Author: goodberrypress_admin

  • Sun Bear

    Medium Beast, Unaligned

    Armor Class 11

    Hit Points 11 (2d6 + 4)

    Speed 30 ft., climb 30 ft.


    STR   14 (+2)

    DEX   12 (+1)

    CON   14 (+2)

    INT    9 (-1)

    WIS   12 (+1)

    CHA   6 (-2)


    Skills Athletics +4, Perception + 2

    Senses Passive Perception 11

    Languages

    Challenge 1/8 (25 XP)

    Actions


    Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Slashing damage. 

    Bonus Actions


    Nimble Escape. The bear takes the Disengage or Hide action.

    Credit: Ivo Hoying/Aaron Miller

  • Rajasaurus

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 114 (12d10 + 48)

    Speed 50 ft.


    STR  23 (+6)

    DEX   10 (+0)

    CON   18 (+4)

    INT    2 (-4)

    WIS   12 (+1)

    CHA   7 (-2)


    Skills Perception + 4

    Senses Passive Perception 14

    Languages

    Challenge 6 (2,300 XP)

    Actions


    Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) Piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the rajasaurus can’t Bite another target.

    Horn Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) Piercing damage, or 27 (4d10 + 6) Piercing damage if the rajasaurus moved 20+ feet straight toward the target immediately before the hit.

    Credit: Ivo Hoying/Aaron Miller

  • Bicephalous Anaconda

    Huge Beast, Unaligned

    Armor Class 11

    Hit Points 104 (11d12 + 33)

    Speed 30 ft., swim 30 ft.


    STR   20 (+5)

    DEX   13 (+1)

    CON   16 (+3)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   2 (-4)


    Skills Perception + 4

    Senses Blindsight 15 ft., Passive Perception 14

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Two-Headed. The anaconda has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.

    Reactive Heads. The anaconda can take one extra Reaction that can be used only for opportunity attacks made with its Bite.

    Actions


    Multiattack. The anaconda makes three attacks: two with its Bite and one with its Constrict.

    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Piercing damage.

    Crushing Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) Bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the anaconda can’t Constrict another target.

    Credit: Ivo Hoying

  • Volant Wasp

    Medium Beast, Unaligned

    Armor Class 17 (natural armor)

    Hit Points 85 (10d8 + 40)

    Speed 10 ft., fly 70 ft.


    STR   12 (+1)

    DEX   22 (+6)

    CON   18 (+4)

    INT    3 (-4)

    WIS   8 (-1)

    CHA   2 (-4)


    Senses Passive Perception 9

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Too Fast To See. Creatures have disadvantage on opportunity attacks made to hit the wasp while it is moving.

    Actions


    Fatal Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) Piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much on a successful one.

    Bonus Actions


    Restless Buzzing. As a Bonus Action, the wasp can move up to its speed but must end this movement more than 10 feet away from its starting position.

    Credit: Ivo Hoying

  • Utahraptor

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 66 (7d10 + 28)

    Speed 30 ft.


    STR   18 (+4)

    DEX   15 (+2)

    CON   18 (+4)

    INT    6 (-2)

    WIS   13 (+1)

    CHA   7 (-2)


    Skills Perception + 3, Stealth + 6

    Senses Passive Perception 13

    Languages

    Challenge 3 (700 XP)

    Traits


    Ambush Hunter. During its first turn, the utahraptor has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the utahraptor scores against a Surprised creature is a critical hit.

    Pounce. If the utahraptor moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the utahraptor can make one bite attack against it as a bonus action.

    Actions


    Multiattack. The utahraptor makes two Sickle Claw attacks.

    Sickle Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage. If the target is a Large or smaller creature and the utahraptor moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Bite. Dexterity Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 9 (1d0 + 4) Piercing damage. Success: Half damage.

    Credit: Ivo Hoying/Aaron Miller

  • Terror Bird

    There are many terror birds; these particular ones are about three-meter high flightless birds with vicious beaks and sharp claws on their feet.  They are pack hunters who grip their prey with their beaks and attempt to dash them to the ground to be cut up by their claws.  While flightless, they are fast-moving, and they can launch themselves away from trouble with a nasty kick.

    Terror Bird

    Large beast, unaligned

    Armor Class: 12 (natural armor)

    Hit Points: 75 (10d10 + 20)

    Speed: 50 ft.


    STR   18 (+4)

    DEX   12 (+1)

    CON   14 (+2)

    INT    3 (-4)

    WIS   12 (+1)

    CHA   10 (+0)


    Skills: Athletics +6, Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP)

    Traits


    Kick and Run. When a terror bird is preparing to move away from an adjacent foe, it may use a Bonus Action to take a Kick attack, if it hits, any attacks of opportunity the target takes that round are at disadvantage.

    Pack Tactics. The terror bird has advantage on attack rolls against a creature if at least one of the bird’s allies is within 5 feet of the creature and the ally is not incapacitated.

    Actions


    Multiattack. A terror bird may make one Beak and one Kick attack.

    Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) Slashing damage. The target must succeed on a DC 12 Strength saving throw or be knocked Prone.

    Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Slashing damage.

    Credit: Sean Holland

  • Swarm of Prisms

    Large swarm of Tiny Constructs, Unaligned

    Armor Class: 16 (natural armor)

    Hit Points: 68 (8d10 + 24)

    Speed: 0 ft., fly 30 ft. (hover)


    STR   8 (-1)

    DEX   16 (+3)

    CON   17 (+3)

    INT    1 (-5)

    WIS   8 (-2)

    CHA   1 (-5)


    Damage Resistances: Bludgeoning, Piercing, Slashing

    Damage Immunities: Poison, Psychic

    Condition Immunities: Blinded, Charmed, Exhausted, Deafened, Frightened, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Stunned

    Senses: Blindsight 60 ft., Passive Perception 8

    Languages:

    Challenge: 3 (700 XP)

    Traits


    Construct Nature. A swarm of prisms doesn’t require air, food, drink, or sleep.

    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 chandelier prism. The swarm can’t regain Hit Points or gain temporary Hit Points.

    False Appearance. While the swarm remains motionless, it is indistinguishable from a regular pile of chandelier prisms.

    Sharp Surroundings. Any creature that starts its turn in the swarm’s space must make a DC 13 Dexterity saving throw, taking 7 (2d6) Slashing damage on a failed save, or half as much damage on a successful one. 

    Actions


    Buffet. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 24 (6d6 + 3) Slashing damage, or 13 (3d6 + 3) Slashing damage if the swarm has half its Hit Points or fewer. 

    Credit: Ivo Hoying

  • Storm Caller

    Huge Beast, Unaligned

    Armor Class 14 (natural armor)

    Hit Points 115 (11d12 + 44)

    Speed 10 ft., fly 60 ft.


    STR   21 (+5)

    DEX   14 (+2)

    CON   19 (+4)

    INT   2 (-4)

    WIS   11 (+0)

    CHA   2 (-4)


    Senses Passive Perception 10

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Strengthened Hearing. The storm caller has advantage on saving throws against being Deafened.

    Actions


    Multiattack. The storm caller makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) Piercing damage.

    Talons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) Slashing damage.

    Thunderous Shriek (Recharge 6). The storm caller releases a thunderous cry. All creatures within 60 feet of it that can hear it must make a DC 15 Constitution saving throw. On a failed save, a target takes 22 (4d10) Thunder damage and is Stunned until the end of its next turn. On a successful save, the target takes half as much damage and isn’t Stunned.

    Credit: Ivo Hoying

  • Stonehide Bear

    Huge Beast, Unaligned

    Armor Class 17 (Natural Armor)

    Hit Points 104 (10d12 + 40)

    Speed 40 ft., swim 30 ft.


    STR   21 (+5)

    DEX   12 (+1)

    CON   19 (+4)

    INT   3 (-4)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Damage Resistances Piercing, Slashing

    Senses Darkvision 60 ft., Passive Perception 15

    Languages

    Challenge 6 (2,300 XP)

    Proficiency Bonus +3

    Traits


    Powerful Build. The bear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

    Actions


    Multiattack. The bear makes three attacks: only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) Piercing damage.

    Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage.

    Credit: Aaron Miller/Ivo Hoying

  • Stegosaurus

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 126 (12d12 + 48)

    Speed 30 ft.


    STR   20 (+5)

    DEX   10 (+0)

    CON   19 (+4)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   4 (-3)


    Senses Passive Perception 11

    Languages

    Challenge 4 (1,10 XP)

    Actions


    Thagomizer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) Piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked Prone.

    Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 32 (6d8 + 5) Bludgeoning damage. 

    Credit: Ivo Hoying