Author: goodberrypress_admin

  • 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

  • Grizzly Bear

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 47 (5d12 + 15)

    Speed 40 ft., swim 30 ft.


    STR   24 (+7)

    DEX   10 (+0)

    CON   17 (+3)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   7 (-2)


    Skills Intimidation + 2, Perception + 3

    Senses Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 2 (450 XP)

    Proficiency Bonus +2

    Traits


    Ferocious. The bear has advantage on Charisma (Intimidation) checks.

    Reckless. At the start of its turn, the bear can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

    Credit: Aaron Miller/Ivo Hoying

  • Goose

    Small beast, unaligned

    Armor Class: 12

    Hit Points: 3 (1d6)

    Speed: Walk 10 ft., Fly 40 ft.


    STR   6 (-2)

    DEX   13 (+1)

    CON   12 (+1)

    INT     2 (-4)

    WIS   12 (+1)

    CHA   7 (-2)


    Skills: Stealth +3, Perception +3

    Senses: passive Perception 14

    Languages:

    Challenge: 0 (10 XP)
    Proficiency Bonus: +2

    Actions


    Nab. A goose has advantage on Dexterity checks (Slight of Hand) to grab an item. If the grabbed item weighs more than 5lbs, it removes the fly speed.
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Credit: Aaron Miller/Joel Seip

  • Goliath Wolf Bat

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 66 (7d12 + 21)

    Speed 20 ft., climb 20 ft., fly 60 ft. 


    STR 17 (+3)

    DEX 18 (+4)

    CON 16 (+3)

    INT 2 (-4)

    WIS 11 (+0)

    CHA 6 (-2)


    Skills Perception + 2

    Senses Blindsight 60 ft., Passive Perception 12

    Languages

    Challenge 3 (700 XP)

    Traits


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

    Echolocation. The bat can’t use its blindsight while deafened. 

    Actions


    Multiattack. The bat makes two Bite attacks.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save and half as much on a successful one.

    Credit: Ivo Hoying/ Aaron Miller

  • Giant Swan

    These can seem quite terrifying but are not exceptionally dangerous. Some tiny fey creatures occasionally use them as mounts.

    Giant Swan

    Medium beast, unaligned

    Armor Class: 13

    Hit Points: 26 (5d8+5)

    Speed: 20ft., Swim 20 ft., Fly 50 ft.


    STR 9 (-1)

    DEX 14 (+2)

    CON 12 (+1)

    INT 4 (-3)

    WIS 14 (+2)

    CHA 10 (+0)


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

    Skills: Intimidation +2, Perception +4

    Senses: Passive Perception 14

    Languages:

    Challenge: 1/8 (10 XP)

    Traits


    Intimidating Wings. A swan has advantage on Charisma (Intimidation) checks.

    Tiny Rider. A tiny creature may use a giant swan as a mount.

    Actions


    Multiattack. A swan may make one Peck and one Wing Buffet attack.

    Peck.  Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    Wing Buffet.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 point of Bludgeoning damage, and the target is at -1d4 to their next Attack or Attribute check on their next action.

    Credit: Sean Holland

  • Titanic Killer Whale

    Gargantuan Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 121 (9d20 + 27)

    Speed 5 ft., swim 60 ft.


    STR 21 (+5)

    DEX 10 (+0)

    CON 16 (+3)

    INT 6 (-2)

    WIS 13 (+1)

    CHA 7 (-2)


    Skills Perception + 4

    Senses Blindsight 120 ft., Passive Perception 14

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Thick Blubber. The whale is resistant to Cold damage.

    Echolocation. The whale can’t use its blindsight while deafened.

    Hold Breath. The whale can hold its breath for 1 hour.

    Actions


    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (8d6 + 5) Piercing damage.

    Tail Chop. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) Bludgeoning damage, and the target must make a DC 14 Constitution saving throw or be Stunned for 1 round.

    Credit: Ivo Hoying/Aaron Miller

  • Giant Ironquill Porcupine

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 16 (3d6 + 6)

    Speed 30 ft.


    STR 8 (-1)

    DEX 13 (+1)

    CON 15 (+2)

    INT 2 (-4)

    WIS 11 (+0)

    CHA 4 (-3)


    Senses Passive Perception 10

    Languages

    Challenge 1/2 (50 XP)

    Traits


    Quilled Hide. Any creature within 5 feet of the porcupine that hits it with a melee attack must make a DC 12 Dexterity saving throw or take 4 (1d8) Piercing damage. Any creature grappling the porcupine takes 4 (1d8) piercing damage at the start of its turn. 

    Actions


    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Giant Electric Eel

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 123 (13d12 + 38)

    Speed 5 ft., swim 45 ft.


    STR 13 (+1)

    DEX 19 (+4)

    CON 17 (+3)

    INT 2 (-4)

    WIS 13 (+1)

    CHA 2 (-4)


    Damage Resistances Lightning 

    Senses Blindsight 60 ft., Passive Perception 11

    Languages

    Challenge 6 (2,300 XP)

    Traits


    Electrified Field. Any creature that ends its turn within 10 feet of the eel must make a DC 15 Constitution saving throw, taking 7 (2d6) Lightning damage on a failed save and half as much on a successful one.

    Water Breathing. The giant electric eel can breathe only underwater.

    Actions


    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) Piercing damage plus 14 (4d6) Lightning damage, and the target can’t take Reactions until the start of the eel’s next turn.

    Constrict. Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) Bludgeoning damage plus 7 (2d6) Lightning damage, and the target is Grappled (escape 15). Until this grapple ends, the target is Restrained, and the eel can’t Constrict another target.

    Credit: Ivo Hoying/Aaron Miller

  • Dire Saber-Toothed Tiger

    Huge Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 66 (7d12 + 21)

    Speed 40 ft.


    STR 20 (+5)

    DEX 14 (+2)

    CON 16 (+3)

    INT 3 (-4)

    WIS 13 (+1)

    CHA 8 (-1)


    Skills Perception + 5, Stealth + 6

    Senses Passive Perception 15

    Languages

    Challenge 4 (1,100 XP).

    Actions


    Multiattack. The tiger makes two Rend attacks.

    Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) Slashing damage. If the target is a Huge or smaller creature and the tiger 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: 15 (2d10 + 5) Piercing damage. Success: Half damage

    Credit: Ivo Hoying/Aaron Miller