Category: Beast

  • 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

  • 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 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

  • 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

  • Allosaurus

    Large Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 59 (7d10 + 21)

    Speed 50 ft.


    STR 18 (+4)

    DEX 12 (+1)

    CON 12 (+1)

    INT 2 (-4)

    WIS 12 (+1)

    CHA 7 (-2)


    Senses Passive Perception 11

    Languages

    Challenge 2 (450 XP)


    Pounce. If the allosaurus moves at least 20 ft. straight toward a target and then hits it with a Headbutt attack on the same turn, the target takes an extra 7 (2d6) Piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the allosaurus can make one Flesh Tear attack against it as a Bonus Action.

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

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

    Actions


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

    Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Bludgeoning damage. 

    Credit: Ivo Hoying