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monster

monster type, alienment challenge 0 xp

  • Armor class ac (ac type)
  • Hit points hit points (hit points dice)
  • Speed movement
  • STRstr (-5)
  • DEXdex (-5)
  • CONcon (-5)
  • INTint (-5)
  • WISwis (-5)
  • CHAcha (-5)

Save Throws:saving

Skills:skills

Damage Resistances:daage resistances

Damage Immunities:damage imunities

Condition Immunities:condition immunities

Senses:sences

Languages:languages

Challenge:challenge (0 xp)

special bsence

spellcasting

Actions

actions

Legendary Actions

legendary

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Summon Fey Spirit

Summon Fey Spirit Small fey , 0 xp

  • Armor class 12+lvl spell (natural armor)
  • Hit points 30+10 spell lvl above 3rd
  • Speed 40ft
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA16 (+3)

Senses:darkvision 60 ft., passive Perception 10

Languages:Sylvan, understands the languages you speak

Challenge: (0 xp)

Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the feys chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Actions

Multiattack.The Fey makes a number of attacks equal to half this spells level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spells level piercing damage + 1d6 force damage.

Summon Draconic Spirit

Summon Draconic Spirit Large Dragon,, 0 xp

  • Armor class 14+lvl spell (natural armor)
  • Hit points 50+10 spell lvl above 5th
  • Speed 30 ft., fly 60 ft., swim 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON17 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA14 (+2)

Damage Resistances:(Chromatic and Metallic Only)acid, cold, fire, lightning, poison (Gem Only) force, necrotic, psychic, radiant, thunder

Condition Immunities:charmed, frightened, poisoned

Senses:blindsight 30 ft., darkvision 60 ft., passive Perception 12

Languages:Draconic, understands the languages you speak

Challenge: (0 xp)

When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spells level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Summon Beast

Summon Beast small beast, 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 20 (Air only) or 30 (Land and Water only) + 5 spell level above 2nd
  • Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Senses:darkvision 60 ft., passive Perception 12

Languages:understands the languages you speak

Challenge: (0 xp)

Flyby (Air Only). The beast doesnt provoke opportunity attacks when it flies out of an enemys reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isnt incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spells level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spells level piercing damage.

Summon Shadowspawn

Summon Shadowspawn Medium monstrosity , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 35+15 spell lvl above 3rd
  • Speed 40ft
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:necrotic

Condition Immunities:frightened

Senses:darkvision 120 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creatures next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spells level (rounded down).
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spells level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Warrior Spirit

Summon Warrior Spirit Medium Undead , 0 xp

  • Armor class 13+lvl spell+2(Fighter only)
  • Hit points 30 (Babarian and Fighter only) or 20 (Monk only)+10 spell level above 3rd
  • Speed 30 ft., 40 ft. (Monk only)
  • STR16 (+3)
  • DEX16 (+3)
  • CON14 (+2)
  • INT10 (0)
  • WIS16 (+3)
  • CHA9 (-1)

Save Throws:Str +3, Dex +3

Damage Resistances:poison

Condition Immunities:charmed, poisoned

Senses:passive Perception 13

Languages:Common, understands the languages you speak

Challenge: (0 xp)

Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.

Actions

Multiattack. The warrior makes a number of attacks equal to half this spells level (rounded down).
Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spells level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spells level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spells level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Summon Aberration

Summon Aberration Medium aberration , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 40+10 spell lvl above 4th
  • Speed 30 ft., fly 30 ft. (hover) (Beholderkin only)
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:psychic

Senses:darkvision 60 ft., passive Perception 10

Languages:Deep Speech, understands the languages you speak

Challenge: (0 xp)

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberrations turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isnt incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spells level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spells level slashing damage. If the target is a creature, it cant regain hit points until the start of the aberrations next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spells level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spells level psychic damage

Summon Construct

Summon Construct Medium construct , 0 xp

  • Armor class 13+lvl spell (natural armor)
  • Hit points 40+15 spell lvl above 4th
  • Speed 30ft
  • STR18 (+4)
  • DEX10 (0)
  • CON18 (+4)
  • INT14 (+2)
  • WIS11 (0)
  • CHA5 (-3)

Damage Resistances:poison

Condition Immunities:charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned

Senses:darkvision 60 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

ReactionBerserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target cant use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spells level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spells level bludgeoning damage.

Summon Elemental

Summon Elemental Medium elemental , 0 xp

  • Armor class 11+lvl spell (natural armor)
  • Hit points 50+10 spell lvl above 4th
  • Speed 40 ft. burrow 40 ft. (Earth only) fly 40 ft. (hover) (Air only) swim 40 ft. (Water only)
  • STR18 (+4)
  • DEX15 (+2)
  • CON17 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:acid (Water only) lightning and thunder (Air only) piercing and slashing (Earth only)

Damage Immunities:poison fire (Fire only)

Condition Immunities:exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses:darkvision 60 ft., passive Perception 10

Languages:Primordial, understands the languages you speak

Challenge: (0 xp)

Amorphous Form (Air, Fire, and Water Only).The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spells level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spells level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Summon Celestial

Summon Celestial Large celestial , 0 xp

  • Armor class 11+lvl spell+2 (Defender only) (natural armor)
  • Hit points 40+10 spell lvl above 5th
  • Speed 30 ft., fly 40 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS14 (+2)
  • CHA16 (+3)

Damage Resistances:radiant

Condition Immunities:charmed, frightened

Senses:darkvision 60 ft., passive Perception 10

Languages:Celestial, understands the languages you speak

Challenge: (0 xp)

Actions

Multiattack. The celestial makes a number of attacks equal to half this spells level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spells level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spells level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spells level.

Summon Fiend

Summon Fiend Large fiend , 0 xp

  • Armor class 12+lvl spell (natural armor)
  • Hit points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) +15 spell lvl above 6th
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:fire

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 10

Languages:Abyssal, Infernal, telepathy 60 ft.

Challenge: (0 xp)

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spells level fire damage on a failed save, or half as much damage on a successful one.
Devils Sight (Devil Only). Magical darkness doesnt impede the fiends darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spells level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spells level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spells level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spells level fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.

Dancing Item

Dancing Item large beast or smaller construct , 0 xp

  • Armor class 16 (natural armor)
  • Hit points 10+5Xbard level
  • Speed 30 ft., fly 30 ft. (hover)
  • STR18 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT4 (-3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:poison, psychic

Condition Immunities:charmed, exhaustion, poisoned, frightened

Senses:darkvision 60 ft., passive Perception 10

Languages:understands the languages you speak

Challenge: (0 xp)

Immutable Form. The item is immune to any spell or effect that would alter its form.
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. one target you can see. Hit: 1d10 + your Proficency Bonusforce damage.

Druid Allosaurus

Druid Allosaurus large beast, 2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 51 ((6d10+18))
  • Speed 60
  • STR19 (+4)
  • DEX13 (+1)
  • CON17 (+3)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Skills:Perception+5

Languages:

Challenge:2 (0 xp)

Pounce.If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knockedprone. If the target isprone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Druid Ape

Druid Ape medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 19 ((3d8+6))
  • Speed 30, 30climb
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Athletics+5,Perception+3

Languages:

Challenge:1/2 (0 xp)

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Druid Ape

Druid Ape medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 19 ((3d8+6))
  • Speed 30, 30climb
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Athletics+5,Perception+3

Languages:

Challenge:1/2 (0 xp)

Actions

Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Druid Axe Beak

Druid Axe Beak large beast, 1/4 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 50
  • STR14 (+2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)slashing damage.

Druid Axe Beak

Druid Axe Beak large beast, 1/4 0 xp

  • Armor class 11
  • Hit points 19 ((3d10+3))
  • Speed 50
  • STR14 (+2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)slashing damage.

Druid Baboon

Druid Baboon small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 30, 30climb
  • STR8 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

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

Actions

Bite. Melee Weapon Attack:+1 to hit, reach 5 ft., one target. Hit: 1 (1d4 1) piercing damage.

Druid Baboon

Druid Baboon small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 30, 30climb
  • STR8 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

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

Actions

Bite. Melee Weapon Attack:+1 to hit, reach 5 ft., one target. Hit: 1 (1d4 1) piercing damage.

Druid Badger

Druid Badger tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 3 ((1d4+1))
  • Speed 20, 5burrow
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Badger

Druid Badger tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 3 ((1d4+1))
  • Speed 20, 5burrow
  • STR4 (-3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Bat

Druid Bat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 5, 30flying
  • STR2 (-4)
  • DEX15 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:0 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Druid Bat

Druid Bat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 1 ((1d4-1))
  • Speed 5, 30flying
  • STR2 (-4)
  • DEX15 (+2)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:0 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Druid Black Bear

Druid Black Bear medium beast, 1/2 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d8+6))
  • Speed 40, 30climb
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1/2 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Druid Black Bear

Druid Black Bear medium beast, 1/2 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d8+6))
  • Speed 40, 30climb
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1/2 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Druid Blood Hawk

Druid Blood Hawk small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1/8 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:4(1d4 + 2)piercing damage.

Druid Blood Hawk

Druid Blood Hawk small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1/8 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Beak.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:4(1d4 + 2)piercing damage.

Druid Boar

Druid Boar medium beast, 1/4 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Tusk.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Boar

Druid Boar medium beast, 1/4 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR13 (+1)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Tusk.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Brown Bear

Druid Brown Bear large beast, 1 0 xp

  • Armor class 11 (natural armor)
  • Hit points 34 ((4d10+12))
  • Speed 40, 30climb
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Druid Brown Bear

Druid Brown Bear large beast, 1 0 xp

  • Armor class 11 (natural armor)
  • Hit points 34 ((4d10+12))
  • Speed 40, 30climb
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

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

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Druid Camel

Druid Camel large beast, 1/8 0 xp

  • Armor class 9
  • Hit points 15 ((2d10+4))
  • Speed 50
  • STR16 (+3)
  • DEX8 (-1)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:2(1d4)bludgeoning damage.

Druid Camel

Druid Camel large beast, 1/8 0 xp

  • Armor class 9
  • Hit points 15 ((2d10+4))
  • Speed 50
  • STR16 (+3)
  • DEX8 (-1)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:2(1d4)bludgeoning damage.

Druid Cat

Druid Cat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 2 ((1d4))
  • Speed 40, 30climb
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:0 (0 xp)

keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Cat

Druid Cat tiny beast, 0 0 xp

  • Armor class 12
  • Hit points 2 ((1d4))
  • Speed 40, 30climb
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +4

Languages:

Challenge:0 (0 xp)

keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Cave Bear

Druid Cave Bear large beast, 2 0 xp

  • Armor class 12
  • Hit points 42 ((5d10+15))
  • Speed 40, 30S
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception: +3

Senses:Darkvision 60 ft.

Languages:

Challenge:2 (0 xp)

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

Actions

Multiattack

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Constrictor Snake

Druid Constrictor Snake large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((2d10+2))
  • Speed 30, 30swim
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Druid Constrictor Snake

Druid Constrictor Snake large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((2d10+2))
  • Speed 30, 30swim
  • STR15 (+2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Druid Crab

Druid Crab tiny beast, 0 0 xp

  • Armor class 11 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 20, 20swim
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight30 ft

Languages:

Challenge:0 (0 xp)

Amphibious.The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Druid Crab

Druid Crab tiny beast, 0 0 xp

  • Armor class 11 (natural armor)
  • Hit points 2 ((1d4))
  • Speed 20, 20swim
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+2

Senses:Blindsight30 ft

Languages:

Challenge:0 (0 xp)

Amphibious.The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Druid Crocodile

Druid Crocodile large beast, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 20, 30swim
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1,Stealth+3

Languages:

Challenge:1/2 (0 xp)

Hold Breath.The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Druid Crocodile

Druid Crocodile large beast, 1/2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 20, 30swim
  • STR15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+1,Stealth+3

Languages:

Challenge:1/2 (0 xp)

Hold Breath.The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Druid Deer

Druid Deer medium beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d8))
  • Speed 50
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:2(1d4)piercing damage.

Druid Deer

Druid Deer medium beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d8))
  • Speed 50
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:2(1d4)piercing damage.

Druid Dire Wolf

Druid Dire Wolf large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 37 ((5d10+10))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+4

Languages:

Challenge:1 (0 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Druid Dire Wolf

Druid Dire Wolf large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 37 ((5d10+10))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+4

Languages:

Challenge:1 (0 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Druid Diseased Giant Rat

Druid Diseased Giant Rat small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

desease: If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 (1d6) every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3(1d6)every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Druid Diseased Giant Rat

Druid Diseased Giant Rat small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3(1d6)every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.

Druid Draft Horse

Druid Draft Horse large beast, 1/4 0 xp

  • Armor class 10
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR18 (+4)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves.Melee Weapon Attack:+6to hit, reach 5 ft., one target.Hit:9(2d4 + 4)bludgeoning damage.

Druid Draft Horse

Druid Draft Horse large beast, 1/4 0 xp

  • Armor class 10
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR18 (+4)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Actions

Hooves.Melee Weapon Attack:+6to hit, reach 5 ft., one target.Hit:9(2d4 + 4)bludgeoning damage.

Druid Eagle

Druid Eagle small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

Keen Sight.The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Druid Eagle

Druid Eagle small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 10, 60flying
  • STR6 (-2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

Keen Sight.The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Druid Elk

Druid Elk large beast, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 50
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the elk moves at least 20 feet 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

Ram.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:6(1d6 + 3)bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Elk

Druid Elk large beast, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 50
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

Charge. If the elk moves at least 20 feet 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

Ram.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:6(1d6 + 3)bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Flying Snake

Druid Flying Snake tiny beast, 1/8 0 xp

  • Armor class 14
  • Hit points 5 ((2d4))
  • Speed 30, 60flying, 30swim
  • STR4 (-3)
  • DEX18 (+4)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Druid Flying Snake

Druid Flying Snake tiny beast, 1/8 0 xp

  • Armor class 14
  • Hit points 5 ((2d4))
  • Speed 30, 60flying, 30swim
  • STR4 (-3)
  • DEX18 (+4)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight10 ft

Languages:

Challenge:1/8 (0 xp)

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Druid Frog

Druid Frog tiny beast, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 20. 20swim
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Druid Frog

Druid Frog tiny beast, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 20. 20swim
  • STR1 (-5)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Actions

Druid Giant Badger

Druid Giant Badger medium beast, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 30, 10burrow
  • STR13 (+1)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

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

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Druid Giant Badger

Druid Giant Badger medium beast, 1/4 0 xp

  • Armor class 10
  • Hit points 13 ((2d10+2))
  • Speed 30, 10burrow
  • STR13 (+1)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/4 (0 xp)

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

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Druid Giant Bat

Druid Giant Bat large beast, 1/4 0 xp

  • Armor class 13
  • Hit points 22 ((4d10))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:1/4 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Druid Giant Bat

Druid Giant Bat large beast, 1/4 0 xp

  • Armor class 13
  • Hit points 22 ((4d10))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX16 (+3)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Blindsight60 ft

Languages:

Challenge:1/4 (0 xp)

Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Druid Giant Boar

Druid Giant Boar large beast, 2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (42(5d10+15))
  • Speed 40
  • STR17 (+3)
  • DEX10 (0)
  • CON16 (+3)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:2 (0 xp)

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Centipede

Druid Giant Centipede small beast, 1/4 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30, 30climb
  • STR5 (-3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:1/4 (0 xp)

the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Druid Giant Centipede

Druid Giant Centipede small beast, 1/4 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30, 30climb
  • STR5 (-3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Druid Giant Crab

Druid Giant Crab medium beast, 1/8 0 xp

  • Armor class 15 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 30, 30swim
  • STR13 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+3

Senses:Blindsight30 ft

Languages:

Challenge:1/8 (0 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Crab

Druid Giant Crab medium beast, 1/8 0 xp

  • Armor class 15 (natural armor)
  • Hit points 13 ((3d8))
  • Speed 30, 30swim
  • STR13 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+3

Senses:Blindsight30 ft

Languages:

Challenge:1/8 (0 xp)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Eagle

Druid Giant Eagle large beast, 1 0 xp

  • Armor class 13
  • Hit points 26 ((4d10+4))
  • Speed 10, 80flying
  • STR16 (+3)
  • DEX17 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1 (0 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Eagle

Druid Giant Eagle large beast, 1 0 xp

  • Armor class 13
  • Hit points 26 ((4d10+4))
  • Speed 10, 80flying
  • STR16 (+3)
  • DEX17 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:1 (0 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Druid Giant Elk

Druid Giant Elk huge beast, 2 0 xp

  • Armor class 14 (natural armor)
  • Hit points 42 (42(5d12+10))
  • Speed 60
  • STR19 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:2 (0 xp)

Charge. If the elk moves at least 20 feet 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 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Druid Giant Fire Beetle

Druid Giant Fire Beetle small beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:0 (0 xp)

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite.Melee Weapon Attack:+1to hit, reach 5 ft., one target.Hit:2(1d6 ? 1)slashing damage.

Druid Giant Fire Beetle

Druid Giant Fire Beetle small beast, 0 0 xp

  • Armor class 13
  • Hit points 4 ((1d6+1))
  • Speed 30
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:blindsight 30ft

Languages:

Challenge:0 (0 xp)

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite.Melee Weapon Attack:+1to hit, reach 5 ft., one target.Hit:2(1d6 ? 1)slashing damage.

Druid Giant Frog

Druid Giant Frog medium beast, 1/4 0 xp

  • Armor class 11
  • Hit points 18 ((4d8))
  • Speed 30, 30swim
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Frog

Druid Giant Frog medium beast, 1/4 0 xp

  • Armor class 11
  • Hit points 18 ((4d8))
  • Speed 30, 30swim
  • STR12 (+1)
  • DEX13 (+1)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Goat

Druid Giant Goat large beast, 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR17 (+3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge: (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Giant Goat

Druid Giant Goat large beast, 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 40
  • STR17 (+3)
  • DEX11 (0)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge: (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid Giant Hyena

Druid Giant Hyena large beast, 1 0 xp

  • Armor class 12
  • Hit points 45 ((6d10+12))
  • Speed 50
  • STR16 (+3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Druid Giant Hyena

Druid Giant Hyena large beast, 1 0 xp

  • Armor class 12
  • Hit points 45 ((6d10+12))
  • Speed 50
  • STR16 (+3)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Druid Giant Lizard

Druid Giant Lizard large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Giant Lizard

Druid Giant Lizard large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Druid Giant Lizard Variant

Druid Giant Lizard Variant large beast, 1/4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb, 30swim
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)piercing damage.

Druid Giant Lizard Variant

Druid Giant Lizard Variant large beast, 1/4 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 ((3d10+3))
  • Speed 30, 30climb, 30swim
  • STR15 (+2)
  • DEX12 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit:6(1d8 + 2)piercing damage.

Druid Giant Octopus

Druid Giant Octopus large beast, 1 0 xp

  • Armor class 11
  • Hit points 52 ((8d10+8))
  • Speed 10, 60swim
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +5

Senses:Darkvision 60 ft

Languages:

Challenge:1 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Giant Octopus

Druid Giant Octopus large beast, 1 0 xp

  • Armor class 11
  • Hit points 52 ((8d10+8))
  • Speed 10, 60swim
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +5

Senses:Darkvision 60 ft

Languages:

Challenge:1 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Giant Owl

Druid Giant Owl large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 5, 60flying
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+5,Stealth+4

Senses:Darkvision120 ft

Languages:

Challenge:1/4 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Druid Giant Owl

Druid Giant Owl large beast, 1/4 0 xp

  • Armor class 12
  • Hit points 19 ((3d10+3))
  • Speed 5, 60flying
  • STR13 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+5,Stealth+4

Senses:Darkvision120 ft

Languages:

Challenge:1/4 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

Druid Giant Poisonous Snake

Druid Giant Poisonous Snake medium beast, 1/4 0 xp

  • Armor class 14
  • Hit points 11 ((2d8+2))
  • Speed 30, 30swim
  • STR10 (0)
  • DEX8 (-1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Druid Giant Poisonous Snake

Druid Giant Poisonous Snake medium beast, 1/4 0 xp

  • Armor class 14
  • Hit points 11 ((2d8+2))
  • Speed 30, 30swim
  • STR10 (0)
  • DEX8 (-1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight10 ft

Languages:

Challenge:1/4 (0 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Druid Giant Rat

Druid Giant Rat small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage.

Druid Giant Rat

Druid Giant Rat small beast, 1/8 0 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+4to hit, reach 5 ft., one target.Hit: 4(1d4 + 2)piercing damage.

Druid Giant Sea Horse

Druid Giant Sea Horse large beast, 1/2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 16 ((3d10))
  • Speed 0, 40swim
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Druid Giant Sea Horse

Druid Giant Sea Horse large beast, 1/2 0 xp

  • Armor class 13 (natural armor)
  • Hit points 16 ((3d10))
  • Speed 0, 40swim
  • STR12 (+1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Druid Giant Spider

Druid Giant Spider large beast, 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 26 ((4d10+4))
  • Speed 30, 30climb
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Stealth+7

Senses:Blindsight10 ft.,Darkvision60 ft

Languages:

Challenge:1 (0 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

vulnerability to fire damage

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 56). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10

Legendary Actions

hp 5

Druid Giant Spider

Druid Giant Spider large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Giant Toad

Druid Giant Toad large beast, 1 0 xp

  • Armor class 11
  • Hit points 39 ((6d10+6))
  • Speed 20, 40swim
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1 (0 xp)

Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Toad

Druid Giant Toad large beast, 1 0 xp

  • Armor class 11
  • Hit points 39 ((6d10+6))
  • Speed 20, 40swim
  • STR15 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:Darkvision30 ft

Languages:

Challenge:1 (0 xp)

Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Druid Giant Vulture

Druid Giant Vulture large beast, 1 0 xp

  • Armor class 10
  • Hit points 22 ((3d10+6))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Druid Giant Vulture

Druid Giant Vulture large beast, 1 0 xp

  • Armor class 10
  • Hit points 22 ((3d10+6))
  • Speed 10, 60flying
  • STR15 (+2)
  • DEX10 (0)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3

Languages:

Challenge:1 (0 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Druid Giant Wasp

Druid Giant Wasp medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 10, 50flying
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Druid Giant Wasp

Druid Giant Wasp medium beast, 1/2 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 10, 50flying
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/2 (0 xp)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Druid Giant Weasel

Druid Giant Weasel medium beast, 1/8 0 xp

  • Armor class 13
  • Hit points 9 ((2d8))
  • Speed 40
  • STR11 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:5(1d4 + 3)piercing damage.

Druid Giant Weasel

Druid Giant Weasel medium beast, 1/8 0 xp

  • Armor class 13
  • Hit points 9 ((2d8))
  • Speed 40
  • STR11 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +5

Senses:darkvision 60ft

Languages:

Challenge:1/8 (0 xp)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.Melee Weapon Attack:+5to hit, reach 5 ft., one target.Hit:5(1d4 + 3)piercing damage.

Druid Giant Wolf Spider

Druid Giant Wolf Spider medium beast, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40, 40climb
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +7

Senses:Blindsight 10 ft., Darkvision 60 ft

Languages:

Challenge:1/4 (0 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Web Walker. The spider ignores movement restrictions caused by webbing.

Web Walker. The spider ignores movement restrictions caused by webbing. Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one creature.Hit:4(1d6 + 1)piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7(2d6)poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable butpoisonedfor 1 hour, even after regaining hit points, and isparalyzedwhilepoisonedin this way. , 0 xp

  • Armor class the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Giant Wolf Spider

Druid Giant Wolf Spider medium beast, 1/4 0 xp

  • Armor class 13
  • Hit points 11 ((2d8+2))
  • Speed 40, 40climb
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +7

Senses:Blindsight 10 ft., Darkvision 60 ft

Languages:

Challenge:1/4 (0 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Web Walker. The spider ignores movement restrictions caused by webbing.

Web Walker. The spider ignores movement restrictions caused by webbing. Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one creature.Hit:4(1d6 + 1)piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7(2d6)poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable butpoisonedfor 1 hour, even after regaining hit points, and isparalyzedwhilepoisonedin this way. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Goat

Druid Goat medium beast, 0 0 xp

  • Armor class 10
  • Hit points 4 ((1d8))
  • Speed 40
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:3(1d4 + 1)bludgeoning damage.

Druid Goat

Druid Goat medium beast, 0 0 xp

  • Armor class 10
  • Hit points 4 ((1d8))
  • Speed 40
  • STR12 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:0 (0 xp)

Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:3(1d4 + 1)bludgeoning damage.

Druid Hawk

Druid Hawk tiny beast, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 10, 60flying
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Druid Hawk

Druid Hawk tiny beast, 0 0 xp

  • Armor class 13
  • Hit points 1 ((1d4-1))
  • Speed 10, 60flying
  • STR5 (-3)
  • DEX16 (+3)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+4

Languages:

Challenge:0 (0 xp)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Druid Hunter Shark

Druid Hunter Shark large beast, 2 0 xp

  • Armor class 12 (natural armor)
  • Hit points 45 ((6d10+12))
  • Speed 0, 40S
  • STR18 (+4)
  • DEX13 (+1)
  • CON15 (+2)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2

Senses:Blindsight30 ft

Languages:

Challenge:2 (0 xp)

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.

Actions

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

Druid Hyena

Druid Hyena medium beast, 0 0 xp

  • Armor class 11
  • Hit points 5 ((1d8+1))
  • Speed 50
  • STR11 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:3(1d6)piercing damage.

Druid Hyena

Druid Hyena medium beast, 0 0 xp

  • Armor class 11
  • Hit points 5 ((1d8+1))
  • Speed 50
  • STR11 (0)
  • DEX13 (+1)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

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

Actions

Bite.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:3(1d6)piercing damage.

Druid Jackal

Druid Jackal small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 40
  • STR8 (-1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+1to hit, reach 5 ft., one target.Hit:1(1d4 1) piercing damage.

Druid Jackal

Druid Jackal small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 40
  • STR8 (-1)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3

Languages:

Challenge:0 (0 xp)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite.Melee Weapon Attack:+1to hit, reach 5 ft., one target.Hit:1(1d4 1) piercing damage.

Druid Lion

Druid Lion large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Lion

Druid Lion large beast, 1 0 xp

  • Armor class 12
  • Hit points 26 ((4d10+4))
  • Speed 50
  • STR17 (+3)
  • DEX15 (+2)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+3,Stealth+6

Languages:

Challenge:1 (0 xp)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lions allies is within 5 feet of the creature and the ally isnt incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Druid Lizard

Druid Lizard tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 2 ((1d4))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Lizard

Druid Lizard tiny beast, 0 0 xp

  • Armor class 10
  • Hit points 2 ((1d4))
  • Speed 20, 20climb
  • STR2 (-4)
  • DEX11 (0)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Senses:darkvision 30ft

Languages:

Challenge:0 (0 xp)

Actions

Bite.Melee Weapon Attack:+0to hit, reach 5 ft., one target.Hit:1 piercing damage.

Druid Mastiff

Druid Mastiff medium beast, 1/8 0 xp

  • Armor class 12
  • Hit points 5 ((1d8+1))
  • Speed 40
  • STR13 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Hearing and Smell.The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.

Druid Mastiff

Druid Mastiff medium beast, 1/8 0 xp

  • Armor class 12
  • Hit points 5 ((1d8+1))
  • Speed 40
  • STR13 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Keen Hearing and Smell.The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:4(1d6 + 1)piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knockedprone.

Druid Mule

Druid Mule medium beast, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR14 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Actions

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Hooves.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:4(1d4 + 2)bludgeoning damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Mule

Druid Mule medium beast, 1/8 0 xp

  • Armor class 10
  • Hit points 11 ((2d8+2))
  • Speed 40
  • STR14 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Languages:

Challenge:1/8 (0 xp)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Actions

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Hooves.Melee Weapon Attack:+2to hit, reach 5 ft., one target.Hit:4(1d4 + 2)bludgeoning damage. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Druid Octopus

Druid Octopus small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 5, 30swim
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Octopus

Druid Octopus small beast, 0 0 xp

  • Armor class 12
  • Hit points 3 ((1d6))
  • Speed 5, 30swim
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception+2,Stealth+4

Senses:Darkvision30 ft

Languages:

Challenge:0 (0 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Druid Owl

Druid Owl tiny beast, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 5, 60flying
  • STR3 (-4)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +3

Senses:Darkvision 120 ft., passive Perception 10

Languages:

Challenge:0 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Owl

Druid Owl tiny beast, 0 0 xp

  • Armor class 11
  • Hit points 1 ((1d4-1))
  • Speed 5, 60flying
  • STR3 (-4)
  • DEX13 (+1)
  • CON8 (-1)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +3, Stealth +3

Senses:Darkvision 120 ft., passive Perception 10

Languages:

Challenge:0 (0 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons.Melee Weapon Attack:+3to hit, reach 5 ft., one target.Hit:1 slashing damage.

Druid Panther

Druid Panther medium beast, 1/4 0 xp

  • Armor class 12
  • Hit points 13 ((3d8))
  • Speed 50, 40climb
  • STR14 (+2)
  • DEX15 (+2)
  • CON10 (0)
  • INT_ (-5)
  • WIS_ (-5)
  • CHA_ (-5)

Skills:Perception +4, Stealth +6

Languages:

Challenge:1/4 (0 xp)

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

Actions