Author: goodberrypress_admin

  • Giant Squid

    Huge Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 153 (18d12 + 36)

    Speed 5 ft., swim 80 ft.

    Initiative +1 (11)


    STR 22 (+6) (+6)

    DEX 12 (+1) (+4)

    CON 14 (+2) (+5)

    INT 4 (-3) (-3)

    WIS 10 (+0) (+0)

    CHA 3 (-4) (-4)


    Skills Perception +6

    Senses Darkvision 120 ft.; Passive Perception 16

    Languages

    Challenge 6 (2,300 XP; PB +3)

    Traits


    Water Breathing. The squid can breathe only underwater.

    Actions


    Multiattack. The squid makes one Bite attack and one Tentacle attack.

    Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 25 (3d12 + 6) Piercing damage.

    Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 17) from one of two tentacles.

    Tentacle Whirwlind.Dexterity Saving Throw: DC 17, each creature within 15 feet of the squid. Failure: 31 (9d6) Bludgeoning damage, and the target is pulled 10 feet straight toward the squid. Success: Half damage only.

    Reactions


    Quick Tentacles. Trigger: The squid is hit by a melee attack roll. Response: The squid makes one Tentacle attack against the triggering creature if within range.

    Credit: Ivo Hoying

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  • Goodberry Adventure Zines Vol. I: The Encroaching Wood

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  • The Hedge Witch

    Small Humanoid, Chaotic Neutral

    Armor Class 16

    Initiative +6 (16)

    Hit Points 162 (25d6 + 75)

    Speed 30 ft.


    STR   7

    Mod (-2) Save (-2)

    DEX   14

    Mod (+2) Save (+6)

    CON   16

    Mod (+3) Save (+7)

    INT    20

    Mod (+5) Save (+5)

    WIS   13

    Mod (+1) Save (+5)

    CHA   12

    Mod (+1) Save (+1)


    Skills Perception + 5

    Senses Darkvision 60 ft.; Passive Perception 15

    Languages Common, Terran

    Challenge 10 (5,900 XP; PB +4)

    Traits


    Devolution Aura. Constitution Saving Throw: DC 17, any creature that starts its turn in a 15-foot Emanation originating from the witch. Failure: 7 (2d6) Necrotic damage, and the target subtracts 1d6 from all D20 Tests until the end of its next turn.

    Legendary Resistance (3/Day). When the witch fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. The witch makes three Primal Expulsion attacks.

    Primal Expulsion. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 23 (4d8 + 5) Acid damage.

    Nature’s Wrath. Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Piercing damage plus 21 (6d6) Bludgeoning damage, and the target has the Restrained condition until the end of the witch’s next turn. Success: Half damage only.

    Bonus Actions


    Wild Warp (3/Day). The witch teleports herself up to 30 feet to an unoccupied space the witch can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, the witch can expend a use to take one of the following actions. The witch regains all expended uses at the start of each of her turns.

    Raining Frogs and Toads. Dexterity Saving Throw: DC 17, Each creature in a 20-foot-radius, 60-foot-high Cylinder centered on a point the witch can see within 90 feet. Failure: 13 (3d8) Poison damage, and the target has the Blinded condition until the end of its next turn. Failure or Success: The witch can’t take this action again until the start of her next turn.

    Wild Aggression. The witch makes one Primal Expulsion attack.

    Credit: Ivo Hoying

  • Dire Cave Bear

    Large Beast, Unaligned

    Armor Class 13

    Initiative +2 (12)

    Hit Points 85 (9d10 + 36)

    Speed 40 ft., swim 30 ft.


    STR   22

    Mod (+6) Save (+6)

    DEX   11

    Mod (+0) Save (+0)

    CON   18

    Mod (+4) Save (+4)

    INT    3

    Mod (-4) Save (-4)

    WIS   14

    Mod (+2) Save (+2)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception + 4

    Senses Darkvision 60 ft., Passive Perception 14

    Languages

    Challenge 4 (1,100 XP)

    Proficiency Bonus +2

    Actions


    Multiattack. The bear uses Roar and makes two Rend attacks.

    Rend. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Slashing damage. 

    Roar. Wisdom Saving Throw: DC 12, each creature within 30 feet. Failure: The target’s speed is reduced to 0 and has the Frightened condition until the start of the bear’s next turn.

    Bonus Actions


    Boundless Aggression (Recharge 6). The bear moves up to half its Speed without provoking Opportunity Attacks. If the bear would enter a creature’s space, it stops moving and the target is subjected to the following effect. Dexterity Saving Throw: DC 14. Failure: 15 (2d8 + 6) Slashing damage, and the target has the Prone condition.

    Credit: Aaron Miller/Ivo Hoying

  • Colossal Lion

    Huge Beast, Unaligned

    Armor Class 12

    Initiative +2 (12)

    Hit Points 133 (14d12 + 42)

    Speed 50 ft.


    STR   21

    Mod (+5) Save (+5)

    DEX   14

    Mod (+2) Save (+2)

    CON   17

    Mod (+3) Save (+3)

    INT    5

    Mod (-3) Save (-3)

    WIS   12

    Mod (+1) Save (+1)

    CHA   7

    Mod (-2) Save (-2)


    Skills Stealth + 8, Perception + 4

    Senses Passive Perception 14

    Languages

    Challenge 5 (1,800 XP)

    Proficiency Bonus +3

    Traits


    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 doesn’t have the Incapacitated condition.

    Actions


    Multiattack. The lion can use its Threatening Roar if it is available. It then makes one Bite and one Rend attack.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) Piercing damage.

    Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 5) Slashing damage. If the target is a Large or smaller creature and the lion moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition, and the lion can make one Bite attack against it.

    Threatening Roar (Recharge 6). Wisdom Saving Throw: DC 16, each creature within 30 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.

    Credit: Aaron Miller/Ivo Hoying

  • Snow Leopard

    Medium Beast, Unaligned

    Armor Class 13

    Initiative +3 (13)

    Hit Points 18 (4d8)

    Speed 40 ft., Climb 40 ft.


    STR   14

    Mod (+3) Save (+3)

    DEX   16

    Mod (+3) Save (+3)

    CON   10

    Mod (+0) Save (+0)

    INT    3

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   7

    Mod (-2) Save (-2)


    Skills Perception +3, Stealth +7

    Resistances Cold

    Senses Darkvision 60 ft.; Passive Perception 13

    Languages

    Challenge 1/4 (50 XP; PB +2)

    Traits


    Running Leap. With a 10-foot running start, the leopard can Long Jump up to 30 feet.

    Actions


    Multiattack. The leopard makes two Rend attacks.

    Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Bonus Actions


    Quick Feet. The leopard takes the Dash action.


    Credit: Ivo Hoying

  • Squirrel

    Tiny Beast, Unaligned

    Armor Class 11

    Initiative +1 (11)

    Hit Points 1 (1d4 – 1)

    Speed 30 ft., Climb 30 ft.


    STR   2

    Mod (-4) Save (-4)

    DEX   13

    Mod (+1) Save (+1)

    CON   9

    Mod (-1) Save (-1)

    INT    4

    Mod (-3) Save (-3)

    WIS   12

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception +3

    Senses Darkvision 30 ft.; Passive Perception 13

    Languages

    Challenge 0 (10 XP; PB +2)

    Traits


    Quick Movements. The squirrel has Advantage on Dexterity Saving Throws.

    Actions


    Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.


    Credit: Ivo Hoying

  • Early Bird

    Tiny Beast, Unaligned

    Armor Class 13

    Initiative +5 (15)

    Hit Points 1 (1d4 – 1)

    Speed 10 ft., Fly 60 ft.


    STR   3

    Mod (-4) Save (-4)

    DEX   16

    Mod (+3) Save (+3)

    CON   8

    Mod (-1) Save (-1)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +5, Stealth +5

    Senses Passive Perception 15

    Languages

    Challenge 0 (10 XP; PB +2)

    Traits


    Get the Worm. Immediately after the bird rolls Initiative, it can swap its Initiative with the Initiative of one willing ally in the same combat. The bird can’t make this swap if it or the ally has the Incapacitated condition.

    Actions


    Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.


    Credit: Ivo Hoying

  • Giant Teratorn

    Huge Beast, Unaligned

    Armor Class 11

    Initiative +1 (11)

    Hit Points 85 (10d12 + 20)

    Speed 5 ft., fly 50 ft.


    STR   19

    Mod (+4) Save (+4)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +5

    Senses Darkvision 60 ft.; Passive Perception 15

    Languages

    Challenge 3 (700 XP) PB +2

    Actions


    Multiattack. The teratorn uses Primeval Screech and makes one Talons attack.

    Talons. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). 

    Primeval Screech.Constitution Saving Throw: DC 13, each creature in a 30-foot Emanation originating from the teratorn that can hear it. Failure: The target has the Frightened condition until the end of its next turn. Success: The target has the deafened condition until the end of its next turn.

    Bonus Actions


    Rip and Tear. Dexterity Saving Throw: DC 14, one creature within 5 feet that has the Grappled condition. Failure: 18 (4d6 + 4) Slashing damage. Success: Half damage only.

    Credit: Ivo Hoying