Friday, June 20, 2025

Beasts

 Beasts

T-1

Flying Snake CR 1/8 Tiny beast, unaligned

Armor Class 14 Hit Points 5 (2d4) Speed 30 ft., fly 60 ft., swim 30 ft. STR 4 (-3) DEX 18 (+4) CON 11 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)

Senses blindsight 10 ft., passive Perception 11 Languages — Challenge 1/8 (25 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.

A flying snake is a brightly colored, winged serpent found in remote jungles.


Giant Crab CR 1/8 Medium beast, unaligned

Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., swim 30 ft. STR 13 (+1) DEX 15 (+2) CON 11 (+0) INT 1 (-5) WIS 9 (-1) CHA 3 (-4)

Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/8 (25 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.


Giant Rat CR 1/8 Small beast, unaligned

Armor Class 12 Hit Points 7 (2d6) Speed 30 ft. STR 7 (-2) DEX 15 (+2) CON 11 (+0) INT 2 (-4) WIS 10 (+0) CHA 4 (-3)

Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 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: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Poisonous Snake CR 1/8 Tiny beast, unaligned

Armor Class 13 Hit Points 2 (1d4) Speed 30 ft., swim 30 ft. STR 2 (-4) DEX 16 (+3) CON 11 (+0) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)

Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP)

Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.


Giant Bat CR 1/4 Large beast, unaligned

Armor Class 13 Hit Points 22 (4d10) Speed 10 ft., fly 60 ft. STR 15 (+2) DEX 16 (+3) CON 11 (+0) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)

Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 1/4 (50 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.


Giant Centipede CR 1/4 Small beast, unaligned

Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 30 ft., climb 30 ft. STR 5 (-3) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 7 (-2) CHA 3 (-4)

Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 1/4 (50 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.


Giant Wolf Spider CR 1/4 Medium beast, unaligned

Armor Class 13 Hit Points 11 (2d8 + 2) Speed 40 ft., climb 40 ft. STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 3 (-4) WIS 12 (+1) CHA 4 (-3)

Skills Perception +3, Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages — Challenge 1/4 (50 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.

Actions Bite. Melee Weapon Attack: +3 to 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 but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to attack from ambush.


Giant Poisonous Snake CR 1/4 Medium beast, unaligned

Armor Class 14 Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft. STR 10 (+0) DEX 18 (+4) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 3 (-4)

Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 1/4 (50 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.


Panther CR 1/4 Medium beast, unaligned

Armor Class 12 Hit Points 13 (3d8) Speed 50 ft., climb 40 ft. STR 14 (+2) DEX 15 (+2) CON 10 (+0) INT 3 (-4) WIS 14 (+2) CHA 7 (-2)

Skills Perception +4, Stealth +6 Senses passive Perception 14 Languages — Challenge 1/4 (50 XP)

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.

Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Swarm of Bats CR 1/4 Medium swarm of Tiny beasts, unaligned

Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 30 ft. STR 5 (-3) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 12 (+1) CHA 4 (-3)

Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP)

Echolocation. The swarm can't use its blindsight while deafened. Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.


Swarm of Rats CR 1/4 Medium swarm of Tiny beasts, unaligned

Armor Class 10 Hit Points 24 (7d8 - 7) Speed 30 ft. STR 9 (-1) DEX 11 (+0) CON 9 (-1) INT 2 (-4) WIS 10 (+0) CHA 3 (-4)

Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP)

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


Swarm of Ravens CR 1/4 Medium swarm of Tiny beasts, unaligned

Armor Class 12 Hit Points 24 (7d8 - 7) Speed 10 ft., fly 50 ft. STR 6 (-2) DEX 14 (+2) CON 8 (-1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 15 Languages — Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.


Wolf CR 1/4 Medium beast, unaligned

Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/4 (50 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 attack rolls 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Black Bear CR 1/2 Medium beast, unaligned

Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., climb 30 ft. STR 15 (+2) DEX 10 (+0) CON 14 (+2) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 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.


Crocodile CR 1/2 Large beast, unaligned

Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. STR 15 (+2) DEX 10 (+0) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 5 (-3)

Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/2 (100 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.


Giant Wasp CR 1/2 Medium beast, unaligned

Armor Class 12 Hit Points 13 (3d8) Speed 10 ft., fly 50 ft. STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)

Senses passive Perception 10 Languages — Challenge 1/2 (100 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.


Reef Shark CR 1/2 Medium beast, unaligned

Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. STR 14 (+2) DEX 13 (+1) CON 13 (+1) INT 1 (-5) WIS 10 (+0) CHA 4 (-3)

Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. Water Breathing. The shark can breathe only underwater.

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


Giant Sea Horse CR 1/2 Large beast, unaligned

Armor Class 13 (natural armor) Hit Points 16 (3d10) Speed 0 ft., swim 40 ft. STR 12 (+1) DEX 15 (+2) CON 11 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)

Senses passive Perception 11 Languages — Challenge 1/2 (100 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. If 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.


Warhorse CR 1/2 Large beast, unaligned

Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft. STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)

Senses passive Perception 11 Languages — Challenge 1/2 (100 XP)

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.

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


Brown Bear CR 1 Large beast, unaligned

Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 2 (-4) WIS 13 (+1) CHA 7 (-2)

Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 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.


Dire Wolf CR 1 Large beast, unaligned

Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1 (200 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.


Giant Eagle CR 1 Large beast, neutral good

Armor Class 13 Hit Points 26 (4d10 + 4) Speed 10 ft., fly 80 ft. STR 16 (+3) DEX 17 (+3) CON 13 (+1) INT 8 (-1) WIS 14 (+2) CHA 10 (+0)

Skills Perception +4 Senses passive Perception 14 Languages Giant Eagle understands Common and Auran but can't speak them Challenge 1 (200 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.

A giant eagle is a noble creature that speaks its own language and understands some speech.


Giant Octopus CR 1 Large beast, unaligned

Armor Class 11 Hit Points 52 (8d10 + 8) Speed 10 ft., swim 60 ft. STR 17 (+3) DEX 13 (+1) CON 13 (+1) INT 4 (-3) WIS 10 (+0) CHA 4 (-3)

Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 1 (200 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.


Giant Spider CR 1 Large beast, unaligned

Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 2 (-4) WIS 11 (+0) CHA 4 (-3)

Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 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.

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 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).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.


Giant Vulture CR 1 Large beast, neutral evil

Armor Class 10 Hit Points 22 (3d10 + 6) Speed 10 ft., fly 60 ft. STR 15 (+2) DEX 10 (+0) CON 15 (+2) INT 6 (-2) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3 Senses passive Perception 13 Languages understands Common but can't speak Challenge 1 (200 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.

A giant vulture has advanced intelligence and a malevolent bent.


Lion CR 1 Large beast, unaligned

Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft. STR 17 (+3) DEX 15 (+2) CON 13 (+1) INT 3 (-4) WIS 12 (+1) CHA 8 (-1)

Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 1 (200 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 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.

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.


Hunter Shark CR 2 Large beast, unaligned

Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft. STR 18 (+4) DEX 13 (+1) CON 15 (+2) INT 1 (-5) WIS 10 (+0) CHA 4 (-3)

Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 2 (450 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.

A hunter shark is 15 to 20 feet long, and usually hunts alone in deep waters.


Polar Bear CR 2 Large beast, unaligned

Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft., swim 30 ft. STR 20 (+5) DEX 10 (+0) CON 16 (+3) INT 2 (-4) WIS 13 (+1) CHA 7 (-2)

Skills Perception +3 Senses passive Perception 13 Languages — Challenge 2 (450 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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Saber-Toothed Tiger CR 2 Large beast, unaligned

Armor Class 12 Hit Points 52 (7d10 + 14) Speed 40 ft. STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 8 (-1)

Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 2 (450 XP)

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.

Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Swarm of Poisonous Snakes CR 2 Medium swarm of Tiny beasts, unaligned

Armor Class 14 Hit Points 36 (8d8) Speed 30 ft., swim 30 ft. STR 8 (-1) DEX 18 (+4) CON 11 (+0) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)

Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.


Giant Scorpion CR 3 Large beast, unaligned

Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft. STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 1 (-5) WIS 9 (-1) CHA 3 (-4)

Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP)

Actions Multiattack. 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: 6 (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: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.


Elephant CR 4 Huge beast, unaligned

Armor Class 12 (natural armor) Hit Points 76 (8d12 + 24) Speed 40 ft. STR 22 (+6) DEX 9 (-1) CON 17 (+3) INT 3 (-4) WIS 11 (+0) CHA 6 (-2)

Senses passive Perception 10 Languages — Challenge 4 (1100 XP)

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.

Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.


Giant Crocodile CR 5 Huge beast, unaligned

Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 30 ft., swim 50 ft. STR 21 (+5) DEX 9 (-1) CON 17 (+3) INT 2 (-4) WIS 10 (+0) CHA 7 (-2)

Skills Stealth +5 Senses passive Perception 10 Languages — Challenge 5 (1800 XP)

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

Actions Multiattack. 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: 21 (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: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Giant Shark CR 5 Huge beast, unaligned

Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 0 ft., swim 50 ft. STR 23 (+6) DEX 11 (+0) CON 21 (+5) INT 1 (-5) WIS 10 (+0) CHA 5 (-3)

Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 5 (1800 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: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

A giant shark is 30 feet long and normally found in deep oceans.


Triceratops CR 5 Huge beast, unaligned

Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 50 ft. STR 22 (+6) DEX 9 (-1) CON 17 (+3) INT 2 (-4) WIS 11 (+0) CHA 5 (-3)

Senses passive Perception 10 Languages — Challenge 5 (1800 XP)

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.

Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage

One of the most aggressive of the herbivorous dinosaurs, a triceratops possesses great horns and formidable speed, which it uses to gore and trample would-be predators to death.


Mammoth CR 6 Huge beast, unaligned

Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR 24 (+7) DEX 9 (-1) CON 21 (+5) INT 3 (-4) WIS 11 (+0) CHA 6 (-2)

Senses passive Perception 10 Languages — Challenge 6 (2300 XP)

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.

Actions Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

A mammoth is an elephantine creature with thick fur and long tusks.


Giant Ape CR 7 Huge beast, unaligned

Armor Class 12 Hit Points 157 (15d12 + 60) Speed 40 ft., climb 40 ft. STR 23 (+6) DEX 14 (+2) CON 18 (+4) INT 7 (-2) WIS 12 (+1) CHA 7 (-2)

Skills Athletics +9, Perception +4 Senses passive Perception 14 Languages — Challenge 7 (2900 XP)

Actions Multiattack. The ape makes two fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.


Tyrannosaurus Rex CR 8 Huge beast, unaligned

Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) Speed 50 ft. STR 25 (+7) DEX 10 (+0) CON 19 (+4) INT 2 (-4) WIS 12 (+1) CHA 9 (-1)

Skills Perception +4 Senses passive Perception 14 Languages — Challenge 8 (3900 XP)

Actions Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

This enormous predatory dinosaur terrorizes all other creatures in its territory. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole.







Part 1: The First Music and The Shaping of Arda-Valeria

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