Innate Spellcasting (Psionics). The githinid’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, Expeditious Retreat, see invisibility, shield
Psychic Defense. While the githinad is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githinid makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) spirit (Constitution) damage. This is a magic weapon attack.
Innate Spellcasting (Psionics). The githinuk’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
Actions
Multiattack. The githinuk makes two sword attacks.
Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.
Keen Sight. The seagull has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 3 (1d4) slashing damage.
Keen Sight. The pigeon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hit: 1 slashing damage.
Clumsy Flyer. A chicken cannot sustain flight for more than one turn.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Shotput with feet. Ranged Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small fuzzy bat-like creatures, dark blue, sharp claws, a black pattern around their mouth makes them look they’re smiling, pretty cute.
Sunlight Sensitivity. While in sunlight, the jokey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The jokey has advantage on an attack roll against a creature if at least one of the doke's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Bright stripes in alternating: red, orange, green, yellow, blue, and a dark brown underside.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: (2d4 + 3) bludgeoning damage.
Charge. If the caribou moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
ACTIONS
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Charge. If the cow 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 7 (2d6) piercing damage.