Beasts

Beasts, also called “normal animals”, are the bulk of the fauna of the fantasy realm. Most of the creatures here could be mistaken (if not for unusual size in some cases) as their counterparts on Earth. They participate normally in the circle of life and their origins are entirely mundane. Normally, most beasts are unlikely to attack armed-and-armored groups of humanoids (ie adventuring groups) willingly, unless driven by hunger, magic, or threats to their dens or children. Most beasts have the Craven attitude, while some are Individualistic or Pack-minded.

As a general rule, beasts have very few if any magical abilities and do not speak any language. Thus, a dire wolf is a beast, while both the warg (which can speak) and the winter wolf (which breathes elemental cold) are monstrosities.

Most normal gorillas, chimpanzees, and other larger apes are best represented by the ape stat block. For smaller ones (baboons, etc.) use the baboon stat block. Giant apes are more like King Kong (in his smaller incarnations).

Ape

Medium beast, pack mentality, craven

Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+3 +2 +2 −2 +1 −2

Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages —
Challenge 1:1/4

actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6 + 3 bludgeoning damage.
Rock. Ranged Attack: +5 to hit, range 25/50, one target. Hit: 1d6+3 bludgeoning damage.

The baboon can represent any smaller ape or monkey large enough to pose a threat to a normal person.

Baboon

Small beast, pack mentality, craven

Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
−1 +2 +0 −3 +1 −2

Senses passive Perception 11
Languages —
Challenge 1/4:0

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Bite. Melee Attack: +3 to hit, reach 5 ft, one target. Hit: 1d4 + 2 piercing damage.

Black Bear

Medium beast, individualistic, craven

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

STR DEX CON INT WIS CHA
+2 +0 +2 −4 +1 −2

Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1:1/4

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Attack: +4 to hit, reach 5 ft, one target. Hit: 1d6 + 2 piercing damage.
Claws. Melee Attack: +4 to hit, reach 5 ft, one target. Hit: 2d4 + 2 slashing damage.

Blood Hawk

Small beast, pack mentality

Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
−2 +2 +0 −4 +2 −3

Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 1/4:1/8

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Beak. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d4 + 2 piercing.

Boar

Medium beast, herd mentality, fearless

Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
+1 +0 +1 −4 −1 −3

Senses passive Perception 9
Languages —
Challenge 1/4:1/4

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

actions

Tusk. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d6 + 1 slashing.

Brown Bear

Large beast, individualistic, guardian

Armor Class 12 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+3 +1 +3 −4 +1 −2

Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 2:1/2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d8 + 3 piercing.
Claws. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 slashing.

Camel

Large beast, domestic, herd mentality

Armor Class 10
Hit Points 15 (2d10 + 4)
Speed 50 ft.

STR DEX CON INT WIS CHA
+3 0 +2 −4 −1 −3

Senses passive Perception 9
Languages —
Challenge 1/8:1/8

actions

Bite. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d4 bludgeoning.

Constrictor Snake

Large beast, individualistic

Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+2 +2 +1 −5 +0 −4

Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/2:1/8

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing.
Constrict. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d8 + 2 bludgeoning and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Crocodile

Large beast, individualistic

Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+2 +0 +1 −4 +0 −3

Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2:1/4

Hold Breath. The crocodile can hold its breath for 15 minutes.

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d10 + 2 piercing and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

Dire Wolf

Large beast, pack mentality

Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR DEX CON INT WIS CHA
+3 +2 +2 −4 +1 −2

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 1:1

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 piercing. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Draft Horse

Large beast, domestic, herd mentality

Armor Class 10
Hit Points 6 (1d10 + 1)
Speed 40 ft.

STR DEX CON INT WIS CHA
+4 +0 +1 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 1:0

actions

Hooves. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d4 + 4 bludgeoning.

Elephant

Huge beast, herd mentality, guardian

Armor Class 13 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA
+6 −1 +3 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 4:4

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

actions

Gore. Melee Attack: +6 to hit, reach 5, one target. Hit: 3d8 + 6 piercing.
Stomp. Melee Attack: +6 to hit, reach 5, one target. Hit: 3d10 + 6 bludgeoning.

Elk

Large beast, herd mentality

Armor Class 11
Hit Points 13 (2d10 + 2)
Speed 50 ft.

STR DEX CON INT WIS CHA
+3 +1 +1 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 1/2:1/4

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 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

actions

Ram. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d6 + 3 bludgeoning.
Hooves. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d4 + 3 bludgeoning.

Flying Snake

Tiny beast, individualistic

Armor Class 13
Hit Points 7 (3d4)
Speed 30 ft., fly 60 ft., swim 30 ft

STR DEX CON INT WIS CHA
−3 +3 +0 −4 +1 −3

Senses blindsight 10 ft., passive Perception 11
Languages —
Challenge 1:1/8

Flyby. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 3d4 poison.

Giant Ape

Huge beast, individualistic

Armor Class 14 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+6 +2 +4 −2 +1 −2

Skills Athletics +9, Perception +4
Senses passive Perception 14
Languages —
Challenge 7:7

actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Attack: +7 to hit, reach 10, one target. Hit: 3d10 + 6 bludgeoning.
Rock. Ranged Attack: +7 to hit, range 50/100, one target. Hit: 7d6 + 6 bludgeoning.

Giant Badger

Medium beast, individualistic, fearless

Armor Class 11
Hit Points 13 (2d8 + 4)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
+1 +1 +2 −4 +1 −3

Senses darkvision 30 ft., passive Perception 11
Languages —
Challenge 1/4:1/8

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d6 + 1 piercing.
Claws. Melee Attack: +3 to hit, reach 5, one target. Hit: 2d4 + 1 slashing.

Giant Bat

Large beast, herd mentality

Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
+2 +3 +0 −4 +1 −2

Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4:1/2

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

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing.

Giant Boar

Large beast, herd mentality, guardian, fearless

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA
+3 +0 +3 −4 −2 −3

Senses passive Perception 8
Languages —
Challenge 1:1

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

actions

Tusk. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 slashing.

Giant Centipede

Small beast, individualistic, fearless

Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
−3 +2 +1 −5 −2 −4

Senses blindsight 30 ft., passive Perception 8
Languages —
Challenge 1:1/4

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d4 + 2 piercing and the target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) 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 paralyzed while poisoned in this way.

Giant Constrictor Snake

Huge beast, individualistic

Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+4 +2 +1 −5 +0 −4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages —
Challenge 2:2

actions

Bite. Melee Attack: +5 to hit, reach 10, one target. Hit: 2d6 + 4 piercing.
Constrict. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d10 + 4 bludgeoning and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Giant Crab

Medium beast, individualistic

Armor Class 15 (natural armor)
Hit Points 21 (5d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+2 +2 +0 −5 −1 −4

Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Languages —
Challenge 1/4:1/2

Amphibious. The crab can breathe air and water.

actions

Claw. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 bludgeoning and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.

Giant Crocodile

Huge beast, individualistic

Armor Class 14 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
+4 −1 +3 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 5:4

Hold Breath. The crocodile can hold its breath for 30 minutes.

actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Attack: +7 to hit, reach 5, one target. Hit: 3d10 + 4 piercing and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
Tail. Melee Attack: +7 to hit, reach 10, one target. Hit: 2d8 + 4 bludgeoning. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Giant Eagle

Large beast, individualistic

Armor Class 13
Hit Points 45 (7d10 + 7)
Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
+3 +3 +1 −1 +2 +0

Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 2:2

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d6 + 3 piercing.
Talons. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 slashing.

Giant Fire Beetle

Small beast, herd mentality, craven

Armor Class 13 (natural armor)
Hit Points 8 (2d6 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
−1 +0 +1 −5 −2 −4

Senses blindsight 30 ft., passive Perception 8
Languages —
Challenge 1/8:1/8

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

actions

Bite. Melee Attack: +1 to hit, reach 5, one target. Hit: 1d6 - 1 slashing.

Giant Frog

Medium beast, individualistic

Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+1 +1 +0 −4 +0 −4

Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
Languages —
Challenge 1/4:1/4

Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

actions

Bite. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d6 + 1 piercing and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time.

If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Goat

Large beast, herd mentality, craven

Armor Class 11 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 40 ft.

STR DEX CON INT WIS CHA
+3 +0 +1 −4 +1 −2

Senses passive Perception 11
Languages —
Challenge 1:1/4

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

actions

Ram. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d4 + 3 bludgeoning.

Giant Hyena

Large beast, pack mentality, craven

Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.

STR DEX CON INT WIS CHA
+3 +2 +2 −4 +1 −2

Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1:1

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.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 piercing.

Giant Lizard

Large beast, individualistic

Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+2 +1 +1 −4 +0 −3

Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/2:1/4

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d8 + 2 piercing.

Giant Octopus

Large beast, individualistic

Armor Class 12
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
+3 +2 +1 −3 +0 −3

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1:1

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

actions

Tentacles. Melee Attack: +5 to hit, reach 15, one target. Hit: 2d6 + 3 bludgeoning. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.
Ink Cloud. 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 a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Giant Owl

Large beast, individualistic

Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
+1 +2 +1 −1 +1 +0

Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15
Languages understands Sylvan but can’t speak it
Challenge 1:1/4

Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

actions

Talons. Melee Attack: +3 to hit, reach 5, one target. Hit: 2d6 + 1 slashing.

Giant Poisonous Snake

Medium beast, individualistic

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+0 +3 +1 −4 +0 −4

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages —
Challenge 2:1/2

actions

Bite. Melee Attack: +5 to hit, reach 10, one target. Hit: 1d4 + 3 piercing and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Rat

Small beast, craven, pack mentality

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
−2 +2 +0 −4 +0 −3

Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/4:1/8

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d4 + 2 piercing.

Giant Scorpion

Large beast, individualistic, fearless

Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA
+2 +1 +2 −5 −1 −4

Senses blindsight 60 ft., passive Perception 9
Languages —
Challenge 4:3

actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d8 + 2 bludgeoning and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d10 + 2 piercing and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Giant Sea Horse

Large beast, herd mentality, craven

Armor Class 13 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
+1 +2 +0 −4 +1 −3

Senses passive Perception 11
Languages —
Challenge 1/2:1/4

Charge. If the sea horse 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 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

actions

Ram. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d6 + 1 bludgeoning.

Giant Shark

Huge beast, individualistic

Armor Class 14 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.

STR DEX CON INT WIS CHA
+4 +0 +5 −5 +0 −3

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 6:6

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.

actions

Multiattack. The shark makes two bite attacks.
Bite. Melee Attack: +7 to hit, reach 5, one target. Hit: 3d10 + 4 piercing.

Giant Spider

Large beast, individualistic

Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
+2 +3 +1 −4 +0 −3

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages —
Challenge 2:1

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 the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d8 + 3 piercing and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
web. Ranged Attack: +5 to hit, range 30/60, one target. Hit: 1d8 bludgeoningThe target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Giant Toad

Large beast, individualistic

Armor Class 12 (natural armor)
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
+3 +1 +1 −4 +0 −4

Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 2:1

Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d10 + 3 piercing plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.
Swallow. The toad makes one bite attack against a Medium 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Vulture

Large beast, individualistic, craven

Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
+2 +2 +2 −2 +1 −2

Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 2:1

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 roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d4 + 2 piercing.
Talons. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d6 + 2 slashing.

Giant Wasp

Medium beast, fearless, pack mentality

Armor Class 12
Hit Points 18 (4d8)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 −5 +0 −4

Senses passive Perception 10
Languages —
Challenge 1:1/4

actions

Sting. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Weasel

Medium beast, individualistic

Armor Class 13
Hit Points 9 (2d8)
Speed 40 ft.

STR DEX CON INT WIS CHA
+0 +3 +0 −3 +1 −3

Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/2:1/8

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d4 + 3 piercing.

Giant Wolf Spider

Medium beast, individualistic, craven

Armor Class 12
Hit Points 16 (2d8 + 3)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+1 +2 +1 −4 +1 −3

Skills Perception +3, Stealth +6
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages —
Challenge 1:1/4

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 the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

The fiercely-territorial wild horsebird moves in packs of 5-10 across plains and badlands, kicking to death any large creature that threatens it. Horsebirds are aggressive, rarely backing down. Otherwise, they look like horse-sized chickens. Some cultures, such as the inhabitants of the Dragonreach, have tamed them to use as beasts of burden.

Horsebird

Large beast, pack-minded

Armor Class 11
Hit Points 31 (5d10 + 5)
Speed 50 ft.

STR DEX CON INT WIS CHA
+2 +1 +1 −4 +0 −3

Senses passive Perception 10
Languages —
Challenge 1:1/2

actions

Multiattack. The horsebird makes a kick attack. If it knocks the target prone, it makes an additional beak attack against that target. If the target was already prone, it uses its beak once.
Beak. Melee Attack: +2 to hit, reach 5, one target. Hit: 2d8 + 2 piercing.
Kick. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d8 + 2 slashing and the target must make a DC 11 Strength saving throw or be knocked prone.

Hunter Shark

Large beast, individualistic

Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
+2 +1 +2 −5 +0 −3

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages —
Challenge 1:1

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Water Breathing. The shark can breathe only underwater.

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d8 + 2 piercing.

Killer Whale

Huge beast, pack mentality

Armor Class 13 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
+4 +0 +1 −4 +1 −2

Skills Perception +3
Senses blindsight 120 ft., passive Perception 13
Languages —
Challenge 3:3

Echolocation. The whale can’t use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

actions

Bite. Melee Attack: +6 to hit, reach 5, one target. Hit: 5d6 + 4 piercing.

Lion

Large beast, pack mentality

Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft.

STR DEX CON INT WIS CHA
+3 +2 +1 −4 +1 −1

Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages —
Challenge 1:1/2

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
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 creature and the ally isn’t incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

actions

Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d8 + 3 piercing.
Claw. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d6 + 3 slashing.

Mammoth

Huge beast, herd mentality

Armor Class 14 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA
+7 −1 +5 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 6:6

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 15 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

actions

Gore. Melee Attack: +7 to hit, reach 10, one target. Hit: 4d8 + 7 piercing.
Stomp. Melee Attack: +7 to hit, reach 5, one target. Hit: 4d10 + 7 bludgeoning.

Mastiff

Medium beast, domestic, guardian

Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.

STR DEX CON INT WIS CHA
+1 +2 +1 −4 +1 −2

Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1/4:0

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

actions

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

Panther

Medium beast, individualistic

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
+2 +2 +0 −4 +2 −2

Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages —
Challenge 1/2:1/8

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 Attack: +4 to hit, reach 5, one target. Hit: 1d6 + 2 piercing.
Claw. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d4 + 2 slashing.

Poisonous Snake

Tiny beast, individualistic

Armor Class 12
Hit Points 7 (3d4)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
−4 +2 +0 −5 +0 −4

Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/4:1/8

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d4 poison.

Polar Bear

Large beast, Individualistic

Armor Class 12 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
+5 +0 +3 −4 +1 −2

Skills Perception +3
Damage Resistances cold
Senses passive Perception 13
Languages —
Challenge 3:2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Attack: +7 to hit, reach 5, one target. Hit: 1d8 + 5 piercing.
Claws. Melee Attack: +7 to hit, reach 5, one target. Hit: 2d6 + 5 slashing.

variants

Cave Bear. Cave bears lose the cold damage resistance and gain 60 ft of darkvision.

Pony

Medium beast, domestic, herd mentality

Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 40 ft.

STR DEX CON INT WIS CHA
+2 +0 +1 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 1/4:0

Trained Mount. While being used as a mount, the pony has advantage on Wisdom saving throws against being frightened.

actions

Hooves. Melee Attack: +2 to hit, reach 5, one target. Hit: 1d4 + 2 bludgeoning.

Reef Shark

Medium beast, pack mentality

Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
+2 +1 +1 −5 +0 −3

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages —
Challenge 1/2:1/2

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing. The shark can breathe only underwater.

actions

Bite. Melee Attack: +4 to hit, reach 5, one target. Hit: 1d8 + 2 piercing.

Rhinoceros

Large beast, herd mentality

Armor Class 12 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA
+5 −1 +3 −4 +1 −2

Senses passive Perception 11
Languages —
Challenge 2:2

Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

actions

Gore. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d8 + 5 bludgeoning.

Riding Horse

Large beast, domestic, herd mentality

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

STR DEX CON INT WIS CHA
+1 +0 +1 −4 +0 −2

Senses passive Perception 10
Languages —
Challenge 1/2:0

Trained Mount. While being used as a mount, the horse has advantage on Wisdom saves against being frightened.

actions

Hooves. Melee Attack: +3 to hit, reach 5, one target. Hit: 2d4 + 1 bludgeoning.

Saber-Toothed Tiger

Large beast, individualistic

Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA
+3 +2 +2 −4 +1 −1

Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages —
Challenge 3:2

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

actions

Multiattack. The tiger makes one bite and one claw attack.
Bite. Melee Attack: +5 to hit, reach 5, one target. Hit: 1d10 + 3 piercing.
Claw. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 slashing.

Swarm of Bats

Medium swarm of Diminutive beasts, fearless

Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
−3 +2 +0 −4 +1 −3

Damage Resistances damage from any single-target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4:1

Echolocation. The swarm can’t use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

actions

Bites. Melee Attack: +4 to hit, reach 0, one target. Hit: 2d4 piercing or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Insects

Medium swarm of Diminutive beasts, fearless

Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
−4 +1 +0 −5 −2 −5

Damage Resistances damage from any single-target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages —
Challenge 1/4:1

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

actions

Bites. Melee Attack: +3 to hit, reach 0, one target. Hit: 4d4 piercing or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Poisonous Snakes

Medium swarm of Tiny beasts, fearless

Armor Class 14
Hit Points 36 (8d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
−1 +2 +0 −5 +0 −4

Damage Resistances damage from any single-target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 2:2

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.

actions

Bites. Melee Attack: +4 to hit, reach 0, one target. Hit: 4d6 piercing or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Swarm of Quippers

Medium swarm of Diminutive beasts, fearless

Armor Class 13
Hit Points 28 (8d8 - 8)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
+1 +3 −1 −5 −2 −4

Damage Resistances damage from any single-target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 2:1

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.

actions

Bites. Melee Attack: +3 to hit, reach 0, one target. Hit: 4d6 piercing or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Rats

Medium swarm of Diminutive beasts, fearless

Armor Class 11
Hit Points 24 (7d8 - 7)
Speed 30 ft.

STR DEX CON INT WIS CHA
−1 +1 −1 −4 +0 −4

Damage Resistances damage from any single-target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/2:1

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.

actions

Bites. Melee Attack: +3 to hit, reach 0, one target. Hit: 2d6 piercing or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Swarm of Ravens

Medium swarm of Diminutive beasts, fearless

Armor Class 12
Hit Points 24 (7d8 - 7)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
−2 +2 −1 −4 +1 −2

Skills Perception +5
Damage Resistances damage from any single target effect
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 15
Languages —
Challenge 1/2:1

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.

actions

Beaks. Melee Attack: +4 to hit, reach 5, one target. Hit: 2d6 piercing or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Tiger

Large beast, individualistic

Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.

STR DEX CON INT WIS CHA
+3 +2 +2 −4 +1 −1

Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1:1

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

actions

Bite. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d10 + 3 piercing.
Claw. Melee Attack: +3 to hit, reach 5, one target. Hit: 1d8 + 3 slashing.

Warhorse

Large beas, domesticated, guardian

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.

STR DEX CON INT WIS CHA
+3 +1 +1 −4 +1 −2

Senses passive Perception 11
Languages —
Challenge 1:1/4

Battle Trained Mount. While being used as a mount, the warhorse has advantage on Wisdom saves against being frightened and gains its rider’s proficiency bonus to all saves if the rider is proficient in Animal Handling.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.

actions

Hooves. Melee Attack: +5 to hit, reach 5, one target. Hit: 2d6 + 3 bludgeoning.

Wolf

Medium beast, pack mentality

Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
+1 +2 +1 −4 +1 −2

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 1/2:1/8

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or 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 Attack: +4 to hit, reach 5, one target. Hit: 2d4 + 2 piercing. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.