Author: goodberrypress_admin

  • Peryton

    Medium Monstrosity, Chaotic Evil

    Armor Class 13 (natural armor)

    Hit Points 32 (5d8 + 10)

    Speed 15 ft., fly 45 ft.


    STR   17 (+3)

    DEX   14(+2)

    CON   14 (+2)

    INT    8 (-1)

    WIS   12 (+1)

    CHA   7 (-2)


    Skills Perception + 3

    Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical weapons

    Senses Passive Perception 13

    Languages

    Challenge 3 (700 XP)

    Traits


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

    Cunning Menace. Using a Bonus Action, the peryton can attempt to frighten a creature that it can see within 30 feet. If the target can see the peryton, the peryton can make a Charisma (Intimidation) check contested by a Wisdom ability check made by the target. If the peryton wins, the target is Frightened until the end of the peryton’s next turn. A creature who wins the contest is immune to any peryton’s Cunning Menace for the next 24 hours.

    Actions


    Multiattack. The peryton makes one Antlers attack and one Talons attack.

    Antlers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.

    Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Small or smaller creature, it is Grappled (escape DC 13). 

    Heart Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one Incapacitated target or one target Grappled by the peryton. Hit: 21 (4d8 + 3) piercing damage. If this damage reduces the target to 0 hit points, the peryton kills the target by ripping out and eating its heart.

    Credit: Ivo Hoying

  • Pelagornis

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 115 (11d12 + 44)

    Speed 10 ft., fly 65 ft. 


    STR   18 (+4)

    DEX   13 (+1)

    CON   18 (+4)

    INT    3 (-4)

    WIS   8 (-1)

    CHA   3 (-4)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages

    Challenge 4 (1,100 XP)

    Traits


    Jagged Maw. At the start of the pelagornis’s turn, any creature it’s grappling takes 5 (1d10) piercing damage from its pseudo-teeth.

    Actions


    Toothed Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) Piercing damage and the target is Grappled (escape DC 14). While the target is Grappled, the pelagornis can’t attack another target with its beak.

    Credit: Ivo Hoying

  • Peacock

    The peacock uses its long tail feathers, in brilliant blue and green, each tipped with an “eye” pattern, for elaborate displays. They are hard to overlook, even when they are not fully displaying their magnificent feathers.

    Peacock

    Small beast, unaligned

    Armor Class: 11

    Hit Points: 7 (2d6)

    Speed: 10 ft., fly 2 5ft.


    STR   7 (-2)

    DEX   12 (+1)

    CON   11 (+0)

    INT   2 (-4)

    WIS   12 (+1)

    CHA   12 (+1)


    Saving Throws: Str -2, Dex + 1, Con + 0, Int -4, Wis + 1, Cha +3

    Skills: Intimidation +3, Perception +3

    Senses: passive Perception 13

    Languages:

    Challenge: 0 (10 XP)

    Traits


    Look at Me! A peacock has advantage on Performance (Charisma) checks on an attempt to draw attention to itself.

    Actions


    Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

    Credit: Sean Holland

  • Nettle Bear

    Medium Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 5 (1d8 + 1)

    Speed 30 ft., climb 30 ft.


    STR   14 (+2)

    DEX   13 (+1)

    CON   12 (+1)

    INT   4 (-3)

    WIS   12 (+1)

    CHA   6 (-2)


    Skills Perception + 3

    Senses Darkvision 30 ft., Passive Perception 13

    Languages

    Challenge 0 (10 XP)

    Proficiency Bonus +2

    Actions


    Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Slashing damage.

    Credit: Aaron Miller/Ivo Hoying

  • Moon Bear

    Large Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 59 (7d10 + 21)

    Speed 40 ft., climb 30 ft.


    STR   19 (+4)

    DEX   11 (+0)

    CON   17 (+3)

    INT    4 (-3)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Senses Darkvision 120 ft., Passive Perception 14

    Languages

    Challenge 3 (700 XP)

    Proficiency Bonus +2

    Traits


    Moonlit Strikes. The bear’s weapon attacks are magical. When the bear hits with a melee weapon attack, it deals an extra 4 (1d8) Radiant damage (included in the attack).

    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 plus 4 (1d8) Radiant damage.

    Credit: Aaron Miller/Ivo Hoying

  • Minke Whale

    Minke whales are capable of traveling long distances and prefer to flee rather than fight.

    Minke Whale

    Huge beast, unaligned

    Armor Class: 12

    Hit Points: 75 (10d12+10)

    Speed: 0 ft., swim 60 ft.


    STR   19 (+4)

    DEX   10 (+0)

    CON   13 (+1)

    INT    4 (-3)

    WIS   13 (+1)

    CHA   10 (+0)


    Saving Throws: Str + 4, Dex + 0, Con + 1, Int -3, Wis + 1, Cha +0

    Skills: Perception +3,

    Senses: Blindsight 120 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP)

    Traits


    Echolocation.  The whale cannot 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.

    Strong Swimmer.  The whale gains advantage on any roll to resist exhaustion from swimming or to accomplish a swimming maneuver.

    Actions


    Ram.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Bludgeoning damage.

    Credit: Sean Holland

  • Liger (2014)

    Large Beast, Unaligned

    Armor Class 13

    Hit Points 51 (6d10 + 18)

    Speed 45 ft. 


    STR   20 (+5)

    DEX   16 (+3)

    CON   16 (+3)

    INT    3 (-4)

    WIS   14 (+2)

    CHA   9 (-1)


    Skills Perception + 4, Stealth + 7

    Senses Darkvision 60 ft., Passive Perception 14

    Languages

    Challenge 2 (450 XP)

    Traits


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

    Pounce. If the liger moves at least 20 ft. 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 liger can make one Bite attack against it as a Bonus Action.

    Actions


    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) Piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) Slashing damage.

    Credit: Ivo Hoying

  • Koala

    Small Beast, Unaligned

    Armor Class 10

    Hit Points 5 (2d6  – 2)

    Speed 15 ft., climb 20 ft.


    STR   6 (-2)

    DEX   10 (+0)

    CON   8 (-1)

    INT    4 (-3)

    WIS   10 (+0)

    CHA   5 (-3)


    Skills Athletics +2

    Senses Passive Perception 10

    Languages

    Challenge 0 (10 XP)

    Actions


    Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 Slashing damage. 

    Credit: Ivo Hoying

  • Hell Boar

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 37 (5d10 + 10)

    Speed 40 ft., Swim 20 ft.


    STR   17 (+3)

    DEX   10 (+0)

    CON   15 (+2)

    INT    2 (-4)

    WIS   7 (-2)

    CHA   5 (-3)


    Senses Passive Perception 8

    Languages

    Challenge 1 (200 XP)

    Traits


    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


    Crushing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) Bludgeoning damage, and the target has disadvantage on the next attack roll it makes. 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.

    Bonus Actions


    Bite. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 7 (1d8 + 3) piercing damage. Success: Half damage.

    Credit: Ivo Hoying/Aaron Miller

  • Haunted Mannequin

    A wooden armature animated by the soul of a humanoid creature, the restless mannequin attempts to complete a task left unfinished by the animating spirit within.

    Undead Nature. A haunted mannequin doesn’t require air, food, drink, or sleep.

    Haunted Mannequin

    Medium Undead, Neutral Evil

    Armor Class: 16 (natural armor)

    Hit Points: 78 (12d8 + 24)

    Speed: 30 ft.


    STR   15 (+2)

    DEX   16 (+3)

    CON   15 (+2)

    INT    6 (-2)

    WIS   6 (-2)

    CHA   5 (-3)


    Saving Throws: Dexterity +5

    Damage Vulnerabilities: Fire

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

    Damage Immunities: Necrotic, Poison, Psychic

    Condition Immunities: Blinded, Charmed, Exhausted, Deafened, Frightened, Paralyzed, Poisoned, Unconscious

    Senses: Blindsight 60 ft., Passive Perception 9

    Languages: Understands the languages spoken by its spirit within.

    Challenge: 4 (1,100 XP)

    Traits


    False Appearance. While the mannequin remains motionless, it is indistinguishable from a usual mannequin.

    Swivel Joints. The mannequin can contort its limbs freely, giving it unnatural flexibility. It has advantage on ability checks made to escape grapples and navigate narrow spaces. The mannequin does not use extra movement while prone or crawling.

    Actions


    Multiattack. The mannequin makes two slam attacks.

    Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Bludgeoning damage plus 2 (1d4) psychic damage. 

    Ghostly Fright. The mannequin can use its ghostly nature to terrify creatures around it. The mannequin can force a creature within 30 feet of it to make a DC 13 Wisdom saving throw or become Frightened for 1 hour. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves with a success or taking 9 (2d8) Psychic damage on a failed save. Only one creature can be haunted by the spirit at a time, and if a target’s saving throw is successful or the effect ends for it, the target is immune to this mannequin’s Ghostly Fright for the next 24 hours.

    Credit: Aaron Miller, Claudio Pozas, Ivo Hoying