Tag: 2024

  • 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

  • Terror Bird

    There are many terror birds; these particular ones are about three-meter high flightless birds with vicious beaks and sharp claws on their feet.  They are pack hunters who grip their prey with their beaks and attempt to dash them to the ground to be cut up by their claws.  While flightless, they are fast-moving, and they can launch themselves away from trouble with a nasty kick.

    Terror Bird

    v. 2024

    Large beast, unaligned

    Armor Class: 12 (natural armor)

    Hit Points: 75 (10d10 + 20)

    Speed: 50 ft.


    STR   18

    Mod (+4) Save (+4)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   12

    Mod (+1) Save (+1)

    CHA   10

    Mod (+0) Save (+0)


    Skills: Athletics +6, Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP) PB +2

    Traits


    Pack Tactics. The terror bird has advantage on attack rolls against a creature if at least one of the bird’s allies is within 5 feet of the creature and the ally is not incapacitated.

    Actions


    Multiattack. A terror bird may make one Beak and one Kick attack.

    Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

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

    Bonus Actions


    Kick and Run. The terror bird moves away from an adjacent enemy, and it makes a Kick attack. Hit: any Opportunity Attack the target makes that round is at Disadvantage.

    Credit: Sean Holland / Aaron Miller


    Terror Bird

    v.2014

    Large beast, unaligned

    Armor Class: 12 (natural armor)

    Hit Points: 75 (10d10 + 20)

    Speed: 50 ft.


    STR   18 (+4)

    DEX   12 (+1)

    CON   14 (+2)

    INT    3 (-4)

    WIS   12 (+1)

    CHA   10 (+0)


    Skills: Athletics +6, Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP) PB +2

    Traits


    Kick and Run. When a terror bird is preparing to move away from an adjacent foe, it may use a Bonus Action to take a Kick attack, if it hits, any attacks of opportunity the target takes that round are at disadvantage.

    Pack Tactics. The terror bird has advantage on attack rolls against a creature if at least one of the bird’s allies is within 5 feet of the creature and the ally is not incapacitated.

    Actions


    Multiattack. A terror bird may make one Beak and one Kick attack.

    Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) Slashing damage. The target must succeed on a DC 12 Strength saving throw or be knocked Prone.

    Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Slashing damage.