Cat
0
Tiny
Beast
Tiny Beast
12
2 (1d4)
40 ft, climb 30 ft
3
15
10
3
12
7
-4
+2
0
-4
+1
-2
Skills Perception +3, Stealth +4

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

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

+2
Mastiff
Medium
Beast
Medium Beast
12
5 (1d8 + 1)
40 ft
13
14
12
3
12
7
+1
+2
+1
-4
+1
-2

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

ActionsBite 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

+2
Mule
Medium
Beast
Medium Beast
10
11 (2d8 + 2)
40 ft
14
10
13
2
10
5
+2
0
+1
-4
0
-3

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

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

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

+2
Axe Beak
¼
Large
Beast
Large Beast
11
19 (3d10 + 3)
50 ft
14
12
12
2
10
5
+2
+1
+1
-4
0
-3

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

+2
Boar
¼
Medium
Beast
Medium Beast
11
11 (2d8 + 2)
40 ft
13
11
12
2
9
5
+1
0
+1
-4
-1
-3

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 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone

Relentless (1/Short 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

ActionsTusk Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage

+2
Elk
¼
Large
Beast
Large Beast
10
13 (2d10 + 2)
50 ft
16
10
12
2
10
6
+3
0
+1
-4
0
-2

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 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

ActionsRam 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

+2
Giant Wolf Spider
¼
Medium
Beast
Medium Beast
13
11 (2d8 + 2)
40 ft, climb 40 ft
12
16
13
3
12
4
+1
+3
+1
-4
+1
-3
Skills Perception +3, Stealth +7
Blindsight 10 ft
Darkvision 60 ft

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

ActionsBite Melee Weapon Attack +3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 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

+2
Panther
¼
Medium
Beast
Medium Beast
12
13 (3d8)
50 ft, climb 40 ft
14
15
10
3
14
7
+2
+2
0
-4
+2
-2
Skills Perception +4, Stealth +6

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

Pounce If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action

ActionsBite Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage

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

+2
Pseudodragon
¼
Tiny
Dragon
Tiny Dragon
13
7 (2d4 + 2)
15 ft, fly 60 ft
6
15
13
10
12
10
-2
+2
+1
0
+1
0
Skills Perception +3, Stealth +4
Blindsight 10 ft
Darkvision 60 ft

Keen Senses The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Magic Resistance The pseudodragon has advantage on saving throws against spells and other magical effects.
ActionsBite Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage.
Sting Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
+2
0 0
¼ ¼
¼ ¼
¼ ¼
¼ ¼
¼ ¼
¼ ¼
Riding Horse
¼
Large
Beast
Large Beast
10
13 (2d10 + 2)
60 ft
16
10
12
2
11
7
+3
0
+1
-4
0
-2

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

+2
Sprite
¼
Tiny
Fey
Tiny Fey
15
2 (1d4)
10 ft, fly 40 ft
3
18
10
14
13
11
-4
+4
0
+2
+1
0
Skills Perceptions +3, Stealth +8

ActionsLongsword Melee Weapon Attack +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow Ranged Weapon Attack +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
+2
Velociraptor
¼
Tiny
Beast
Tiny Beast
13
10 (3d4 + 3)
30 ft
6
14
13
4
12
6
-2
+2
+1
-3
+1
-2
Skills Perception +3

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

ActionsMultiattack The velociraptor makes two attacks: one with its bite and one with its claws

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

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

+2
Wolf
¼
Medium
Beast
Medium Beast
13
11 (2d8 + 2)
40 ft
12
15
12
3
12
6
+1
+2
+1
-4
+1
-2
Skills Perception +3, Stealth +4

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

ActionsBite Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone

+2
Ape
½
Medium
Beast
Medium Beast
12
19 (3d8 + 6)
30 ft, climb 30 ft
16
14
14
6
12
7
+3
+2
+2
-2
+1
-2
Skills Athletics +5, Perception +3

Trampling Charge If the horse moves at least 20 feet 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

ActionsMultiattack The ape makes two fist attacks

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

Rock Ranged Weapon Attack +5 to hit, range 25/50 ft., one target. Hit: 1d6 + 3 bludgeoning damage

+2
Crocodile
½
Large
Beast
Large Beast
12
19 (3d10 + 3)
20 ft, swim 30 ft
15
10
13
2
10
5
+2
0
+1
-4
0
-3
Skills Stealth +2

Hold Breath The crocodile can hold its breath for 15 minutes

ActionsBite Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 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

+2
Black Bear
½
Medium
Beast
Medium Beast
11
19 (3d8 + 6)
40 ft, climb 30 ft
15
10
14
2
12
7
+2
0
+2
-4
+1
-2
Skills Perception +3

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

ActionsMultiattack 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: 1d6 + 2 piercing damage

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

+2
Warhorse
½
Large
Beast
Large Beast
11
19 (3d10 + 3)
60 ft
18
12
13
2
12
7
+4
+1
+1
-4
+1
-2

Trampling Charge If the horse moves at least 20 feet 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

ActionsHooves Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 bludgeoning damage

+2
Brown Bear
1
Large
Beast
Large Beast
11
34 (4d10 + 12)
40 ft, climb 30 ft
19
10
16
2
13
7
+4
0
+3
-4
+1
-2
Skills Perception +3

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

ActionsMultiattack 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: 1d8 + 4 piercing damage

Claws Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage

+2
¼ ¼
¼ ¼
¼ ¼
½ ½
½ ½
¼ ¼
1 1
½ ½
½ ½
Deinonychus
1
Medium
Beast
Medium Beast
13
26 (4d8 + 8)
40 ft
15
15
14
4
12
6
+2
+2
+2
-3
+1
-2
Skills Perception +3

Pounce If the deinonychus 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 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action

ActionsMultiattack The deinonychus makes three attacks: one with its bite and two with its claws

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

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

+2
Dire Wolf
1
Large
Beast
Large Beast
14
37 (5d10 + 10)
50 ft
17
15
15
3
12
7
+3
+2
+2
-4
+1
-2
Skills Perception +3, Stealth +4

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

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

+2
Giant Eagle
1
Large
Beast
Large Beast
13
26 (4d10 + 4)
10 ft, fly 80 ft
16
17
13
8
14
10
+3
+3
+1
-1
+2
0
Skills Perception +4

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

ActionsMultiattack 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: 1d6 + 3 piercing damage

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

+2
Giant Spider
1
Large
Beast
Large Beast
14
26 (4d10 + 4)
30 ft, climb 30 ft
14
16
12
2
11
4
+2
+3
+1
-4
0
-3
Skills Stealth +7
Blindsight 10 ft
Darkvision 60 ft

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

ActionsBite Melee Weapon Attack +5 to hit, reach 5 ft., one creature. Hit: 1d8 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 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 5–6) 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; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

+2
Giant Toad
1
Large
Beast
Large Beast
11
39 (6d10 + 6)
20 ft, swim 40 ft
15
13
13
2
10
3
+2
+1
+1
-4
0
-4
Darkvision 30 ft.

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

ActionsBite Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 1d10 + 2 piercing damage plus 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 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

+2
Giant Raven
1
Large
Beast
Large Beast
10
22 (3d10 + 6)
10 ft, fly 60 ft
15
10
15
6
12
7
+2
0
+2
-2
+1
-2
Skills Perception +3

Keen Sight and Smell The raven has advantage on Wisdom (Perception) checks that rely on sight or smell

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

ActionsMultiattack The raven 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: 2d4 + 2 piercing damage

Talons Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing damage

+2
Imp
1
Tiny
Fiend (Devil)
Tiny Fiend (Devil)
13
10 (3d4 + 3)
20 ft, fly 40 ft
6
17
13
11
12
14
-2
+3
+1
0
+1
+2
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Darkvision 120 ft

Shapechanger The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance The imp has advantage on saving throws against spells and other magical effects.
ActionsSting(Bite in Beast Form). Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Invisibility The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
+2
Lion
1
Large
Beast
Large Beast
12
26 (4d10 + 4)
50 ft
17
15
13
3
12
8
+3
+2
+1
-4
+1
-1
Skills Perception +3, Stealth +6

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 lion's allies is within 5 feet of the creature and the ally isn't 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

ActionsBite Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage

Claw Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage

+2
Quasit
1
Tiny
Fiend (Demon)
Tiny Fiend (Demon)
13
7 (3d4)
40 ft
5
17
10
7
10
10
-3
+3
0
-2
0
0
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Darkvision 120 ft

Shapechanger The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance The quasit has advantage on saving throws against spells and other magical effects.
ActionsClaw(Bite in Beast Form). Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2d4 poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare(1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
+2
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
Tiger
1
Large
Beast
Large Beast
12
37 (5d10 + 10)
40 ft
17
15
14
3
12
8
+3
+2
+2
-4
+1
-1
Skills Perception +3, Stealth +6
Darkvision 60 ft.

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

Pounce If the tiger 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 tiger can make one bite attack against it as a bonus action

ActionsBite Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage

Claw Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage

+2
Allosaurus
2
Large
Beast
Large Beast
13
51 (6d10 + 18)
60 ft
19
13
17
2
12
5
+4
+1
+3
-4
+1
-3
Skills Perception +5

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 knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action

ActionsBite Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 2d10 + 4 piercing damage

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

+2
Aurochs
2
Large
Beast
Large Beast
11
38 (4d10 + 16)
50 ft
20
10
19
2
12
5
+5
0
+4
-4
+1
-3

ActionsGore Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 2d8 + 5 piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 2d8 piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone if it is a creature

+2
Cave Bear
2
Large
Beast
Large Beast
12
42 (5d10 + 15)
40 ft, swim 30 ft
20
10
16
2
13
7
+5
0
+3
-4
+1
-2
Skills Perceptions +3
Darkvision 60 ft

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

ActionsMultiattack The bear makes two attacks: one with its bite and one with its claws

Bite Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 1d8 + 5 piercing damage

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

+2
Giant Boar
2
Large
Beast
Large Beast
12
42 (5d10 + 15)
40 ft
17
10
16
2
7
5
+3
0
+3
-4
-2
-3

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 2d6 slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

Relentless (1/Short 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

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

+2
Giant Constrictor Snake
2
Huge
Beast
Huge Beast
12
60 (8d12 + 8)
30 ft, swim 30 ft
19
14
12
1
10
3
+4
+2
+1
-5
0
-4
Skills Perceptions +3
Blindsight 10 ft

ActionsBite Melee Weapon Attack +6 to hit, reach 10 ft., one creature. Hit: 2d6 + 4 piercing damage

Constrict Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit: 2d8 + 4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target

+2
Giant Elk
2
Huge
Beast
Huge Beast
14
42 (5d12 + 10)
60 ft
19
16
14
7
14
10
+4
+3
+2
-2
+2
0
Skills Perceptions +4

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 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone

ActionsRam Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage

Hooves Melee Weapon Attack +6 to hit, reach 5 ft., one prone creature. Hit: 4d8 + 4 bludgeoning damage

+2
Plesiosaurus
2
Large
Beast
Large Beast
13
68 (8d10 + 24)
20 ft, swim 40 ft
18
15
16
2
12
5
+4
+2
+3
-4
+1
-3
Skills Perception +3, Stealth +4

Hold Breath The plesiosaurus can hold its breath for 1 hour

ActionsBite Melee Weapon Attack +6 to hit, reach 10 ft., one creature. Hit: 3d6 + 4 piercing damage

+2
Polar Bear
2
Large
Beast
Large Beast
12
42 (5d10 + 15)
40 ft, swim 30 ft
20
10
16
2
13
7
+5
0
+3
-4
+1
-2
Skills Perceptions +3

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

ActionsMultiattack The bear makes two attacks: one with its bite and one with its claws

Bite Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 1d8 + 5 piercing damage

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

+2
2 2
2 2
1 1
2 2
2 2
2 2
2 2
2 2
2 2
Quetzalcoatlus
2
Huge
Beast
Huge Beast
13
30 (4d12 + 4)
10 ft, fly 80 ft
15
13
13
2
10
5
+2
+1
+1
-4
0
-3
Skills Perception +2

Dive Attack If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 3d6 damage to the target

Flyby The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach

ActionsBite Melee Weapon Attack +4 to hit, reach 10 ft., one creature. Hit: 3d6 + 2 piercing damage

+2
Rhinoceros
2
Large
Beast
Large Beast
11
45 (6d10 + 12)
40 ft
21
8
15
2
12
6
+5
-1
+2
-4
+1
-2

Charge If the rhinoceros 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 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone

ActionsGore Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 2d8 + 5 bludgeoning damage

+2
Saber-Toothed Tiger
2
Large
Beast
Large Beast
12
52 (7d10 + 14)
40 ft
18
14
15
3
12
8
+4
+2
+2
-4
+1
-1
Skills Perceptions +3, Stealth +6

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

Pounce If the tiger 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 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action

ActionsBite Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 1d10 + 5 piercing damage

Claw Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage

+2
Ankylosaurus
3
Huge
Beast
Huge Beast
15
68 (8d12 + 16)
30 ft
19
11
15
2
12
5
+4
0
+2
-4
+1
-3

ActionsTail Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 4d6 + 4 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone

+2
Bristled Moorbounder
3
Large
Beast
Large Beast
15
52 (7d10 + 14)
70 ft
18
14
14
2
13
5
+4
+2
+2
-4
+1
-3
Darkvision 60 ft

Bladed Hide At the start of each of its turns, the moorbounder deals 2d4 piercing damage to any creature grappling it

Standing Leap The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start

ActionsMultiattack The moorbounder makes two attacks: one with its blades and one with its claws

Blades Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage

Claws Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 4d4 + 4 slashing damage

+2
Giant Scorpion
3
Large
Beast
Large Beast
15
52 (7d10 + 14)
40 ft
15
13
15
1
9
3
+2
+1
+2
-5
-1
-4
Blindsight 60 ft

ActionsMultiattack The scorpion makes three attacks: two with its claws and one with its sting

Claw Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target

Sting Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit: 1d10 + 2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one

+2
Giant Snapping Turtle
3
Large
Beast
Large Beast
17
75 (10d10 + 20)
30 ft, swim 40 ft
19
10
14
2
12
5
+4
0
+2
-4
+1
-3
Darkvision 60 ft

Amphibious The turtle can breathe air and water

Stable Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn

ActionsBite Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 4d6 + 4 slashing damage

+2
Elephant
4
Huge
Beast
Huge Beast
12
76 (8d12 + 24)
40 ft
22
9
17
3
11
6
+6
-1
+3
-4
0
-2

Trampling Charge If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action

ActionsGore Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 3d8 + 6 piercing damage

Stomp Melee Weapon Attack +8 to hit, reach 5 ft., one prone creature. Hit: 3d10 + 6 bludgeoning damage

+2
Stegosaurus
4
Huge
Beast
Huge Beast
13
76 (8d12 + 24)
40 ft
20
9
17
2
11
5
+5
-1
+3
-4
0
-3

ActionsTail Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 6d6 + 5 piercing damage

+2
2 2
2 2
2 2
3 3
3 3
3 3
4 4
4 4
3 3
Brontosaurus
5
Gargantuan
Beast
Gargantuan Beast
15
121 (9d20 + 27)
30 ft
21
9
17
2
10
7
+5
-1
+3
-4
0
-2
Saving Throws Con +6

ActionsStomp Melee Weapon Attack +8 to hit, reach 20 ft., one target. Hit: 5d8 + 5 bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone

Tail Melee Weapon Attack +8 to hit, reach 20 ft., one target. Hit: 6d8 + 5 bludgeoning damage

+3
Giant Crocodile
5
Huge
Beast
Huge Beast
14
85 (9d12 + 27)
30 ft, swim 50 ft
21
9
17
2
10
7
+5
-1
+3
-4
0
-2
Skills Stealth +5

Hold Breath The crocodile can hold its breath for 30 minutes

ActionsMultiattack The crocodile makes two attacks: one with its bite and one with its tail

Bite Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 3d10 + 5 piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target

Tail Melee Weapon Attack +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 2d8 + 5 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone

+3
Triceratops
5
Huge
Beast
Huge Beast
13
95 (10d12 + 30)
50 ft
22
9
17
2
11
5
+6
-1
+3
-4
0
-3

Trampling Charge If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore 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 triceratops can make one stomp attack against it as a bonus action

ActionsGore Melee Weapon Attack +9 to hit, reach 5 ft., one target. Hit: 4d8 + 6 piercing damage

Stomp Melee Weapon Attack +9 to hit, reach 5 ft., one prone creature. Hit: 3d10 + 6 bludgeoning damage

+3
Mammoth
6
Huge
Beast
Huge Beast
13
126 (11d12 + 55)
40 ft
24
9
21
3
11
6
+7
-1
+5
-4
0
-2

Trampling Charge If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action

ActionsGore Melee Weapon Attack +10 to hit, reach 10 ft., one target. Hit: 4d8 + 7 piercing damage

Stomp Melee Weapon Attack +10 to hit, reach 5 ft., one prone creature. Hit: 4d10 + 7 bludgeoning damage

+3
Beast of the Land
Medium
Beast
Medium Beast
13 + PB
5 + five times your ranger level
40 ft, climb 40 ft
14
14
15
8
14
11
+2
+2
+2
-1
+2
0
Darkvision 60 ft

Charge If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.
ActionsMaul Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
ranger's PB
Beast of the Sea
Medium
Beast
Medium Beast
13 + PB
5 + five times your ranger level
5 ft, swim 60 ft
14
14
15
8
14
11
+2
+2
+2
-1
+2
0
Darkvision 60 ft

Amphibious The beast can breathe both air and water.
Primal Bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.
ActionsBinding Strike Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.
ranger's PB
Beast of the Sky
Small
Beast
Small Beast
13 + PB
4 + four times your ranger level
10 ft, fly 60 ft
6
16
13
8
14
11
-2
+3
+1
-1
+2
0
Darkvision 60 ft

Flyby The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.
ActionsShred Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage
ranger's PB
5 5
5 5
5 5
6 6