Tag: CR2

  • Terror Bird

    There are many terror birds; these particular ones are about three-meter high 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.

    Terror Bird

    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)

    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

  • Minke Whale

    Minke whales are capable of traveling long distances and prefer to flee rather than fight.

    Minke Whale

    Huge beast, unaligned

    Armor Class: 12

    Hit Points: 75 (10d12+10)

    Speed: 0 ft., swim 60 ft.


    STR   19 (+4)

    DEX   10 (+0)

    CON   13 (+1)

    INT    4 (-3)

    WIS   13 (+1)

    CHA   10 (+0)


    Saving Throws: Str + 4, Dex + 0, Con + 1, Int -3, Wis + 1, Cha +0

    Skills: Perception +3,

    Senses: Blindsight 120 ft., Passive Perception 13

    Languages:

    Challenge: 2 (450 XP)

    Traits


    Echolocation.  The whale cannot use its Blindsight while deafened.

    Hold Breath.  The whale can hold its breath for 30 minutes

    Keen Hearing.  The whale has advantage on Wisdom (Perception) checks that rely on hearing.

    Strong Swimmer.  The whale gains advantage on any roll to resist exhaustion from swimming or to accomplish a swimming maneuver.

    Actions


    Ram.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) Bludgeoning damage.

    Credit: Sean Holland

  • Liger (2014)

    Large Beast, Unaligned

    Armor Class 13

    Hit Points 51 (6d10 + 18)

    Speed 45 ft. 


    STR   20 (+5)

    DEX   16 (+3)

    CON   16 (+3)

    INT    3 (-4)

    WIS   14 (+2)

    CHA   9 (-1)


    Skills Perception + 4, Stealth + 7

    Senses Darkvision 60 ft., Passive Perception 14

    Languages

    Challenge 2 (450 XP)

    Traits


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

    Pounce. If the liger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the liger can make one Bite attack against it as a Bonus Action.

    Actions


    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) Piercing damage.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) Slashing damage.

    Credit: Ivo Hoying

  • Grizzly Bear

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 47 (5d12 + 15)

    Speed 40 ft., swim 30 ft.


    STR   24 (+7)

    DEX   10 (+0)

    CON   17 (+3)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   7 (-2)


    Skills Intimidation + 2, Perception + 3

    Senses Darkvision 60 ft., Passive Perception 13

    Languages

    Challenge 2 (450 XP)

    Proficiency Bonus +2

    Traits


    Ferocious. The bear has advantage on Charisma (Intimidation) checks.

    Reckless. At the start of its turn, the bear can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions


    Multiattack. The bear makes two Rend attacks.

    Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

    Credit: Aaron Miller/Ivo Hoying

  • Allosaurus

    Large Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 59 (7d10 + 21)

    Speed 50 ft.


    STR 18 (+4)

    DEX 12 (+1)

    CON 12 (+1)

    INT 2 (-4)

    WIS 12 (+1)

    CHA 7 (-2)


    Senses Passive Perception 11

    Languages

    Challenge 2 (450 XP)


    Pounce. If the allosaurus moves at least 20 ft. straight toward a target and then hits it with a Headbutt attack on the same turn, the target takes an extra 7 (2d6) Piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the allosaurus can make one Flesh Tear attack against it as a Bonus Action.

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

    Rampage. When the allosaurus reduces a creature to 0 Hit Points with a melee attack on its turn, the allosaurus can take a Bonus Action to move up to half its speed and make a bite attack. 

    Actions


    Flesh Tear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Piercing damage. 

    Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Bludgeoning damage. 

    Credit: Ivo Hoying