Tag: CR 5

  • Bicephalous Anaconda

    Huge Beast, Unaligned

    Armor Class 11

    Hit Points 104 (11d12 + 33)

    Speed 30 ft., swim 30 ft.


    STR   20 (+5)

    DEX   13 (+1)

    CON   16 (+3)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   2 (-4)


    Skills Perception + 4

    Senses Blindsight 15 ft., Passive Perception 14

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Two-Headed. The anaconda has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious.

    Reactive Heads. The anaconda can take one extra Reaction that can be used only for opportunity attacks made with its Bite.

    Actions


    Multiattack. The anaconda makes three attacks: two with its Bite and one with its Constrict.

    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Piercing damage.

    Crushing Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) Bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the anaconda can’t Constrict another target.

    Credit: Ivo Hoying

  • Volant Wasp

    Medium Beast, Unaligned

    Armor Class 17 (natural armor)

    Hit Points 85 (10d8 + 40)

    Speed 10 ft., fly 70 ft.


    STR   12 (+1)

    DEX   22 (+6)

    CON   18 (+4)

    INT    3 (-4)

    WIS   8 (-1)

    CHA   2 (-4)


    Senses Passive Perception 9

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Too Fast To See. Creatures have disadvantage on opportunity attacks made to hit the wasp while it is moving.

    Actions


    Fatal Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) Piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much on a successful one.

    Bonus Actions


    Restless Buzzing. As a Bonus Action, the wasp can move up to its speed but must end this movement more than 10 feet away from its starting position.

    Credit: Ivo Hoying

  • Storm Caller

    Huge Beast, Unaligned

    Armor Class 14 (natural armor)

    Hit Points 115 (11d12 + 44)

    Speed 10 ft., fly 60 ft.


    STR   21 (+5)

    DEX   14 (+2)

    CON   19 (+4)

    INT   2 (-4)

    WIS   11 (+0)

    CHA   2 (-4)


    Senses Passive Perception 10

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Strengthened Hearing. The storm caller has advantage on saving throws against being Deafened.

    Actions


    Multiattack. The storm caller makes two attacks: one with its beak and one with its talons.

    Beak. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) Piercing damage.

    Talons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) Slashing damage.

    Thunderous Shriek (Recharge 6). The storm caller releases a thunderous cry. All creatures within 60 feet of it that can hear it must make a DC 15 Constitution saving throw. On a failed save, a target takes 22 (4d10) Thunder damage and is Stunned until the end of its next turn. On a successful save, the target takes half as much damage and isn’t Stunned.

    Credit: Ivo Hoying

  • Titanic Killer Whale

    Gargantuan Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 121 (9d20 + 27)

    Speed 5 ft., swim 60 ft.


    STR 21 (+5)

    DEX 10 (+0)

    CON 16 (+3)

    INT 6 (-2)

    WIS 13 (+1)

    CHA 7 (-2)


    Skills Perception + 4

    Senses Blindsight 120 ft., Passive Perception 14

    Languages

    Challenge 5 (1,800 XP)

    Traits


    Thick Blubber. The whale is resistant to Cold damage.

    Echolocation. The whale can’t use its blindsight while deafened.

    Hold Breath. The whale can hold its breath for 1 hour.

    Actions


    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 33 (8d6 + 5) Piercing damage.

    Tail Chop. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) Bludgeoning damage, and the target must make a DC 14 Constitution saving throw or be Stunned for 1 round.

    Credit: Ivo Hoying/Aaron Miller

  • Artistic Horror

    Small Construct, Unaligned

    Armor Class: 13 (natural armor)

    Hit Points: 94 (9d12 + 36)

    Speed: 40 ft.


    STR 21 (+5)

    DEX 9 (-1)

    CON 19 (+4)

    INT 7 (-2)

    WIS 10 (+0)

    CHA 7 (-2)


    Skills: Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: Common, Giant

    Challenge: 5 (1,800 XP)

    Traits


    Unusual Nature. An artistic horror doesn’t require air, food, drink, or sleep.

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

    Wet Paint. When a creature within 5 feet of the artistic horror hits it with a melee attack, it is Grappled by it (escape DC 13). 

    Actions


    Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage, or 12 (2d8 + 3) Bludgeoning damage if the target is Grappled, and the target is Grappled (escape DC 13).

    Paint  Spew. Ranged Weapon Attack: +3 to hit, range 20/ 60 ft., one target. Hit: 8 (2d6 + 1) damage of a type of the horror’s choosing: Acid, Cold, Fire, Lightning, or Poison.

    Bonus Actions


    Paint Dash. Using a Bonus Action, the artistic horror can dissolve into a puddle of paint and move up to half its movement speed. 

    Credit: Ivo Hoying

  • Arctotherium

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 94 (9d12 + 36)

    Speed 40 ft., swim 30 ft.


    STR 21 (+5)

    DEX 12 (+1)

    CON 19 (+4)

    INT 3 (-4)

    WIS 14 (+2)

    CHA 7 (-2)


    Skills Perception + 5, Stealth + 6

    Senses Passive Perception 15

    Languages

    Challenge 5 (1,800 XP)

    Proficiency Bonus +3

    Traits


    Bear Hug. If the bear hits a creature with two Claw attacks in the same turn, the target is Grappled. While grappling a creature, the bear can use its Bonus Action to deal 10 (1d10 + 5) Bludgeoning damage to the grappled creature.

    Actions


    Multiattack. The bear makes two attacks: only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) Piercing damage.

    Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Slashing damage.

    Credit: Ivo Hoying/Aaron Miller