Category: Creature

  • Pelagornis

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 115 (11d12 + 44)

    Speed 10 ft., fly 65 ft. 


    STR   18 (+4)

    DEX   13 (+1)

    CON   18 (+4)

    INT    3 (-4)

    WIS   8 (-1)

    CHA   3 (-4)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages –

    Challenge 4 (1,100 XP)

    Traits


    Jagged Maw. At the start of the pelagornis’s turn, any creature it’s grappling takes 5 (1d10) piercing damage from its pseudo-teeth.

    Actions


    Toothed Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) Piercing damage and the target is Grappled (escape DC 14). While the target is Grappled, the pelagornis can’t attack another target with its beak.

    Credit: Ivo Hoying

  • Peacock

    The peacock uses its long tail feathers, in brilliant blue and green, each tipped with an “eye” pattern, for elaborate displays. They are hard to overlook, even when they are not fully displaying their magnificent feathers.

    2014

    Small beast, unaligned

    Armor Class: 11

    Hit Points: 7 (2d6)

    Speed: 10 ft., fly 25ft.


    STR   7 (-2)

    DEX   12 (+1)

    CON   11 (+0)

    INT   2 (-4)

    WIS   12 (+1)

    CHA   12 (+1)


    Saving Throws: Str -2, Dex + 1, Con + 0, Int -4, Wis + 1, Cha +3

    Skills: Intimidation +3, Perception +3

    Senses: passive Perception 13

    Languages: –

    Challenge: 0 (10 XP)

    Traits


    Look at Me! A peacock has advantage on Performance (Charisma) checks on an attempt to draw attention to itself.

    Actions


    Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

    Credit: Sean Holland

    Peacock

    2024

    Small beast, unaligned

    Armor Class: 11

    Hit Points: 7 (2d6)

    Speed: 15 ft., Fly 30 ft.

    Initiative +1 (11)


    STR   7 mod/save (-2)

    DEX   12 mod/save (+1)

    CON   11 mod/save (+0)

    INT   2 mod/save (-4)

    WIS   12 mod/save (+1)

    CHA   12 mod (+1) save (+3)


    Skills: Intimidation +3, Perception +3

    Senses: Passive Perception 13

    Languages: –

    Challenge: 0 (10 XP)

    Traits


    Look at Me! The peacock has advantage on Performance (Charisma) checks.

    Actions


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

    Credit: Sean Holland/Aaron Miller

  • Nettle Bear

    Medium Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 5 (1d8 + 1)

    Speed 30 ft., climb 30 ft.


    STR   14 (+2)

    DEX   13 (+1)

    CON   12 (+1)

    INT   4 (-3)

    WIS   12 (+1)

    CHA   6 (-2)


    Skills Perception + 3

    Senses Darkvision 30 ft., Passive Perception 13

    Languages –

    Challenge 0 (10 XP)

    Proficiency Bonus +2

    Actions


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

    Credit: Aaron Miller/Ivo Hoying

  • Moon Bear

    Large Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 59 (7d10 + 21)

    Speed 40 ft., climb 30 ft.


    STR   19 (+4)

    DEX   11 (+0)

    CON   17 (+3)

    INT    4 (-3)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Senses Darkvision 120 ft., Passive Perception 14

    Languages –

    Challenge 3 (700 XP)

    Proficiency Bonus +2

    Traits


    Moonlit Strikes. The bear’s weapon attacks are magical. When the bear hits with a melee weapon attack, it deals an extra 4 (1d8) Radiant damage (included in the attack).

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slashing damage plus 4 (1d8) Radiant damage.

    Credit: Aaron Miller/Ivo Hoying

  • Liger

    v. 2024

    Large Beast, Unaligned

    Armor Class 13

    Hit Points 51 (6d10 + 18)

    Initiative +3 (13)

    Speed 45 ft.


    STR   20

    Mod (+5) Save (+5)

    DEX   16

    Mod (+3) Save (+3)

    CON   16

    Mod (+3) Save (+3)

    INT    3

    Mod (-4) Save (-4)

    WIS   14

    Mod (+2) Save (+2)

    CHA   9

    Mod (-1) Save (-1)


    Skills Perception + 4, Stealth + 7

    Senses Darkvision 60 ft., Passive Perception 14

    Languages –

    Challenge 2 (450 XP; PB +2)

    Actions


    Multiattack. The liger makes two Rend attacks.

    Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (1d12 + 5) Slashing damage. If the target is a Large or smaller creature and the liger moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (2d10) Piercing damage and has the Prone condition.

    Credit: Ivo Hoying/Aaron Miller


    Liger

    v. 2014

    Large Beast, Unaligned

    Armor Class 13

    Hit Points 51 (6d10 + 18)

    Speed 45 ft. 


    STR   20 (+5)

    DEX   16 (+3)

    CON   16 (+3)

    INT    3 (-4)

    WIS   14 (+2)

    CHA   9 (-1)


    Skills Perception + 4, Stealth + 7

    Senses Darkvision 60 ft., Passive Perception 14

    Languages –

    Challenge 2 (450 XP)

    Traits


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

    Pounce. If the liger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the liger can make one Bite attack against it as a Bonus Action.

    Actions


    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) Piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) Slashing damage.

    Credit: Ivo Hoying

  • Koala

    Small Beast, Unaligned

    Armor Class 10

    Hit Points 5 (2d6  – 2)

    Speed 15 ft., climb 20 ft.


    STR   6 (-2)

    DEX   10 (+0)

    CON   8 (-1)

    INT    4 (-3)

    WIS   10 (+0)

    CHA   5 (-3)


    Skills Athletics +2

    Senses Passive Perception 10

    Languages –

    Challenge 0 (10 XP)

    Actions


    Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 Slashing damage. 

    Credit: Ivo Hoying

  • Hell Hog

    Entelodont

    2024

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 37 (5d10 + 10)

    Speed 40 ft.

    Initiave +0 (10)


    STR   17 mod/save (+3)

    DEX   10 mod/save (+0)

    CON   15 mod/save (+2)

    INT    2 mod/save (-4)

    WIS   7 mod/save (-2)

    CHA   5 mod/save (-3)


    Senses Passive Perception 8

    Languages –

    Challenge 1 (200 XP)

    Traits


    Bloodied Fury. The hog has Advantage on melee attack rolls while it is Bloodied.

    Actions


    Crushing Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (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, it has the Prone condition.

    Bonus Actions


    Chomp. Dexterity Saving Throw: DC 13, one creature within 5 feet that has the Prone condition. Failure: 7 (1d8 + 3) Piercing damage. Success: Half damage only.

    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