Tag: CR 4

  • Stegosaurus

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 126 (12d12 + 48)

    Speed 30 ft.


    STR   20 (+5)

    DEX   10 (+0)

    CON   19 (+4)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   4 (-3)


    Senses Passive Perception 11

    Languages

    Challenge 4 (1,10 XP)

    Actions


    Thagomizer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) Piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked Prone.

    Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 32 (6d8 + 5) Bludgeoning damage. 

    Credit: Ivo Hoying

  • Rascalite

    Medium Elemental, Chaotic Neutral

    Armor Class 15 (natural armor)

    Hit Points 51 (6d8 + 24)

    Speed 30 ft., burrow 30 ft.


    STR   17 (+3)

    DEX   14 (+2)

    CON   18 (+4)

    INT    12 (+1)

    WIS   10 (+0)

    CHA   13 (+1)


    Skills Perception +2

    Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Senses Passive Perception 12

    Languages Terran

    Challenge 4 (1,100 XP)

    Traits


    Earthen Conglomerate (Recharges after a Short or Long Rest). When the Rascalite is reduced to 0 Hit Points, it doesn’t die or fall Unconscious. Instead, the damage creates cracks in its body, splitting it into smaller elementals. The Rascalite is made up of three elementals: Mica, Sterling, and Jasper. Each smaller elemental has 20 Hit Points and can move independently of each other, but still act on the Rascalite’s initiative. They are counted as allies when it comes to the Familial Ties ability. Certain attacks can be used by certain elementals, as Mica can use the mica shot attack, Stirling can use the Stirling Slam attack, and Jasper can use the Jasper Slash attack. Finishing a short or long rest reforms the elemental, any destroyed elementals regenerate, and the Rascalite functions as a single creature again. The Rascalite dies when Mica, Sterling, and Jasper are destroyed.

    Familial Ties. The Rascalite has advantage on an attack roll against a creature if at least one of the Rascalite’s allies is within 5 feet of the creature and the ally isn’t incapacitated. 

    Actions


    Multiattack. The Rascalite makes three attacks; one Sterling Slam, one Mica Shot, and one Jasper Slash. 

    Sterling Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Bludgeoning damage. 

    Mica Shot. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 8 (1d0 + 3) Piercing damage. 

    Jasper Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) Slashing damage. 

    Credit: Ivo Hoying, Thomas Hunter Edge, and Aaron Miller

  • Quilled Bear

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 84 (8d12 + 32)

    Speed 40 ft., swim 30 ft.


    STR   21 (+5)

    DEX   12 (+1)

    CON   18 (+4)

    INT    3 (-4)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Senses Darkvision 30 ft., Passive Perception 15

    Languages

    Challenge 4 (1,100 XP)

    Proficiency Bonus +2

    Traits


    Spiked Fur. When a creature hits the bear with a melee attack while within 5 feet of it, the creature takes 3 (1d6) Piercing damage.

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 5) Slashing damage.

    Bonus Actions


    Aggressive. The bear moves up to its speed toward a hostile creature it can see.

    Credit: Aaron Miller/Ivo Hoying

  • Possessed Painting

    It may seem like a typical oil painting, but the possessed painting is much more than that. It houses the soul of a humanoid unable to pass on and uses that soul to act beyond death. 

    Medium Undead, Neutral Evil

    Armor Class: 16 (natural armor)

    Hit Points: 66 (8d8 + 30)

    Speed: 0 ft.


    STR   14 (+2)

    DEX   1 (-5)

    CON   17 (+3)

    INT   3 (-3)

    WIS   17 (+3)

    CHA  7 (-2)


    Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks

    Damage Immunities: Poison

    Condition Immunities: Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: The languages it knew in life.

    Challenge: 4 (1,100 XP)

    Traits


    Unmoving. The painting automatically fails Dexterity saving throws. 

    False Appearance. While the painting remains motionless, it is indistinguishable from a normal painting.

    Undead Nature. A possessed painting doesn’t require air, food, drink, or sleep. 

    Actions


    Multiattack. The possessed painting makes two Spectral Arrow attacks.

    Spectral Arrow. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 11 (2d8 + 3) Force damage, and the target must succeed on a DC 13 Dexterity saving throw or be Restrained by the arrow’s ghostly shackles. 

    Credit: Ivo Hoying

  • 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

  • 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

  • Dire Saber-Toothed Tiger

    Huge Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 66 (7d12 + 21)

    Speed 40 ft.


    STR 20 (+5)

    DEX 14 (+2)

    CON 16 (+3)

    INT 3 (-4)

    WIS 13 (+1)

    CHA 8 (-1)


    Skills Perception + 5, Stealth + 6

    Senses Passive Perception 15

    Languages

    Challenge 4 (1,100 XP).

    Actions


    Multiattack. The tiger makes two Rend attacks.

    Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) Slashing damage. If the target is a Huge or smaller creature and the tiger moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Bite. Dexterity Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 15 (2d10 + 5) Piercing damage. Success: Half damage

    Credit: Ivo Hoying/Aaron Miller