Tag: CR 6

  • Ash Eater

    Camouflaged green to hide in its jungle environment, the Ash Eater is named for the obsidian-black teeth in its mouth, perfect for devouring prey. When pressed, it uses the skull-like carapace around its head to bash in its victims. 

    Large Beast (Dinosaur), Unaligned

    Armor Class 13

    Hit Points 95 (10d10 + 40)

    Speed 50 ft.

    Initiative +3 (13)


    STR 21 (+5) (+5)

    DEX 11 (+0) (+0)

    CON 19 (+4) (+4)

    INT 3 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 4 (-3) (-3)


    Skills Perception +4, Stealth + 6

    Senses Passive Perception 14

    Languages None

    Challenge 6 (2,300 XP), Proficiency Bonus +3


    Actions


    Multiattack. The ash eater makes two Skull Bash attacks.

    Skull Bash. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. If the target is a Huge or smaller creature and the ash eater moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Feast. Constitution Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 23 (4d8 + 5) Slashing damage. Success: Half damage.

    Credit: Inti Navia and Ivo Hoying

  • Giant Squid

    Huge Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 153 (18d12 + 36)

    Speed 5 ft., Swim 80 ft.

    Initiative +4 (14)


    STR 22 (+6) (+6)

    DEX 12 (+1) (+4)

    CON 14 (+2) (+5)

    INT 4 (-3) (-3)

    WIS 10 (+0) (+0)

    CHA 3 (-4) (-4)


    Skills Perception +3

    Senses Darkvision 120 ft.; Passive Perception 13

    Languages

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

    Traits


    Water Breathing. The squid can breathe only underwater.

    Actions


    Multiattack. The squid makes one Bite attack and one Tentacle attack.

    Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 25 (3d12 + 6) Piercing damage.

    Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 17) from one of two tentacles.

    Tentacle Whirwlind.Dexterity Saving Throw: DC 17, each creature within 15 feet of the squid. Failure: 31 (9d6) Bludgeoning damage, and the target is pulled 10 feet straight toward the squid. Success: Half damage only.

    Reactions


    Nimble Tentacles. Trigger: The squid is hit by a melee attack roll. Response: The squid makes one Tentacle attack against the triggering creature if within range.

    Credit: Ivo Hoying

  • 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

  • Stonehide Bear

    Huge Beast, Unaligned

    Armor Class 17 (Natural Armor)

    Hit Points 104 (10d12 + 40)

    Speed 40 ft.

    Initiative +4 (14)


    STR   21 (+5)

    DEX   12 (+1)

    CON   19 (+4)

    INT   3 (-4)

    WIS   14 (+2)

    CHA   7 (-2)


    Skills Perception + 5

    Damage Resistances Piercing, Slashing

    Senses Darkvision 60 ft., Passive Perception 15

    Languages

    Challenge 6 (2,300 XP)

    Proficiency Bonus +3

    Traits


    Bear Hug. At the start of each of its turns, the bear deals 5 (1d10) Bludgeoning damage to any creature it is grappling.

    Actions


    Multiattack. The bear makes three attacks, only one of which can be with its Bite.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) Piercing damage.

    Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from both claws.

    Credit: Aaron Miller/Ivo Hoying

  • Giant Electric Eel

    Huge Beast, Unaligned

    Armor Class 15 (Natural Armor)

    Hit Points 123 (13d12 + 38)

    Speed 5 ft., Swim 45 ft.

    Initiative +7 (17)


    STR 13 mod/save (+1)

    DEX 19 (mod/save +4)

    CON 17 mod/save (+3)

    INT 2 mod/save (-4)

    WIS 13 mod/save (+1)

    CHA 2 mod/save (-4)


    Damage Resistances Lightning 

    Senses Blindsight 60 ft., Passive Perception 11

    Languages

    Challenge 6 (2,300 XP)

    Traits


    Electrified Field. Trigger: Any creature ending its turn within 10 feet of the eel. Constitution saving throw: DC 15. Failure: 7 (2d6) Lightning damage. Success: Half damage.

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

    Actions


    Bite. Melee Weapon Attack: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage plus 14 (4d6) Lightning damage, and the target can’t take Reactions until the start of the eel’s next turn.

    Constrict. Strength Saving Throw: DC 15, one Large or smaller creature
    the eel can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage
    plus 7 (2d6) Lightning damage. The target has the Grappled condition
    (escape DC 15), and it has the Restrained condition until the grapple ends

    Credit: Ivo Hoying/Aaron Miller

  • Bonecrusher Troll

    Trolls who are stronger and smarter (only slightly) than the rest of their brethren sometimes go beyond normal trolls and become Bonecrushers, giants of great strength and ferocity. Attacking with bites and punches, a Bonecrusher will always attempt to squeeze their prey to soften them up before feeding time. 

    Large Giant, Chaotic Evil

    Armor Class: 14 (natural armor)

    Hit Points: 92 (8d10 + 48)

    Speed: 30 ft.


    STR 20 (+5)

    DEX 12 (+1)

    CON 18 (+4)

    INT 9 (-1)

    WIS 10 (+0)

    CHA 5 (-3)


    Skills: Perception + 3

    Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

    Condition Immunities: blinded, charmed, deafened, exhausted, frightened, grappled, poisoned, stunned

    Senses: Darkvision 60 ft., passive Perception 13

    Languages: Giant

    Challenge: 6 (2,300 XP)

    Traits


    Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

    Death Hug. If the troll hits a creature with two fist attacks in the same turn, the target is Grappled. While grappling a creature, the troll can use its bonus action to deal 10 (1d10 + 5) Bludgeoning damage to the Grappled creature.

    Regeneration. The troll regains 10 Hit Points at the start of its turn. If the troll takes Acid or Fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate. 

    Actions


    Multiattack. The troll makes two melee attacks; only one of which can be with its Bite.

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

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

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) Bludgeoning damage. 

    Reactions


    Bulging Biceps. The troll adds 2 to its AC against one melee attack that would hit it. To do so, the troll must be able to see the attacker.

    Credit: Ivo Hoying