Author: goodberrypress_admin

  • Spirit Bear

    Medium Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 30 (4d8 + 12)

    Speed 30 ft., climb 30 ft.


    STR   18 (+4)

    DEX   11 (+0)

    CON   16 (+3)

    INT    4 (-3)

    WIS   12 (+1)

    CHA    7 (-2)


    Skills Perception + 3

    Senses Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 1/2 (100 XP)

    Proficiency Bonus +2

    Traits


    Ethereal Sight. The bear can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

    Actions


    Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage.

    Credit: Aaron Miller

  • Spectacled Bear

    Medium Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 22 (3d8 + 9)

    Speed 30 ft., climb 30 ft.


    STR   18 (+4)

    DEX    11 (+0)

    CON   16 (+3)

    INT    4 (-3)

    WIS   12 (+1)

    CHA   6 (-2)


    Skills Perception + 3

    Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 1/4 (50 XP)

    Proficiency Bonus +2

    Traits


    Blind Senses. The bear can’t use its Blindsight while unable to smell.

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

    Actions


    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) Piercing damage.

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

    Credit: Aaron Miller/Ivo Hoying

  • Short-Faced Bear

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 34 (4d10 + 12)

    Speed 40 ft., swim 30 ft.


    STR   18 (+4)

    DEX   12 (+1)

    CON   17 (+3)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   7 (-2)


    Skills Perception + 3

    Senses Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 1 (200 XP)

    Proficiency Bonus +2

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage.

    Bonus Actions


    Quick Feet. The bear can take the Dash, Disengage, or Hide action as a Bonus Action on each of its turns.

    Credit: Aaron Miller/Ivo Hoying

  • Rascalite

    Medium Elemental, Chaotic Neutral

    Armor Class 15 (natural armor)

    Hit Points 51 (6d8 + 24)

    Speed 30 ft., burrow 30 ft.


    STR   17 (+3)

    DEX   14 (+2)

    CON   18 (+4)

    INT    12 (+1)

    WIS   10 (+0)

    CHA   13 (+1)


    Skills Perception +2

    Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Senses Passive Perception 12

    Languages Terran

    Challenge 4 (1,100 XP)

    Traits


    Earthen Conglomerate (Recharges after a Short or Long Rest). When the Rascalite is reduced to 0 Hit Points, it doesn’t die or fall Unconscious. Instead, the damage creates cracks in its body, splitting it into smaller elementals. The Rascalite is made up of three elementals: Mica, Sterling, and Jasper. Each smaller elemental has 20 Hit Points and can move independently of each other, but still act on the Rascalite’s initiative. They are counted as allies when it comes to the Familial Ties ability. Certain attacks can be used by certain elementals, as Mica can use the mica shot attack, Stirling can use the Stirling Slam attack, and Jasper can use the Jasper Slash attack. Finishing a short or long rest reforms the elemental, any destroyed elementals regenerate, and the Rascalite functions as a single creature again. The Rascalite dies when Mica, Sterling, and Jasper are destroyed.

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

    Actions


    Multiattack. The Rascalite makes three attacks; one Sterling Slam, one Mica Shot, and one Jasper Slash. 

    Sterling Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage. 

    Mica Shot. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 8 (1d0 + 3) Piercing damage. 

    Jasper Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) Slashing damage. 

    Credit: Ivo Hoying, Thomas Hunter Edge, and Aaron Miller

  • Raccoon

    Tiny Beast, Unaligned

    Armor Class 12

    Hit Points 3 (1d4 + 1)

    Speed 30 ft., climb 30 ft.


    STR   3 (-4)

    DEX   15 (+2)

    CON   12 (+1)

    INT    5 (-3)

    WIS   13 (+1)

    CHA   6 (-2)


    Skills Perception +3, Stealth +4

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP)

    Traits


    Furry Bandit. The raccoon has advantage on Dexterity (Slight of Hand) checks. 

    Actions


    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Piercing damage. 

    Credit: Ivo Hoying

  • Quokka

    Small Beast, Unaligned

    Armor Class 12

    Hit Points 2 (1d4)

    Speed 30 ft., Climb 20 ft.


    STR   2 (-4)

    DEX   11 (+0)

    CON   10 (+0)

    INT    2 (-4)

    WIS   10 (+0)

    CHA   12 (+1)


    Skills: Stealth + 5

    Senses Darkvision 90 ft., Passive Perception 13

    Languages

    Challenge 0 (10 XP)

    Actions


    Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) Piercing damage.

    Bonus Actions


    Nimble Escape. The quokka can take the Disengage or Hide action as a Bonus Action on each of its turns.

    Credit: Ivo Hoying/Aaron Miller

  • Quilled Bear

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 84 (8d12 + 32)

    Speed 40 ft., swim 30 ft.


    STR   21 (+5)

    DEX   12 (+1)

    CON   18 (+4)

    INT    3 (-4)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Senses Darkvision 30 ft., Passive Perception 15

    Languages

    Challenge 4 (1,100 XP)

    Proficiency Bonus +2

    Traits


    Spiked Fur. When a creature hits the bear with a melee attack while within 5 feet of it, the creature takes 3 (1d6) Piercing damage.

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) Slashing damage.

    Bonus Actions


    Aggressive. The bear moves up to its speed toward a hostile creature it can see.

    Credit: Aaron Miller/Ivo Hoying

  • Pteranodon

    Medium Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 19 (3d8 + 6)

    Speed 10 ft., fly 50 ft.


    STR   13 (+1)

    DEX   14 (+2)

    CON   14 (+2)

    INT    2 (-4)

    WIS   10 (+0)

    CHA   7 (-2)


    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP)

    Traits


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

    Dive. If the pteranodon dives at least 30 feet straight toward a target and hits it with a Bite attack on the same turn, the target takes an extra 4 (1d8) Piercing damage. If the target is Small or smaller, it is Grappled (escape DC 12). Until this grapple ends, the target is Restrained, and the pteranodon can’t Bite another target.

    Carry Away. When grappling a creature, the pteranodon’s speed is not halved when flying when trying to move with that creature.

    Actions


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

    Credit: Ivo Hoying

  • Possessed Painting

    It may seem like a typical oil painting, but the possessed painting is much more than that. It houses the soul of a humanoid unable to pass on and uses that soul to act beyond death. 

    Medium Undead, Neutral Evil

    Armor Class: 16 (natural armor)

    Hit Points: 66 (8d8 + 30)

    Speed: 0 ft.


    STR   14 (+2)

    DEX   1 (-5)

    CON   17 (+3)

    INT   3 (-3)

    WIS   17 (+3)

    CHA  7 (-2)


    Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Damage Immunities: Poison

    Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: The languages it knew in life.

    Challenge: 4 (1,100 XP)

    Traits


    Unmoving. The painting automatically fails Dexterity saving throws. 

    False Appearance. While the painting remains motionless, it is indistinguishable from a normal painting.

    Undead Nature. A possessed painting doesn’t require air, food, drink, or sleep. 

    Actions


    Multiattack. The possessed painting makes two Spectral Arrow attacks.

    Spectral Arrow. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 11 (2d8 + 3) Force damage, and the target must succeed on a DC 13 Dexterity saving throw or be Restrained by the arrow’s ghostly shackles. 

    Credit: Ivo Hoying

  • Plaster Dragon

    A construct brought to life by the magic of cunning and artistically inclined spellcasters, the plaster dragon is a powerful guardian and servant. Its high weight and plaster nature keep it grounded, but offer it no shortage of dangerous abilities. It’s plaster breath batters and slows opponents before it petrifies them with a glare. 

    Large Construct, Unaligned

    Armor Class: 17 (natural armor)

    Hit Points: 119 (14d10 + 42)

    Speed: 40 ft.


    STR   19 (+4)

    DEX   13 (+1)

    CON   17 (+3)

    INT    3 (-4)

    WIS   11 (+1)

    CHA   1 (-5)


    Damage Resistances: Fire, Bludgeoning, Piercing, and Slashing from nonmagical Attacks

    Damage Immunities: Poison, Psychic

    Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 7 (4,900 XP)

    Traits


    Construct Nature. A plaster dragon doesn’t require air, food, drink, or sleep.

    False Appearance. While the dragon remains motionless, it is indistinguishable from a sculpture. 

    Actions


    Multiattack. The dragon can use its Statuesque Immobilisation. It then makes three attacks: one with its Bite and two with its Claws.

    Bite. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, range 5 feet., one target. Hit: 11 (2d6 + 4) slashing damage.

    Plaster Breath. The dragon exhales plaster and dust in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 13 (3d8) Piercing damage and 13 (3d8) Bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also has its speed halved as the plaster impairs its movement.

    Statuesque Immobilation. A creature of the dragon’s choice within 60 feet of it that has its speed reduced by its Plaster Breath must make a DC 14 Constitution saving throw or be Restrained as the plaster starts to harden. The Restrained target must repeat the saving throw at the end of its next turn. On a successful save, this effect and the effect of the dragon’s Plaster Breath end. On a failed save, the target is Petrified. If a creature’s saving throw is successful or the effect ends on it, it is immune to the dragon’s Statuesque Immobilisation for 24 hours.

    Credit: Ivo