Tag: 2014

  • 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

  • Chameleon

    v. 2014

    Tiny Beast, Unaligned

    Armor Class 11

    Hit Points 2 (1d4)

    Speed 20 ft., Climb 20 ft.


    STR   2

    Mod (-4)

    DEX   11

    Mod (+0)

    CON   11

    Mod (+0)

    INT    2

    Mod (-4)

    WIS   1

    Mod (-5)

    CHA   6

    Mod (-2)


    Skills Stealth +2

    Senses Darkvision 30 ft., Passive Perception 10

    Languages

    Challenge 0 (10 XP) PB +2

    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


    The chameleon has no effective attacks.

    Credit: Sean Holland

    Chameleon

    v. 2024

    Tiny Beast, Unaligned

    Armor Class 11

    Hit Points 2 (1d4)

    Speed 20 ft., Climb 20 ft.

    Initiative +0 (10)


    STR   2

    Mod/Save (-4)

    DEX   11

    Mod/Save (+0)

    CON   11

    Mod/Save (+0)

    INT    1

    Mod/Save (-5)

    WIS   10

    Mod/Save (+0)

    CHA   6

    Mod/Save (-2)


    Skills Stealth +2

    Senses Darkvision 30 ft., Passive Perception 10

    Languages

    Challenge 0 (10 XP) PB +2

    Actions


    Lashing Tongue. Melee Attack Roll: +2, reach 5 feet. Hit: If the target is Tiny or Smaller, it has the Grappled condition (escape DC 10).

    Bonus Actions


    Camouflage. The chameleon takes the Hide action.

    Credit: Sean Holland/Aaron Miller/Ivo Hoying

  • Aurochs

    Aurochs

    v. 2014

    Large Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 42 (4d10 + 6)

    Speed 30 ft.


    STR 21 (+5)

    DEX 11 (+0)

    CON 18 (+4)

    INT 2 (-4)

    WIS 7 (-2)

    CHA 5 (-3)


    Senses Passive Perception 11

    Languages

    Challenge 2 (450 XP; PB +2)

    Traits


    Charge. If the aurochs moves at least 20 feet straight toward a
    target and then hits it with a Gore attack on the same turn, the
    target takes an extra 6 (2d6) Bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Fierce. If the aurochs takes damage that would reduce it to 0 Hit Points or less, it can attempt a Constitution save (DC 8 + damage dealt). On a successful save, it is instead reduced to 1 hit point.

    Actions



    Gore.
    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) Bludgeoning damage.

    Credit: Ivo Hoying

    Aurochs

    v. 2024

    Large Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 38 (4d10 + 16)

    Speed 30 ft.

    Initiative +2 (12)


    STR 21 mod/save (+5)

    DEX 11 mod/save (+0)

    CON 18 mod/save (+4)

    INT 2 mod/save (-4)

    WIS 7 mod/save (-2)

    CHA 5 mod/save (-3)


    Senses Passive Perception 11

    Languages

    Challenge 2 (450 XP; PB +2)

    Traits


    Fierce (Recharge on Long Rest). If the aurochs takes damage that would reduce it to 0 Hit Points or less, it is reduced to 1 Hit Point instead.

    Actions



    Gore.
    Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 4) Bludgeoning damage. If the aurochs moved 20+ feet straight toward a target and then hit it with a Gore attack on the same turn, the target takes an extra 6 (2d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

    Credit: Ivo Hoying/Aaron Miller

  • Dimetrodon

    Dimetrodon

    v. 2014

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 22 (3d10 + 6)

    Speed 30 ft, Swim 20ft.

    Initiative +0


    STR   15

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   13

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   10

    Mod (+0) Save (+0)

    CHA   5

    Mod (-3) Save (-3)


    Saving Throws Strength +4, Constitution +3

    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Hold Breath. When underwater, the dimetrodon can hold its
    breath for 15 minutes.

    Actions


    Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


    Credit: Ivo Hoying/Aaron Miller

    Dimetrodon

    v. 2024

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 22 (3d10 + 6)

    Speed 30 ft.

    Initiative +0


    STR   15

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   14

    Mod (+2) Save (+2)

    INT    2

    Mod (-4) Save (-4)

    WIS   10

    Mod (+0) Save (+0)

    CHA   5

    Mod (-3) Save (-3)


    Resistances Poison

    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Poisonous Skin. Trigger: Any creature that grapples the dimetrodon or otherwise comes into direct contact with the dimetrodon’s skin. Constitution saving throw: DC 12. Failure: Poisoned for 1 minute. A poisoned creature no longer in direct contact with the dimetrodon can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Actions


    Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Constitution saving throw: DC 12. Failure: 10 (3d6) Poison damage. If the Poison damage reduces the target to 0 Hit Points, the target is stable and has the Poisoned condition for 1 hour. Success: Half damage only.


    

    Credit: Ivo Hoying/Aaron Miller

  • Cow

    v. 2014

    Large Beast, Unaligned

    Armor Class 10

    Hit Points 13 (2d10 + 2)

    Speed 40 ft.

    Initiative +0


    STR   16

    Mod (+3) Save (+3)

    DEX   10

    Mod (+0) Save (+0)

    CON   12

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   11

    Mod (+0) Save (+0)

    CHA   6

    Mod (-2) Save (-2)


    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Actions


    Hooves. Melee Weapon Attack: +5, reach 5 ft. Hit: 8 (2d4 + 3) Bludgeoning damage.

    Credit: Ivo Hoying/Aaron Miller

  • Dolphin

    v. 2014

    Medium beast, unaligned

    Armor Class: 12

    Hit Points: 13 (3d8)

    Speed: 0 ft., Swim 60 ft.

    Initiative +2 (12)


    STR 13 (+1)

    DEX 15 (+2)

    CON 13 (+1)

    INT 6 (-2)

    WIS 12 (+1)

    CHA 8 (-1)


    Skills: Perception +3

    Senses: Blindsight 60 ft., Passive Perception 13

    Languages:

    Challenge: 1/8 (25 XP; PB +2)

    Traits


    Charge. If the dolphin moves at least 30 feet straight toward a
    target and then hits it with a slam attack on the same turn, the dolphin can use the remainder of its movement (if any) to swim
    by not provoking an opportunity attack.

    Hold Breath. The Dolphin can hold its breath for 10 minutes.

    Actions


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

    Bite.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage.

    Credit: Ivo Hoying/Aaron Miller

    Dolphin

    v. 2024

    Medium beast, unaligned

    Armor Class: 12

    Hit Points: 13 (3d8)

    Speed: 5 ft., Swim 60 ft.

    Initiative +2 (12)


    STR 13 mod/save (+1)

    DEX 15 mod/save(+2)

    CON 13 mod/save(+1)

    INT 6 mod/save(-2)

    WIS 12 mod/save(+1)

    CHA 8 mod/save(-1)


    Skills: Perception +3

    Senses: Blindsight 60 ft., Passive Perception 13

    Languages:

    Challenge: 1/8 (25 XP; PB +2)

    Traits


    Hold Breath. The dolphin can hold its breath for 10 minutes.

    Actions


    Slam.  Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1 d6 + 2) Bludgeoning damage. If the target is a Large or smaller creature and the dolphin moved 30+ feet straight toward it immediately before the hit, the target takes an extra 4 (2d4) Bludgeoning damage and can use the remainder of its movement (if any) not provoking an Opportunity Attack.

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

    Credit: Ivo Hoying/Aaron Miller

  • Hare

    v. 2014

    Small Beast, Unaligned

    Armor Class 12

    Hit Points 1 (1d4-1)

    Speed 40 ft., Burrow 5 ft.

    Initiative +2


    STR   1

    Mod (-5) Save (-5)

    DEX   15

    Mod (+2) Save (+2)

    CON   7

    Mod (-2) Save (-2)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception +3

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


    Leap. The hare’s long jump is up to 5 feet, and its high jump is up to 5 feet, with or without a running start.

    Keen Hearing. The hare has advantage on Wisdom (Perception) checks that rely on sound.

    Actions


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


    Credit: Ivo Hoying/Aaron Miller

    Hare

    v. 2024

    Small Beast, Unaligned

    Armor Class 12

    Hit Points 2 (1d4)

    Speed 40 ft., Burrow 5 ft.

    Initiative +2 (12)


    STR   1

    Mod (-5) Save (-5)

    DEX   15

    Mod (+2) Save (+4)

    CON   7

    Mod (-2) Save (-2)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception +3

    Senses Passive Perception 13

    Languages

    Challenge 0 (10 XP) PB +2

    Traits


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

    Actions


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


    Credit: Ivo Hoying/Aaron Miller

  • Quetzalcoatlus

    v. 2024

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +3 (13)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2) Save (+2)

    DEX   12

    Mod (+1) Save (+1)

    CON   13

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages Challenge 2 (450 XP; PB +2)

    Traits


    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Piercing damage. If the target is a Large or smaller creature and the quetzalcoatlus moved 40+ feet straight toward it immediately before the hit, the target takes an extra 8 (2d8) Piercing damage and has the Prone condition.

    Credit: Ivo Hoying / Aaron Miller


    Quetzalcoatlus

    v. 2014

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +1 (12)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2)

    DEX   12

    Mod (+1)

    CON   13

    Mod (+1)

    INT    2

    Mod (-4)

    WIS   13

    Mod (+1)

    CHA   5

    Mod (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages Challenge 2 (450 XP; PB +2)

    Traits


    Dive. If the quetzalcoatlus is flying and dives at least 30 ft.
    straight toward a target and then hits it with a Bite attack on the
    same turn, the target takes an additional (2d8) Piercing damage.

    Flyby. Does not provoke an Opportunity Attack when it flies out
    of an enemy’s reach.

    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Slashing damage.

    Credit: Ivo Hoying / Aaron Miller