Author: goodberrypress_admin

  • Goodberry Gazette #2: The Reaper of Veridos

    Goodberry Gazette #2: The Reaper of Veridos

    “I looked into that glowing red eye of his and knew, ‘boy, that guy’s crazy.’ And I know crazy! If the Reaper still actually does what Veridos wants him to do, then I’ll eat my shoe! If I had any left to eat, that is. My hat, maybe?” Rabidus, mad sorcerer.

    The Reaper of Veridos was created for The Encroaching Wood, the upcoming Adventure Zine for characters at 3rd level. The statblock is attached below. This plant monster is the servant of a nature god, gone a little mad. It was built as the final boss of this zine, because it is the leader of an army of plant monsters inside of this ever-growing forest. 

    An excerpt from the zine: Standing before the steps is a being made of vines: black tendrils, writhing together to form a vaguely humanoid shape with a singular red, glowing eye. 

    A “contradiction” you may notice within its statblock is that the Reaper is resistant to fire, but the trait Verdant Regeneration is undone if it takes fire damage. We figured that players would eventually conclude that fire is the best method for exterminating plants, and so to stop it from regenerating each turn, they would try setting it on fire. 

    The Reaper of Veridos IS a boss, though! It can’t be defeated so easily. In the end, yes, fire is the best way of dealing with this guy, but it’ll chip away at him rather than incinerate him completely. It’s like wearing sunblock. 

    You could call the Reaper a melee brute, at first glance, but it does do decent ranged attacks. Using the Tendril action, it can pull its victim close to it. Then, with the Root Eruption attack, it churns out damage to the player. This is its AOE, adding another layer to it rather than just a guy that hits hard and has a lot of XP. 

    Its reaction, Protective Tendrils, invoke plant life, too. It literally looks like vines erupting from its body, but its action acts like bark protecting a tree, as well. 

    The Reaper of Veridos was a fun statblock to write, because this was for a low level one-shot. We couldn’t go crazy on its abilities and damage, but still had to keep it interesting. To do that, we diversified its abilities, and gave it a cool design, and still made it a tough enough fight for the culminating event in The Encroaching Wood

    Stay tuned for my posts on Goodberry Press’s Patreon covering behind the scenes info on our zines, lore for the world, and other fun topics. Also keep an eye out for our Goodberry Adventure Zines, which we’ll start rolling out once a month to those subscribed to our “Adventurer” tier. See you soon! 

    This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond. com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/ licenses/by/4.0/legalcode.

  • Goodberry Gazette #1: What is Goodberry Press?

    Goodberry Gazette #1: What is Goodberry Press?

    “A goodberry comes very handy in a pinch. Seeing as how we just spotted an army of goblins headed this way, it’d be very nice if we actually HAD some!” Malafin, ranger, confronting his guilty-looking pet dragon. 

    What is Goodberry Press? 

    Goodberry Press is a publishing company which provides high quality tabletop roleplaying content for aspiring adventurers. Posted regularly and free of charge are these posts, which cover the original 5e statblocks, magic items, and more. Goodberry Press is also rolling out monthly Goodberry Adventure Zines, which feature the statblocks and magic items in digital one-shots. 

    For example, our upcoming zine is titled The Encroaching Wood, and is set within our larger world named The Reach of Sehrabadd. Our goal with these zines is to set them within this world, and feature the locations, monsters, and other fantastical elements within it. While we give you our custom statblocks for me, you can receive a compiled version of everything for you to easily play at your table.  

    If you follow us on social media, you may see us posting regular Primal Encounters. These are card sets intended for the GM to easily access beasts and their statblocks to use in their game. Accompanying the card sets will be a book, coming this fall. 

    Accessing the Goodberry Press Wiki at goodberrypress.com will gain you access to all of our open source statblocks (which is every statblock we make!)

    Supporting us will help us create more content down the line! Joining Goodberry’s “Adventurer” tier will gain you access to our Goodberry Adventure Zines. If you’re looking for a one-time payment, the Patreon has tipping options, as well. No matter what, Goodberry press is dedicated to creating interesting and unique TTRPG content for players to enjoy at their table. 

    Stay tuned for more posts just like these, coming soon. 

  • Winged Monkey

    Tiny Beast, Unaligned

    Armor Class 12

    Hit Points 3 (1d4 + 1)

    Speed 30 ft., climb 30 ft., fly 30 ft.


    STR   7

    Mod (-2) Save (-2)

    DEX   15

    Mod (+2) Save (+2)

    CON   10

    Mod (+0) Save (+0)

    INT    4

    Mod (-3) Save (-3)

    WIS   12

    Mod (+1) Save (+1)

    CHA   8

    Mod (-1) Save (-1)


    Skills Acrobatics +4, Perception +3, Stealth +4

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Flyby. The winged monkey does not provoke Opportunity Attacks when it flies out of an enemy’s reach. 

    Actions


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

    Bonus Actions


    Nimble Escape. The winged monkey takes the Disengage or Hide action.

    Opposable Thumbs. The monkey interacts with an object within 5 feet of it.

    Credit: Ivo Hoying

  • Moose

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 30 (4d10 + 8)

    Speed 50 ft.


    STR   18

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   9

    Mod (-1) Save (-1)

    CHA   10

    Mod (+0) Save (+0)


    Skills Intimidation +2

    Senses Passive Perception 9

    Languages

    Challenge 1/2 (100 XP) PB +2

    Actions


    Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the moose moved 20+ feet straight toward it immediately before the hit, the target takes an extra 4 (2d4) Bludgeoning damage and has the Prone condition. 

    Credit: Ivo Hoying/Aaron Miller

  • 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

    v. 2024

    Large beast, unaligned

    Armor Class: 12 (natural armor)

    Hit Points: 75 (10d10 + 20)

    Speed: 50 ft.


    STR   18

    Mod (+4) Save (+4)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   12

    Mod (+1) Save (+1)

    CHA   10

    Mod (+0) Save (+0)


    Skills: Athletics +6, Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP) PB +2

    Traits


    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: 9 (2d4 + 4) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.

    Bonus Actions


    Kick and Run. The terror bird moves away from an adjacent enemy, and it makes a Kick attack. Hit: any Opportunity Attack the target makes that round is at Disadvantage.

    Credit: Sean Holland / Aaron Miller


    Terror Bird

    v.2014

    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) PB +2

    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.