Author: goodberrypress_admin

  • Dire Python

    Huge Beast, Unaligned

    Armor Class 12

    Hit Points 85 (9d12 + 27)

    Speed 30 ft., swim 30 ft.


    STR 20 (+5)

    DEX 14 (+2)

    CON 16 (+3)

    INT 3 (-4)

    WIS 10 (+0)

    CHA 3 (-4)


    Skills Perception + 2

    Senses Blindsight 120 ft., Passive Perception 12

    Languages

    Challenge 3 (700 XP)

    Traits


    Deadly Embrace. Creatures Grappled by the python have disadvantage on ability checks made to escape grapples.

    Actions


    Multiattack. The python makes two attacks: one Bite and one Constrict.

    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) Piercing damage.

    Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) Bludgeoning damage, and the target is Grappled (escape DC 15). Until this grapple ends, the creature is Restrained and suffocating, and the python can’t Constrict another target.

    Credit: Ivo Hoying/Aaron Miller

  • Dire Alligator

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 37 (5d10 + 10)

    Speed 20 ft., swim 50 ft. 


    STR 17 (+3)

    DEX 13 (+1)

    CON 15 (+2)

    INT 3 (-4)

    WIS 12 (+1)

    CHA 8 (-1)


    Skills Stealth + 3

    Senses Tremorsense 60 ft., Passive Perception 11

    Languages

    Challenge 1 (200 XP)

    Traits


    Hold Breath. The alligator can hold its breath for 20 minutes.

    Just a Log. The alligator has advantage on Dexterity (Stealth) checks when not moving in water or swampy terrain.

    Underwater Senses. The alligator can only use its Tremorsense when underwater.

    Actions


    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) Piercing damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the alligator can’t Bite another target.

    Bonus Actions


    Deathroll. If the alligator is grappling a creature, it can make one Bite attack against it.

    Credit: Ivo Hoying/Aaron Miller

  • Deinonychus (2014)

    Medium Beast, Unaligned

    Armor Class 14

    Hit Points 26 (3d10 + 5)

    Speed 40 ft.


    STR 14 (+2)

    DEX 16 (+3)

    CON 15 (+2)

    INT 6 (-2)

    WIS 14 (+2)

    CHA 10 (+0)


    Skills Perception + 4, Stealth + 6

    Senses Passive Perception 14

    Languages

    Challenge 1 (200 XP)

    Traits


    Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the deinonychus moves at least 20 ft. straight toward a creature and then hits with a Claw attack on the same turn, the target must succeed a DC 13 STR save or be knocked Prone. If the target is Prone, the deinonychus can make one Bite attack against it as a Bonus Action. 

    Actions


    Multiattack. The deinonychus makes three attacks: one with its bite and two with its sickle claws.

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

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

    Credit: Ivo Hoying/Aaron Miller

  • Chameleon

    Chameleons are small lizards with the ability to adapt their coloration to the surface they are on (to some extent). Chameleons also have amazingly good eyesight and can swivel their eyes independently to see almost all around them.

    Chameleon

    Tiny beast, unaligned

    Armor Class: 11

    Hit Points: 2 (1d4)

    Speed: 20ft., Climb 20ft.


    STR 2 (-4)

    DEX 11 (+0)

    CON 11 (+0)

    INT 1 (-5)

    WIS 10 (+0)

    CHA 6 (-2)


    Saving Throws: Str -4, Dex + 0, Con + 0, Int -5, Wis +0, Cha -3

    Skills: Stealth +2

    Senses: Darkvision 30 ft., Passive Perception 10

    Languages:

    Challenge: 0 (10 XP)

    Traits


    Chameleon. Wisdom (Perception) checks to notice a chameleon are made at disadvantage if it has moved 5 feet or less on its last action.

    Panoramic Sight. A chameleon has nearly all-around vision and gains advantage when making a Wisdom (Perception) test based on sight.

    Actions


    A chameleon has no effective attacks.

    Credit: Sean Holland

  • Bonecrusher Troll

    Trolls who are stronger and smarter (only slightly) than the rest of their brethren sometimes go beyond normal trolls and become Bonecrushers, giants of great strength and ferocity. Attacking with bites and punches, a Bonecrusher will always attempt to squeeze their prey to soften them up before feeding time. 

    Large Giant, Chaotic Evil

    Armor Class: 14 (natural armor)

    Hit Points: 92 (8d10 + 48)

    Speed: 30 ft.


    STR 20 (+5)

    DEX 12 (+1)

    CON 18 (+4)

    INT 9 (-1)

    WIS 10 (+0)

    CHA 5 (-3)


    Skills: Perception + 3

    Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities: blinded, charmed, deafened, exhausted, frightened, grappled, poisoned, stunned

    Senses: Darkvision 60 ft., passive Perception 13

    Languages: Giant

    Challenge: 6 (2,300 XP)

    Traits


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

    Death Hug. If the troll hits a creature with two fist attacks in the same turn, the target is Grappled. While grappling a creature, the troll can use its bonus action to deal 10 (1d10 + 5) Bludgeoning damage to the Grappled creature.

    Regeneration. The troll regains 10 Hit Points at the start of its turn. If the troll takes Acid or Fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate. 

    Actions


    Multiattack. The troll makes two melee attacks; only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (2d12 + 5) Piercing damage

    Fist. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) Slashing damage. 

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) Bludgeoning damage. 

    Reactions


    Bulging Biceps. The troll adds 2 to its AC against one melee attack that would hit it. To do so, the troll must be able to see the attacker.

    Credit: Ivo Hoying

  • Bonecrusher Hyena

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 59 (7d10 + 21)

    Speed 40 ft. 


    STR 18 (+4)

    DEX 14 (+2)

    CON 17 (+3)

    INT 3 (-4)

    WIS 12 (+1)

    CHA 7 (-2)


    Skills Perception + 3

    Senses passive Perception 13

    Languages

    Challenge 3 (700 XP)

    Traits


    Rampage. When the hyena reduces a creature to 0 Hit Points with a melee attack on its turn, the hyena can take a Bonus Action to move up to half its speed and make a Bite attack.

    Actions


    Multiattack. The hyena makes two Crushing Bite attacks.

    Crushing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Piercing damage, and the target has disadvantage on the next attack roll it makes.

    Credit: Ivo Hoying/Aaron Miller

  • Artistic Horror

    Small Construct, Unaligned

    Armor Class: 13 (natural armor)

    Hit Points: 94 (9d12 + 36)

    Speed: 40 ft.


    STR 21 (+5)

    DEX 9 (-1)

    CON 19 (+4)

    INT 7 (-2)

    WIS 10 (+0)

    CHA 7 (-2)


    Skills: Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: Common, Giant

    Challenge: 5 (1,800 XP)

    Traits


    Unusual Nature. An artistic horror doesn’t require air, food, drink, or sleep.

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

    Wet Paint. When a creature within 5 feet of the artistic horror hits it with a melee attack, it is Grappled by it (escape DC 13). 

    Actions


    Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage, or 12 (2d8 + 3) Bludgeoning damage if the target is Grappled, and the target is Grappled (escape DC 13).

    Paint  Spew. Ranged Weapon Attack: +3 to hit, range 20/ 60 ft., one target. Hit: 8 (2d6 + 1) damage of a type of the horror’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Bonus Actions


    Paint Dash. Using a Bonus Action, the artistic horror can dissolve into a puddle of paint and move up to half its movement speed. 

    Credit: Ivo Hoying

  • The Artist

    Medium Fey (Male, Nonbinary), Chaotic Neutral

    Armor Class: 17 (half plate)

    Hit Points: 119 (14d8 + 56)

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


    STR 20 (+5)

    DEX 18 (+4)

    CON 18 (+4)

    INT 18 (+4)

    WIS 16 (+3)

    CHA 20 (+5)


    Saving Throws: Dexterity + 8, Wisdom + 7, Charisma + 9 

    Skills: Deception + 9, Perception + 7, Persuasion + 9 

    Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical  Attacks

    Damage Immunities: Poison

    Condition Immunities: Charmed, Frightened, Poisoned

    Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 17

    Languages: Common, Elvish, Giant, Sylvan

    Challenge: 12 (10,000 XP)

    Traits


    Magnum Opus. (Recharges after a Short or Long Rest). If The Artist is reduced to 0 HP, their current hit point total instead resets to 50 HP, and they regain any expended uses of Legendary Resistance. Immediately after this effect activates, The Artist teleports back into their painting prison and is no longer bound to be within 30 ft. of it, but can only reside in paintings within their lair, either using 5 ft. of movement to enter one adjacent to them or teleporting inside of one with Canvas Jaunt. While inside a painting, The Artist is unaffected by effects and attacks originating outside of the painting. To attack or take actions against creatures, except with Paint Tendril, The Artist must use 5 ft. of movement to move part of their body out of the painting, at which point he can be affected by outside effects. Additionally, The Artist can now use the options in the “Epic Actions” section for 1 hour. Award a party an additional 2,900 XP (12,900 XP total) for defeating The Artist after their Magnum Opus activates. 

    Magic Weapons. The Artist’s weapon attacks are magical and deal an extra 7 (2d6) damage of a type of The Artist’s choosing: acid, cold, fire, lightning, or poison (included in the attack).

    Tethered. The Artist can’t willingly move more than 30 ft. from their painting. Any attempt to move them away from the painting by another creature fails. If the painting is moved more than 30 ft. away from The Artist, they are teleported to be within 30 ft. of it (no action required). 

    Legendary Resistance. (3/day) If The Artist fails a saving throw, they can choose to succeed instead.

    Actions


    Multiattack. The Artist makes two attacks with either the Rainbow Blade or a Pigment Bolt. 

    Rainbow Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) Slashing damage, or 10 (1d10 + 5) Slashing damage if used with two hands, plus 7 (2d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Pigment Bolt. Range Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (3d6 + 5) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison. 

    Spellcasting


    The Artist casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

    2/day each: phantasmal force, hallucinatory terrain

    1/day: prismatic spray

    Legendary Actions


    The Artist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Artist regains spent legendary actions at the start of their turn.

    Rainbow Blade. The Artist makes an attack with the Rainbow Blade.

    Paint Explosion. (Costs 2 Actions). Each creature within 30 ft. of The Artist or the painting they are in must make a DC 17 Dexterity saving throw, taking 14 (4d6) damage of 

    a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and being Blinded until the end of their next turn on a failed save, or taking half as much damage and not being Blinded on a successful one.

    Epic Actions


    If The Artist’s Magnum Opus trait has activated in the last hour, they can use the options below as legendary actions. 

    Canvas Jaunt. The Artist teleports, along with any equipment worn or carried, into a painting they can see within 120 ft. of them. 

    Paint Tendril. (Costs 2 Actions). A long, oily tendril reaches out of the painting the Artist is currently in and attacks a creature they can see within 30 ft. of it. The target must make a DC 17 Strength saving throw, taking 10 (3d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and be Restrained for 1 minute on a failed save, or taking half as much damage and not being Restrained on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Credit: Ivo Hoying

  • Arctotherium

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 94 (9d12 + 36)

    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, Stealth + 6

    Senses Passive Perception 15

    Languages

    Challenge 5 (1,800 XP)

    Proficiency Bonus +3

    Traits


    Bear Hug. If the bear hits a creature with two Claw attacks in the same turn, the target is Grappled. While grappling a creature, the bear can use its Bonus Action to deal 10 (1d10 + 5) Bludgeoning damage to the grappled creature.

    Actions


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

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) Piercing damage.

    Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Slashing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Chaotic Wild Shape Table

    Druid Feat.

    1-2: Roll on this table at the start of each of your turns for the next minute.

    3-4: Your wild shape also grows small wings unsuitable for flight.

    5-6: Your wild shape grows an extra pair of horns.

    Gain ram action of the Giant Goat or Charge action of the Giant Elk.

    7-8: Your wild shape grows an extra pair of tentacles. Gain the Tentacles action of the Giant Octopus.

    9-10: Your wild shape is now one size smaller.

    11-12: Your wild shape leaves tracks of clovers in its steps

    13-14: All creatures within 20 feet grow a tail. A remove curse spell can end this effect.

    15-16: Your sense of smell becomes unnaturally keen for one minute granting you blindsight to 30 feet and an advantage on perception checks dependent on smell.

    17-18: A plant growth spell affects the area around you and spawns 2d4 twig blights

    19-20: For the next minute any attempt to speak becomes impossible to understand animal growls of various species. Spells involving verbal components automatically fail.

    21-22: Thorny protrusions grow from your back causing melee attacks to deal an additional for the duration of wild shape.

    23-24: You glow with bright light in a 30-foot radius around you for the next minute, any creature that comes within 5 feet of you is blinded until the end of their next turn.

    25-26: Your wild shape skin features are replaced with one from this list with a d4 roll.
    1. Scales, 2. Feathers, 3. Fur, 4. Hide (if your beast features are already what is rolled, roll again.)

    27-28: Your wild shape grows an extra pair of appendages. Your speed increases by 10’ for the duration.

    29-30: You cast Mirror Image.

    31-32: A tiny copy of your wild shape forms at your feet. After one turn the copy becomes a large copy. After two turns the copy is giant and is under the DM’s control.

    33-34: You gain resistance to all damage except psychic for one minute.

    35-36: You gain Speech of Beast and Leaf for 1 day.

    37-38: Your tail grows thorns and can cast Thorn Whip as an action. If your beast does not have a tail it grows one.

    39-40: Hybrid beast. Roll 1d6 on the hybrid list.  (if your beast features are already what is rolled, roll again.)

    1. Beak and feathers: Gain a flight speed equal to half your movement.
    2. Sight and Scales: Gain blindsight and 1d6 poison damage to attack damage.
    3. Think Fur: Add +4 to your AC.
    4. Arachnid: Gain the Web action of the Giant Spider.
    5. Tentacles: Grow 4 tentacles and gain the Tentacles action of the Giant Octopus.
    6. Horns: Gain ram action of the Giant Goat. 

    41-42: Your wild shape is now one size larger.

    43-44: Elemental hybrid. Roll 1d4 on the hybrid list.

    1. Earth: Gain Earth Glide of the Earth Elemental.
    2. Air: Gain the Air Form of the Air Elemental.
    3. Fire: Gain the Fire Form of the Fire Elemental.
    4. Water: Gain the Water Form of the Water Elemental.

    45-46: Hydra: grow another head and gain an extra attack with head-based actions.

    47-48: Choose any option from this list.

    49-50: Hybrid beast. Choose 1 option from the list.

    1. Beak and feathers: Gain a flight speed equal to half your movement.
    2. Sight and Scales: Gain blindsight and 1d6 poison damage to attack damage.
    3. Think Fur: Add +4 to your AC.
    4. Arachnid: Gain the Web action of the Giant Spider.
    5. Tentacles: Grow 4 tentacles and gain the Tentacles action of the Giant Octopus.
    6. Horns: Gain ram action of the Giant Goat. 

    51-52: Wild shape does not expend its use.

    53-54: Your wild shape is brightly colored for shape duration.

    55-56: You summon many frogs. The area around you in a 20’ radius is filled with frogs and has become difficult terrain.

    57-58: Any beasts in the immediate area (500’) become awakened for one day.

    59-60: Skin becomes bark-like increasing AC by 1 for 1 day

    61-62:  A swarm of insects crawl out of your skin and then launch themselves at a target within 30 feet. Take 2d6 piercing damage and cast Insect Plague on the target.

    63-64: Wild shape is cast on 6 random targets and lasts for one round. The creature they become is determined by rolling a 1d6.
    1. cow
    2. chicken
    3. giant crab
    4. wolf
    5. pony
    6. hawk

    65-66: A loud growl centers on the druid and every creature within 15 feet must make a DC 14 Constitution saving throw or be deafened for one minute, they repeat the save at the end of their turn.

    67-68: Within 100 feet of you the area around you turns to the next season.

    69-70: 4d10 mushrooms appear in a circle around you. Roll a d4 to determine the effects of consuming a mushroom.

    1. healing 1d4 hp per mushroom.
    2. poisonous 1d4 poison damage per mushroom.
    3. alchemical can be brewed into various potions.
    4. A hallucinogen causes the eater to receive hallucinations.

    70-72: For the next 24 hours, any creature within a 30-foot radius from you, including yourself, that speaks a deliberate lie must succeed on a Constitution saving throw against your spell save DC or vomit up a slug, a toad, or a poisonous snake

    73-74: The next time you see the moon you will wild shape into a Dire Wolf for 1d4 hours.

    75-76: 1d12 goodberries grow from your hair.

    77-78: Poison ivy grows around your body. You take 1d6 poison damage every round as do any melee attackers that hit you. The vines wither and die after a minute.

    79-80: Any undead creatures or corpses nearby immediately burst into flowers dealing 5d8 damage to each affected creature. The ones that survive are treated as prone until the flowers are removed or they die. If there are no undead creatures or corpses nearby then a single rose will grow in the Druid’s hair dealing 1d4 damage to whoever picks it.

    81-82: Open a portal to the Beastlands for 1d4 hours. This acts as a 5th-level Conjure Animals spell. The spell cancels any current concentration spell in use.

    83-84: You generate a large amount of static electricity. You deal an additional 1d10 lightning damage on your next melee attack.

    85-86: You gain 20 temporary hit points.

    87-88: It begins to rain cats and dogs causing any creature not undercover to take 1d6 bludgeoning or slashing damage from having a dog or cat fall on them.

    89-90: Fungus. Your melee attacks deal an additional 1d6 of necrotic damage for shape duration.

    91-92: Chameleon. You blend into the environment and have advantage on stealth checks and enemies have disadvantage on perception checks to notice you.

    93-94: An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

    95-96: Blinkdog. For the next minute, you can blink up to 20 feet as a bonus action on each of your turns.

    97-98: Your hair falls out but grows back within 24 hours. All wild shape forms are hairless.

    99-100: All uses of wild shape regenerate.