Category: Creature

  • Snow Leopard

    Medium Beast, Unaligned

    Armor Class 13

    Initiative +3 (13)

    Hit Points 18 (4d8)

    Speed 40 ft., Climb 40 ft.


    STR   14

    Mod (+3) Save (+3)

    DEX   16

    Mod (+3) Save (+3)

    CON   10

    Mod (+0) Save (+0)

    INT    3

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   7

    Mod (-2) Save (-2)


    Skills Perception +3, Stealth +7

    Resistances Cold

    Senses Darkvision 60 ft.; Passive Perception 13

    Languages

    Challenge 1/4 (50 XP; PB +2)

    Traits


    Running Leap. With a 10-foot running start, the leopard can Long Jump up to 30 feet.

    Actions


    Multiattack. The leopard makes two Rend attacks.

    Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Bonus Actions


    Quick Feet. The leopard takes the Dash action.


    Credit: Ivo Hoying

  • Squirrel

    Tiny Beast, Unaligned

    Armor Class 11

    Initiative +1 (11)

    Hit Points 1 (1d4 – 1)

    Speed 30 ft., Climb 30 ft.


    STR   2

    Mod (-4) Save (-4)

    DEX   13

    Mod (+1) Save (+1)

    CON   9

    Mod (-1) Save (-1)

    INT    4

    Mod (-3) Save (-3)

    WIS   12

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception +3

    Senses Darkvision 30 ft.; Passive Perception 13

    Languages

    Challenge 0 (10 XP; PB +2)

    Traits


    Quick Movements. The squirrel has Advantage on Dexterity Saving Throws.

    Actions


    Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.


    Credit: Ivo Hoying

  • Early Bird

    Tiny Beast, Unaligned

    Armor Class 13

    Initiative +5 (15)

    Hit Points 1 (1d4 – 1)

    Speed 10 ft., Fly 60 ft.


    STR   3

    Mod (-4) Save (-4)

    DEX   16

    Mod (+3) Save (+3)

    CON   8

    Mod (-1) Save (-1)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +5, Stealth +5

    Senses Passive Perception 15

    Languages

    Challenge 0 (10 XP; PB +2)

    Traits


    Get the Worm. Immediately after the bird rolls Initiative, it can swap its Initiative with the Initiative of one willing ally in the same combat. The bird can’t make this swap if it or the ally has the Incapacitated condition.

    Actions


    Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.


    Credit: Ivo Hoying

  • Giant Teratorn

    Huge Beast, Unaligned

    Armor Class 11

    Initiative +1 (11)

    Hit Points 85 (10d12 + 20)

    Speed 5 ft., fly 50 ft.


    STR   19

    Mod (+4) Save (+4)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +5

    Senses Darkvision 60 ft.; Passive Perception 15

    Languages

    Challenge 3 (700 XP) PB +2

    Actions


    Multiattack. The teratorn uses Primeval Screech and makes one Talons attack.

    Talons. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). 

    Primeval Screech.Constitution Saving Throw: DC 13, each creature in a 30-foot Emanation originating from the teratorn that can hear it. Failure: The target has the Frightened condition until the end of its next turn. Success: The target has the deafened condition until the end of its next turn.

    Bonus Actions


    Rip and Tear. Dexterity Saving Throw: DC 14, one creature within 5 feet that has the Grappled condition. Failure: 18 (4d6 + 4) Slashing damage. Success: Half damage only.

    Credit: Ivo Hoying

  • Giant Pelican

    Large Beast, Unaligned

    Armor Class 11

    Hit Points 26 (4d8 + 8)

    Speed 10 ft., fly 40 ft.


    STR   16

    Mod (+3) Save (+3)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    4

    Mod (-3) Save (-3)

    WIS   11

    Mod (+0) Save (+0)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception +2

    Senses Passive Perception 12

    Languages

    Challenge 1 (200 XP) PB +2

    Actions


    Beak. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13).

    Swallow. The pelican swallows a Medium or smaller target it is grappling. While swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the pelican. The pelican can have up to two targets swallowed at a time, and it can’t use Beak while it has two swallowed targets. If the pelican dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.

    Credit: Ivo Hoying

  • 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