars.
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one
● Blood and gore are left to rot, creating stinking creature. Hit: 5 (1d6 + 2) slashing damage.
clouds. The clouds share the effects of the
Stinking Cloud spell (DC 12) but are
non-magical.

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.

Giant Wasp Larva


Medium Beast, Unaligned

Armor Class 8 (unarmored)


Hit Points 7 (2d8 - 1)
Speed 10 ft.

STR DEX CON INT WIS CHA

10 (+0) 7 (-2) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Damage Vulnerabilities Fire


Condition Immunities Charmed, Prone
Senses Tremorsense 15 ft., Passive Perception 9
Languages --
Challenge 1/8 (25 XP) Proficiency Bonus +2

Pupate. The larva can use its action to rapidly harden,


turning into a pupa as it develops into a wasp. In this form,
the larva has an AC of 12, can not take any actions, and is
considered Restrained. At the end of its next turn, it
becomes a Giant Wasp, and any damage that was dealt is
transferred over to its new form.

Action

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


creature. Hit: 3 (1d6) piercing damage, and the target is
grappled (escape DC 10). Until this grapple ends, the target
is restrained, and the larva can't bite another target.

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)

On initiative count 20 (losing initiative ties), the


STR DEX CON INT WIS CHA
queen takes a lair action to cause one of the
12 (+1) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3)
following effects; the queen can’t use the same
effect two rounds in a row:
Condition Immunities Prone
Senses Passive Perception 11
Hatch. The queen lets out a piercing screech,
Languages --
causing up to 4 (1d8) wasp eggs to hatch.
Challenge 2 (450 XP) Proficiency Bonus +2

Alert the Hive (Recharge 6). The queen beats her


Mother of Swarms. At the end of its turn, the queen will
wings like a drum, summoning up to 3 (1d6) Giant
lay an egg in an unoccupied space within 5ft.
Wasps to her side.
Action

Multiattack. The queen makes two bite attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: 8 (2d6 + 1) piercing damage. If the target is an
egg or larva, the attack automatically hits, consuming the
creature, and the queen regains 6 (1d8 + 2) hit points.

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.

Moss bears lair in deep, old forests, claiming a


cave, or digging a den. They are solitary creatures, Moss Bear
Large Beast, Lawful Neutral
but will allow smaller critters to take shelter in
their lairs. The territory of a moss bear is dense
Armor Class 12 (natural armor)
and overgrown, making it difficult to navigate for Hit Points 42 (5d10 + 15)
those that aren’t native to it. Other creatures may Speed 40 ft., climb 30 ft.

pass through, as long as they do not bring harm to


STR DEX CON INT WIS CHA
the forest.
19 (+4) 10 (+0) 17 (+3) 4 (-3) 14 (+2) 10 (+0)

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

effect two rounds in a row:


Keen Smell. The bear has advantage on Wisdom
Gust. The bear roars, guiding the wind as if (Perception) checks that rely on smell.

casting the Gust spell.


Action
Thorn Whip. A thorn-covered vine comes free
Multiattack. The bear makes two attacks: one with its bite
from the wall and lashes out at a target, making a
and one with its claws.
melee weapon attack with a +2 to hit. If the attack
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
hits, the target takes 3 (1d6) piercing damage, and
Hit: 8 (1d8 + 4) piercing damage.
if the creature is Large or smaller, it is pulled up to
10 feet closer to the wall. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Entangle. The bear scratches the floor, and vines
sprout from the ground as if casting the Entangle
spell (DC 12).

Regional Effects
The region containing a moss bear’s lair is altered
by its presence, creating one or more of the
following effects:

● Decreased presence of chaotic-aligned


creatures.

● Creatures native to the bear’s domain have an


easier time hiding; they have advantage on all
Dexterity (Stealth) checks made to hide.

● Fires that weren’t caused by natural means will


be snuffed out by heavy rainfall.

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.

While the matriarch might seem unintelligent at a


glance, the creature can tactically use its
environment and ink to escape through tight
passages. Inexperienced hunters often think it
escapes into nothingness, leading to tales of
magical octopodes. Octopus Matriarch
Large Beast, Unaligned
Octopus Matriarch Lair
Armor Class 11
The matriarch makes its lair in underwater caves,
Hit Points 52 (8d10 + 8)
hidden in the darkness. The lair is often made up Speed 10 ft., swim 60 ft.
of narrow tunnels the matriarch can easily
STR DEX CON INT WIS CHA
squeeze its pliable body through. Once settled, it
starts moving rocks, thereby creating barriers, 17 (+3) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 4 (-3)

opening passages, and setting traps for any who


Skills Perception +4, Stealth +5
would dare to harm its young.
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Lair Actions Challenge 2 (450 XP) Proficiency Bonus +2
The matriarch has a limited number of 5 (1d8 + 1)
traps set up. The number is determined at the start Hold Breath. While out of water, the octopus can hold its
breath for 1 hour.
of an encounter and recharges after a long rest.
Any time it takes a lair action, 1 charge is spent. Nimble Escape. The octopus can take the Disengage or
Hide action as a bonus action on each of its turns.
On initiative count 20 (losing initiative ties), the
matriarch takes a lair action to cause one of the Underwater Camouflage. The octopus has advantage on
following effects: Dexterity (Stealth) checks made while underwater.

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.

Rat King Lair STR DEX CON INT WIS CHA

8 (-1) 10 (+0) 8 (-1) 3 (-4) 11 (+0) 3 (-4)


Due to its limited mobility, the rat king will create
its nest wherever it finds itself, relying upon its
Damage Resistances Bludgeoning, Piercing, Slashing
servants to bring it food. The most likely place to Condition Immunities Charmed, Frightened, Grappled,
find a rat king will be the sewers or a storeroom. It Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 30 ft., Passive Perception 10
will share its lair with the rest of its colony,
Languages --
numbering in the hundreds. The colony will dig
Challenge 1/2 (100 XP) Proficiency Bonus +2
and gnaw into any surface to create a suitable lair.
The unsanitary conditions cause swarms of bugs Keen Smell. The king has advantage on Wisdom

to infest the lair. (Perception) checks that rely on smell.

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.

Swarm. The king can occupy another creature's space and


vice versa, and the king can move through any opening
large enough for a Tiny rat. The king can't regain hit points
or gain temporary hit points.

Action

Multiattack. The king makes three bite attacks.

Bite. Melee Weapon Attack: +2 to hit, reach 0 ft., one target


in the king’s space. Hit: 3 (1d6) piercing damage.

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)

domain for itself, forming a makeshift colony. The


Skills Stealth +7
older spiders will protect and nurture the
Senses Blindsight 10 ft., Darkvision 60 ft., Passive
spiderlings, slowly growing and spreading their
Perception 10
lair. Over the years the queen’s carapace has Languages --
grown harder, and its venom more potent. Challenge 1 (200 XP) Proficiency Bonus +2

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.

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