Tag: 2024

  • Colossal Lion

    Huge Beast, Unaligned

    Armor Class 12

    Hit Points 133 (14d12 + 42)

    Speed 50 ft.

    Initiative +2 (12)


    STR   21

    Mod (+5) Save (+5)

    DEX   14

    Mod (+2) Save (+2)

    CON   17

    Mod (+3) Save (+3)

    INT    5

    Mod (-3) Save (-3)

    WIS   12

    Mod (+1) Save (+1)

    CHA   7

    Mod (-2) Save (-2)


    Skills Stealth +8, Perception +4

    Senses Passive Perception 14

    Languages –

    Challenge 5 (1,800 XP)

    Proficiency Bonus +3

    Traits


    Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

    Actions


    Multiattack. The lion can use its Threatening Roar if it is available. It then makes two Rend attacks.

    Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 16 (2d12 + 5) Slashing damage. If the target is a Large or smaller creature and the lion moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition, and the lion can make one Rend attack against it.

    Savage Roar (Recharge 6). Wisdom Saving Throw: DC 16, each creature within 30 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.

    Credit: Aaron Miller/Ivo Hoying

  • Snow Leopard

    v. 2024

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 18 (4d8)

    Speed 40 ft., Climb 40 ft.

    Initiative +3 (13)


    STR   14

    Mod (+2) Save (+2)

    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: 5 (1d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Bonus Actions


    Zoomies. The leopard takes the Dash action.


    Credit: Ivo Hoying

  • Squirrel

    Tiny Beast, Unaligned

    Armor Class 11

    Hit Points 1 (1d4 – 1)

    Speed 30 ft., Climb 30 ft.

    Initiative +1 (11)


    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


    Fast Reflexes. 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

    Hit Points 85 (10d12 + 20)

    Speed 10 ft., Fly 50 ft.

    Initiative +3 (13)


    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 Primal 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). 

    Primal Screech.Constitution Saving Throw: DC 13, each creature in a 30-foot Cone 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


    Rend. 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.

    Initiative +1 (11)


    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: 9 (2d6 + 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 only one target swallowed at a time, and it can’t use Beak with a swallowed target. If the pelican dies, a swallowed creature is no longer Restrained and can escape using 5 feet of movement, exiting with the Prone condition.

    Credit: Ivo Hoying

  • Winged Monkey

    2024

    Tiny Beast, Unaligned

    Armor Class 12

    Hit Points 2 (1d4)

    Speed 30 ft., Climb 30 ft., Fly 30 ft.

    Initiative +2 (12)


    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 monkey does not provoke Opportunity Attacks when it flies out of an enemy’s reach. 

    Actions


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

    Bonus Actions


    Nimble Escape. The monkey takes the Disengage or Hide action.

    Credit: Ivo Hoying

  • Moose

    v. 2014

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 30 (4d10 + 8)

    Speed 50 ft., 15 ft. swim


    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

    Traits


    Kick while you’re down. If the moose moves at least 20 ft. straight toward a creature and then hits with a ram attack on same turn, target must succeed a DC 14 STR save or be knocked prone. If the target is prone, the moose can make one hooves attack against it as a bonus action.

    Actions


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

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

    Credit: Ivo Hoying/Aaron Miller

    Moose

    v. 2024

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 30 (4d10 + 8)

    Speed 50 ft.

    Initiative +0 (10)


    STR   18

    Mod (+4) Save (+4)

    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 Attack Roll: +6, reach 5 ft. Hit: 9 (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 5 (2d4) Bludgeoning damage and has the Prone condition. 

    Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

    Credit: Ivo Hoying/Aaron Miller

  • Rajasaurus

    2024

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 114 (12d10 + 48)

    Speed 50 ft.

    Initiative +3 (13)


    STR  23 mod/save (+6)

    DEX   10 mod/save (+0)

    CON   18 mod/save (+4)

    INT    2 mod/save (-4)

    WIS   12 mod/save (+1)

    CHA   7 mod/save (-2)


    Skills Perception +4

    Senses Passive Perception 14

    Languages –

    Challenge 6 (2,300 XP); PB +3

    Actions


    Multiattack. The rajasaurus makes two Bite attacks.

    Bite. Melee Attack Roll: +9 to hit, reach 10 ft. Hit: 22 (3d10 + 6) Piercing damage. If the target is a Large or smaller creature and the rajasaurus moved 20+ feet straight toward it immediately before the hit, the target takes an additional 11 (2d10) Piercing damage and has the Prone condition.

    Bonus Actions


    Savage. Dexterity Saving Throw: DC 17, one creature within 5 feet that has the Prone condition. Failure: 22 (3d10 + 6) Piercing damage. Success: Half damage.

    Credit: Ivo Hoying/Aaron Miller

  • Terror Bird

    There are many terror birds; these particular ones are about three meters tall, 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.

    v. 2024

    Large beast, unaligned

    Armor Class 12 (natural armor)

    Hit Points 75 (10d10 + 20)

    Speed 50 ft.

    Initiative +1 (11)


    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 Attack Roll: +6, reach 10 ft. Hit: 9 (2d4 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Kick. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

    Bonus Actions


    Kick and Run. The terror bird moves up to half its Speed from an adjacent target and 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.

    Credit: Sean Holland