Tag: CR 2

  • Minke Whale

    v. 2014

    Huge Beast, Unaligned

    Armor Class 12 (Natural Armor)

    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)


    Skills Perception +3

    Senses Blindsight 120 ft., Passive Perception 13

    Languages –

    Challenge 2 (450 XP; PB +2)

    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

    Minke Whale

    v. 2024

    Huge Beast, Unaligned

    Armor Class 11

    Hit Points 75 (10d12+10)

    Speed 5 ft., Swim 60 ft.

    Initiative +0 (10)


    STR 19 mod/save (+4)

    DEX 10 mod/save (+0)

    CON 13 mod/save (+1)

    INT 4 mod/save (-3)

    WIS 13 mod/save (+1)

    CHA 10 mod/save (+0)


    Skills Perception +3

    Senses Blindsight 120 ft., Passive Perception 13

    Languages –

    Challenge 2 (450 XP; PB +2)

    Traits


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

    Actions



    Ram.
    Melee Attack Roll: +6, reach 5 ft. Hit:  14 (3d6 + 4) Bludgeoning damage.

    Credit:  Sean Holland/Aaron Miller

  • Aurochs

    Aurochs

    v. 2014

    Large Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 42 (4d10 + 6)

    Speed 30 ft.


    STR 21 (+5)

    DEX 11 (+0)

    CON 18 (+4)

    INT 2 (-4)

    WIS 7 (-2)

    CHA 5 (-3)


    Senses Passive Perception 11

    Languages –

    Challenge 2 (450 XP; PB +2)

    Traits


    Charge. If the aurochs moves at least 20 feet straight toward a
    target and then hits it with a Gore attack on the same turn, the
    target takes an extra 6 (2d6) Bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Fierce. If the aurochs takes damage that would reduce it to 0 Hit Points or less, it can attempt a Constitution save (DC 8 + damage dealt). On a successful save, it is instead reduced to 1 hit point.

    Actions



    Gore.
    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) Bludgeoning damage.

    Credit: Ivo Hoying

    Aurochs

    v. 2024

    Large Beast, Unaligned

    Armor Class 11 (Natural Armor)

    Hit Points 38 (4d10 + 16)

    Speed 40 ft.

    Initiative +0 (10)


    STR 21 mod/save (+5)

    DEX 11 mod/save (+0)

    CON 18 mod/save (+4)

    INT 2 mod/save (-4)

    WIS 7 mod/save (-2)

    CHA 5 mod/save (-3)


    Senses Passive Perception 11

    Languages –

    Challenge 2 (450 XP; PB +2)

    Traits


    Fierce (Recharge on Long Rest). If the aurochs takes damage that would reduce it to 0 Hit Points or less, it is reduced to 1 Hit Point instead.

    Actions



    Gore.
    Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 4) Bludgeoning damage. If the aurochs moved 20+ feet straight toward a target and then hit it with a Gore attack on the same turn, the target takes an extra 6 (2d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

    Credit: Ivo Hoying/Aaron Miller

  • Quetzalcoatlus

    v. 2024

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +1 (11)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2) Save (+2)

    DEX   12

    Mod (+1) Save (+1)

    CON   13

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages –Challenge 2 (450 XP; PB +2)

    Traits


    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Piercing damage. If the target is a Large or smaller creature and the quetzalcoatlus moved 40+ feet straight toward it immediately before the hit, the target takes an extra 8 (2d8) Piercing damage and has the Prone condition.

    Credit: Ivo Hoying / Aaron Miller


    Quetzalcoatlus

    v. 2014

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +1 (12)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2)

    DEX   12

    Mod (+1)

    CON   13

    Mod (+1)

    INT    2

    Mod (-4)

    WIS   13

    Mod (+1)

    CHA   5

    Mod (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages –Challenge 2 (450 XP; PB +2)

    Traits


    Dive. If the quetzalcoatlus is flying and dives at least 30 ft.
    straight toward a target and then hits it with a Bite attack on the
    same turn, the target takes an additional (2d8) Piercing damage.

    Flyby. Does not provoke an Opportunity Attack when it flies out
    of an enemy’s reach.

    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Slashing damage.

    Credit: Ivo Hoying / Aaron Miller

  • Thrall of Veridos

    This bear filled with writhing, black vines is a dangerous foe to encounter in the forest alone. Even more dangerous considering it serves its master, Veridos, meaning not only have you enraged the Thrall, but also a god.

    Large Plant, Neutral Evil

    Armor Class 13

    Hit Points 42 (5d10 + 15)

    Speed 40 ft.

    Initiative +1 (11)


    STR 19 (+4) (+4)

    DEX 11 (+1) (+1)

    CON 16 (+3) (+3)

    INT 2 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 4 (-3) (-3)


    Resistances Fire

    Senses Blindsight 60 ft. (blind beyond radius); Passive Perception 11

    Languages –

    Challenge 2 (450 XP), Proficiency Bonus +2


    Treacherous Spines. Creatures that move within 5 feet of the sentinel or hit it
    with a melee attack take 3 (1d6) piercing damage.

    Actions


    Multiattack. The thrall makes one Claw attack and one Infestation attack.


    Claw. Melee Attack Role: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.


    Infestation. Melee Attack Role: +6, reach 5 ft. Hit: 10 (1d12 + 4) Piercing
    damage, and the target has Disadvantage on the next attack roll it makes.

    Reactions


    Enraged by Flame. Trigger: The thrall takes Fire damage. Response: The thrall
    moves up to its speed toward the source of the damage and makes an Infestation
    attack.

    Credit: Inti Navia and Ivo Hoying

  • Terror Bird

    There are many terror birds; these particular ones are about three meters tall, 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.

    v. 2024

    Large beast, unaligned

    Armor Class 12 (natural armor)

    Hit Points 75 (10d10 + 20)

    Speed 50 ft.

    Initiative +1 (11)


    STR   18

    Mod (+4) Save (+4)

    DEX   12

    Mod (+1) Save (+1)

    CON   14

    Mod (+2) Save (+2)

    INT    3

    Mod (-4) Save (-4)

    WIS   12

    Mod (+1) Save (+1)

    CHA   10

    Mod (+0) Save (+0)


    Skills: Athletics +6, Perception +3

    Senses: Darkvision 60 ft., Passive Perception 13

    Languages: –

    Challenge: 2 (450 XP) PB +2

    Traits


    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 Attack Roll: +6, reach 10 ft. Hit: 9 (2d4 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition.

    Kick. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

    Bonus Actions


    Kick and Run. The terror bird moves up to half its Speed from an adjacent target and makes a Kick attack. Hit: Any Opportunity Attack the target makes that round is at Disadvantage.

    Credit: Sean Holland / Aaron Miller


    Terror Bird

    v.2014

    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) PB +2

    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

  • Liger

    v. 2024

    Large Beast, Unaligned

    Armor Class 13

    Hit Points 51 (6d10 + 18)

    Initiative +3 (13)

    Speed 45 ft.


    STR   20

    Mod (+5) Save (+5)

    DEX   16

    Mod (+3) Save (+3)

    CON   16

    Mod (+3) Save (+3)

    INT    3

    Mod (-4) Save (-4)

    WIS   14

    Mod (+2) Save (+2)

    CHA   9

    Mod (-1) Save (-1)


    Skills Perception + 4, Stealth + 7

    Senses Darkvision 60 ft., Passive Perception 14

    Languages –

    Challenge 2 (450 XP; PB +2)

    Actions


    Multiattack. The liger makes two Rend attacks.

    Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (1d12 + 5) Slashing damage. If the target is a Large or smaller creature and the liger moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (2d10) Piercing damage and has the Prone condition.

    Credit: Ivo Hoying/Aaron Miller


    Liger

    v. 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

    v. 2014

    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