Category: Beast

  • Ash Eater

    Camouflaged green to hide in its jungle environment, the Ash Eater is named for the obsidian-black teeth in its mouth, perfect for devouring prey. When pressed, it uses the skull-like carapace around its head to bash in its victims. 

    Large Beast (Dinosaur), Unaligned

    Armor Class 13

    Hit Points 95 (10d10 + 40)

    Speed 50 ft.

    Initiative +3 (13)


    STR 21 (+5) (+5)

    DEX 11 (+0) (+0)

    CON 19 (+4) (+4)

    INT 3 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 4 (-3) (-3)


    Skills Perception +4, Stealth + 6

    Senses Passive Perception 14

    Languages None

    Challenge 6 (2,300 XP), Proficiency Bonus +3


    Actions


    Multiattack. The ash eater makes two Skull Bash attacks.

    Skull Bash. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. If the target is a Huge or smaller creature and the ash eater moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Feast. Constitution Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 23 (4d8 + 5) Slashing damage. Success: Half damage.

    Credit: Inti Navia and Ivo Hoying

  • Rabbit

    v. 2024

    Tiny Beast, Unaligned

    Armor Class 12

    Hit Points 1 (1d4 – 1)

    Speed 30 ft., Burrow 5 ft.

    Initiative +2 (12)


    STR  1

    Mod (-5) Save (-5)

    DEX   12

    Mod (+1) Save (+3)

    CON   7

    Mod (-2) Save (-2)

    INT    2

    Mod (-4) Save (-4)

    WIS   15

    Mod (+2) Save (+2)

    CHA   7

    Mod (-2) Save (-2)


    Skills Perception +4

    Senses Passive Perception 14

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Leap. The rabbit’s long jump is up to 10 feet, and its high jump is up to 10 feet, with or without a running start.

    Actions


    Trick Flip. The rabbit uses Leap to move away from danger without imposing an Opportunity Attack.

    Bonus Actions


    Nimble Escape. The rabbit can take the Disengage or Hide action.

    Credit: Ivo Hoying/Aaron Miller

  • Chimpanzee 

    v. 2024

    Medium Beast, Unaligned

    Armor Class 12

    Hit Points 3 (1d6)

    Speed 30 ft., Climb 30 ft.

    Initiative +0 (10)


    STR   14

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   11

    Mod (+0) Save (+0)

    INT    6

    Mod (-2) Save (-2)

    WIS   12

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Acrobatics +4, Perception +3

    Senses Passive Perception 11

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Pack Tactics. The chimpanzee has Advantage on an attack roll against a creature if at least one of the chimpanzee’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

    Actions


    Multiattack. The chimpanzee makes two attacks.

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

    Fist. Melee Attack Roll: +4 to hit, reach 5 ft., Hit: 4 (1d4 + 2) Bludgeoning damage.

    Rock (Recharge 6).  Ranged Attack Roll:+4, range 25/50 ft. Hit: 6 (2d4 + 2) Bludgeoning damage.

    Credit: Ivo Hoying/Aaron Miller

  • Otter

    v. 2024

    Small Beast, Unaligned

    Armor Class 12

    Hit Points 3 (1d6)

    Speed 15 ft., Swim 40 ft.

    Initiative +2 (12)


    STR   6

    Mod (-2) Save (-2)

    DEX   14

    Mod (+2) Save (+2)

    CON   11

    Mod (+0) Save (+0)

    INT    6

    Mod (-2) Save (-2)

    WIS   14

    Mod (+2) Save (+2)

    CHA   6

    Mod (-2) Save (-2)


    Skills Stealth +4

    Senses Darkvision 30 ft.; Passive Perception 14

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Slippery. The otter has Advantage on ability checks and saving throws made to end or avoid the Grappled condition.

    Actions


    Bite. Melee Attack Roll: +2, reach 5 ft., Hit: 1 Piercing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Maned Wolf

    v. 2024

    Medium Beast, Unaligned

    Armor Class 12

    Hit Points 11 (2d8 + 2)

    Speed 40 ft

    Initiative +2 (12)


    STR   12

    Mod (+1) Save (+1)

    DEX   15

    Mod (+2) Save (+2)

    CON   12

    Mod (+1) Save (+1)

    INT    4

    Mod (-3) Save (-3)

    WIS   13

    Mod (+1) Save (+1)

    CHA   8

    Mod (-1) Save (-1)


    Skills Perception +3

    Senses Darkvision 90 ft., Passive Perception 13

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Agile. The wolf doesn’t provoke an Opportunity Attack when it moves out of an enemy’s reach.

    Actions


    Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.

    Bonus Actions


    Nimble Escape. The wolf takes the Disengage or Hide action.

    Credit: Ivo Hoying/Aaron Miller

  • Wooly Rhino

    2024

    Huge Beast, Unaligned

    Armor Class 12

    Hit Points 76 (8d12 + 24)

    Speed 40 ft.

    Initiative +1 (11)


    STR   22

    Mod (+6) Save (+6)

    DEX   8

    Mod (-1) Save (-1)

    CON   17

    Mod (+3) Save (+3)

    INT    2

    Mod (-4) Save (-4)

    WIS   12

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +3

    Senses Passive Perception 13

    Languages

    Challenge 4 (1,100 XP)

    Proficiency Bonus +2

    Actions


    Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage. If the target is a Huge or smaller creature and the rhino moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 15 (2d8 + 6) Bludgeoning damage. Success: Half damage.

    Credit: Aaron Miller/Ivo Hoying

  • Dire Cheetah

    2024

    Large Beast, Unaligned

    Armor Class 16

    Hit Points 32 (5d10 + 5)

    Speed 70 ft.

    Initiative +4 (14)


    STR   14

    Mod (+2) Save (+2)

    DEX   18

    Mod (+4) Save (+4)

    CON   13

    Mod (+1) Save (+1)

    INT    3

    Mod (-4) Save (-4)

    WIS   12

    Mod (+1) Save (+1)

    CHA   8

    Mod (-1) Save (-1)


    Skills Perception +3, Stealth +6

    Senses Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 1 (200 XP) PB +2

    Traits


    Fast Reflexes. The cheetah has Advantage on Dexterity saving throws.

    Actions


    Multiattack. The cheetah makes two Rend attacks.

    Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. 

    Bonus Actions


    Nimble Escape. The cheetah takes the Disengage or Hide action. 

    Credit: Ivo Hoying/Aaron Miller

  • Roach

    v. 2014

    Tiny Beast, Unaligned

    Armor Class 11

    Hit Points 1 (1d4-1)

    Speed 25 ft., Climb 25 ft.


    STR   1

    Mod (-5)

    DEX   12

    Mod (+1)

    CON   8

    Mod (-1)

    INT    2

    Mod (-4)

    WIS   6

    Mod (-2)

    CHA   2

    Mod (-4)


    Skills Stealth +3

    Senses Darkvision 30 ft., Passive Perception 8

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Adaptable. The roach is proficient at adapting to new circumstances and environments. It is immune to disease and is able to live for a month without food.

    Wall Skitter. The roach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Actions


    A roach has no effective attacks. 


    Credit: Ivo Hoying/Aaron Miller

    Roach

    v. 2024

    Tiny Beast, Unaligned

    Armor Class 11

    Hit Points 1 (1d4-1)

    Speed 25 ft., Climb 25 ft.

    Initiative +1 (11)


    STR   1

    Mod/Save (-5)

    DEX   12

    Mod/Save (+1)

    CON   8

    Mod (-1) Save (+4)

    INT    2

    Mod/Save (-4)

    WIS   6

    Mod/Save (-2)

    CHA   2

    Mod/Save (-4)


    Immunities Poison

    Skills Stealth +3

    Senses Darkvision 30 ft., Passive Perception 8

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Wall Skitter. The roach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Evasion. If the roach is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the roach instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated.

    Bonus Actions


    Nimble Escape. The roach takes the Disengage or Hide action. 

  • Penguin

    v. 2014

    Small Beast, Unaligned

    Armor Class 10

    Hit Points 2 (1d4)

    Speed 25 ft., Swim 50 ft.

    Initiative +2


    STR   3

    Mod (-4)

    DEX   11

    Mod (+0)

    CON   10

    Mod (+0)

    INT    2

    Mod (-4)

    WIS   12

    Mod (+1)

    CHA   6

    Mod (-2)


    Skills Perception +3

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Fat and Feathers. Penguins have a layer of fat, as well as a coat of water-repellent feathers, to keep them warm and dry, even when submerged. They can tolerate temperatures as low as -20 degrees Fahrenheit without any additional protection.

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

    Actions



    Beak.
    Melee Weapon Attack: +2 to hit, reach 5 ft., Hit: 1 Piercing damage.


    Credit: Ivo Hoying

    Penguin

    v. 2024

    Small Beast, Unaligned

    Armor Class 10

    Hit Points 2 (1d4)

    Speed 25 ft., Swim 50 ft.

    Initiative +0 (10)


    STR   3

    Mod/Save (-4)

    DEX   11

    Mod/Save (+0)

    CON   10

    Mod/Save (+0)

    INT    2

    Mod/Save (-4)

    WIS   12

    Mod/Save (+1)

    CHA   6

    Mod/Save (-2)


    Resistances Cold

    Skills Perception +3

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


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

    Actions



    Beak.
    Melee Attack Roll: +2, reach 5 ft., Hit: 1 Piercing damage.


    Credit: Ivo Hoying

  • Minke Whale

    v. 2014

    Huge Beast, Unaligned

    Armor Class 12 (Natural Armor)

    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)


    Skills Perception +3

    Senses Blindsight 120 ft., Passive Perception 13

    Languages

    Challenge 2 (450 XP; PB +2)

    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

    Minke Whale

    v. 2024

    Huge Beast, Unaligned

    Armor Class 11

    Hit Points 75 (10d12+10)

    Speed 5 ft., Swim 60 ft.

    Initiative +0 (10)


    STR 19 mod/save (+4)

    DEX 10 mod/save (+0)

    CON 13 mod/save (+1)

    INT 4 mod/save (-3)

    WIS 13 mod/save (+1)

    CHA 10 mod/save (+0)


    Skills Perception +3

    Senses Blindsight 120 ft., Passive Perception 13

    Languages

    Challenge 2 (450 XP; PB +2)

    Traits


    Hold Breath. The whale can hold its breath for 30 minutes.

    Actions



    Ram.
    Melee Attack Roll: +6, reach 5 ft. Hit:  14 (3d6 + 4) Bludgeoning damage.

    Credit:  Sean Holland/Aaron Miller