Tag: CR 6

  • Rajasaurus

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 114 (12d10 + 48)

    Speed 50 ft.


    STR  23 (+6)

    DEX   10 (+0)

    CON   18 (+4)

    INT    2 (-4)

    WIS   12 (+1)

    CHA   7 (-2)


    Skills Perception + 4

    Senses Passive Perception 14

    Languages

    Challenge 6 (2,300 XP)

    Actions


    Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) Piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the rajasaurus can’t Bite another target.

    Horn Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) Piercing damage, or 27 (4d10 + 6) Piercing damage if the rajasaurus moved 20+ feet straight toward the target immediately before the hit.

    Credit: Ivo Hoying/Aaron Miller

  • Stonehide Bear

    Huge Beast, Unaligned

    Armor Class 17 (Natural Armor)

    Hit Points 104 (10d12 + 40)

    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

    Damage Resistances Piercing, Slashing

    Senses Darkvision 60 ft., Passive Perception 15

    Languages

    Challenge 6 (2,300 XP)

    Proficiency Bonus +3

    Traits


    Powerful Build. The bear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

    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.

    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.


    STR 13 (+1)

    DEX 19 (+4)

    CON 17 (+3)

    INT 2 (-4)

    WIS 13 (+1)

    CHA 2 (-4)


    Damage Resistances Lightning 

    Senses Blindsight 60 ft., Passive Perception 11

    Languages

    Challenge 6 (2,300 XP)

    Traits


    Electrified Field. Any creature that ends its turn within 10 feet of the eel must make a DC 15 Constitution saving throw, taking 7 (2d6) Lightning damage on a failed save and half as much on a successful one.

    Water Breathing. The giant electric eel can breathe only underwater.

    Actions


    Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 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. Melee Weapon Attack: + 7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) Bludgeoning damage plus 7 (2d6) Lightning damage, and the target is Grappled (escape 15). Until this grapple ends, the target is Restrained, and the eel can’t Constrict another target.

    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