Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Pool: 0
Action Points: 10 Movement: 0, fly 6, climb 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Beastial Defense. The bat adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Awareness checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Small Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 4 (3-2) Vitality: 0 (1d6) Health Pool: 0
Action Points: 10 Movement: 3, fly 6
STR END DEX AGL INT CUN ACU WIL
-2 0 -1 1 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Examples: Peacock, Pheasant, Peafowl, Duck, Turkey
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 2 (1-4) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 12 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
-4 -1 0 3 -2 -3 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Mimicry. The Bird of Paradise can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful target 10 Awareness (Insight) roll.
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Parrot, Cockatiel, Cockatoo, Macaw, Parakeet
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 5 (3-1) Vitality: 0 (1d6) Health Pool: 0
Action Points: 13 Movement: 6
STR END DEX AGL INT CUN ACU WIL
-1 0 1 2 -4 -5 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The canid has advantage on Awareness checks that rely on hearing or smell.
Pack Tactics. The candid has advantage on an attack roll against a creature if at least one of the canid's allies is within 5 feet of the creature and the ally isn't incapacitated.
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The canid has advantage on Awareness checks that rely on hearing or smell.
Pack Tactics. The candid has advantage on an attack roll against a creature if at least one of the canid'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. Hit: 1 (1d4-1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Examples: Wild Dog, Jackal, Dingo, Coyote
Small Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 8 (3+2) Vitality: 0 (1d6) Health Pool: 0
Action Points: 8 Movement: 4
STR END DEX AGL INT CUN ACU WIL
1 0 -2 0 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Charge. If the caprine 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.
Sure-Footed. The caprine has advantage on rolls made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Examples: Sheep, Goat
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 2 (1-4) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 13 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-4 -1 1 3 -4 -5 0 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
darkvision 30 ft.
Beastial Defense. The cat adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The cat has advantage on Awareness checks that rely on hearing or smell.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Tiny Beast
Armor: 0 Passive Armor: 2 Armored Defense: 0
Health: 1 (1-4) Vitality: 0 (1d4-2) Health Pool: 0
Action Points: 8 Movement: 2
STR END DEX AGL INT CUN ACU WIL
-4 -2 -1 0 -5 -5 -1 -4
Skills: Mobility - Trained
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Examples: Rooster, Chicken
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 2 (1-4) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 12 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
-4 -1 0 3 -2 -3 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The corvid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Mimicry. The corvid can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful target 10 Awareness (Insight) roll.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Crow, Raven, Rook, Magpie, Jay
Tiny Beast
Armor: 1 Passive Armor: 4 Armored Defense: 2
Health: 4 (1-3) Vitality: 0 (1d4+1) Health Pool: 0
Action Points: 9 Movement: 1, swim 4
STR END DEX AGL INT CUN ACU WIL
-3 1 1 -1 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
Amphibious. The crustacean can breathe air and water.
Beastial Defense. The crustacean adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The crustacean's armor increases by 1.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Examples: Crab, Lobster, Trilobite
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 11 (5+2) Vitality: 0 (1d8) Health Pool: 0
Action Points: 10 Movement: 6
STR END DEX AGL INT CUN ACU WIL
1 0 -2 1 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The deer adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The deer adds its Strength to its movement.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 4 (3-2) Vitality: 0 (1d6) Health Pool: 0
Action Points: 12 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
-2 0 0 2 -4 -5 2 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The eagle adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight. The raptor has advantage on Awareness checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d6-2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Small Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 8(3+2) Vitality: 0 (1d6) Health Pool: 0
Action Points: 11 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
1 0 1 1 -5 -5 -1 -4
Skills: Mobility, Stealth, Unarmored - Trained
Beastial Defense. The eel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The eel can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6+1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 7 (3-1) Vitality: 0 (1d6+2) Health Pool: 0
Action Points: 12 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
-1 2 -1 2 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The eel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The eel can hold its breath for 10 minutes.
Actions
Electric Shock (once per round). Any creature within 5 feet of the eel must make a target 12 Body (Endurance) roll or take 2 (1d4) lightning damage and lose 1 action point.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Tiny Beast
Armor: 0 Passive Armor: 4 Armored Defense: 0
Health: 1 (1-4) Vitality: 0 (1d4-2) Health Pool: 0
Action Points: 8 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
-4 -2 -3 2 -5 -5 0 -4
Skills: Mobility - Trained
Beastial Defense. The fish adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The fish can breathe only underwater.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Examples: Sea Horse, Bass, Catfish, Salmon, Trout, Cod, Mackerel
Small Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 6 (3-1) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 9 Movement: 4, climb 2
STR END DEX AGL INT CUN ACU WIL
-1 1 -1 0 -5 -5 -2 -4
Skills: Mobility, Unarmored - Trained
blindsight 15 ft.
Beastial Defense. The beetle adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 2 (1d6 - 1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 2 (1-3) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 11 Movement: 6
STR END DEX AGL INT CUN ACU WIL
-3 -1 0 2 -4 -5 1 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The canid has advantage on Awareness checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Examples: Fox, Fennec, Tanuki
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 2 (1-3) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 12 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
-3 -1 0 3 -4 -5 2 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight. The raptor has advantage on Awareness checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Hawk, Falcon, Kestrel, Osprey, Kite
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Pool: 0
Action Points: 9 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 1 -4 -4 -1 -4
Skills: Mobility, Unarmored - Trained
darkvision 20 ft.
Beastial Defense. The lizard adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Wall Climbing: The lizard has a climbing speed equal to its movement.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 0
Health: 2 (1-3) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 14 Movement: 1, swim 8
STR END DEX AGL INT CUN ACU WIL
-3 -1 2 3 -3 -4 1 -4
Skills: Mobility, Stealth - Trained
darkvision 20 ft.
Beastial Defense. The octopus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Stealth rolls made while underwater.
Water Breathing. The octopus can breathe only underwater.
Boneless. The octopus can compress its body enough to squeeze through a 1-inch wide space.
Actions
Arms. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: the target is grappled. Until this grapple ends, the octopus can't use its arms on another target.
Bite. 3 Action Points: Target grappled by the octopus. Hit: 1 piercing damage.
Ink Cloud (Recharge). For 3 Action Points, 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 immediately take the movement action.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 1 (1-4) Vitality: 0 (1d4) Health Pool: 0
Action Points: 12 Movement: 4, swim 7
STR END DEX AGL INT CUN ACU WIL
-4 0 1 2 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The otter adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The otter can hold its breath for 10 minutes.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 2 (1-4) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 12 Movement: 1, fly 7
STR END DEX AGL INT CUN ACU WIL
-4 -1 1 2 -4 -4 1 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
darkvision 60 ft.
Beastial Defense. The owl adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The owl doesn't provoke counterattacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Awareness checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Medium Beast
Armor: 1 Passive Armor: 3 Armored Defense: 2
Health: 12 (5+2) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 8 Movement: 3
STR END DEX AGL INT CUN ACU WIL
1 1 -2 -1 -5 -5 -1 -4
Skills: Unarmored - Trained
Thick Fat. The pig adds its Strength to its Armor.
Reactions
Dodge. 2 Action Points: 1d6
Medium Beast
Armor: 1 Passive Armor: 4 Armored Defense: 2
Health: 10 (5) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 2, swim 6
STR END DEX AGL INT CUN ACU WIL
0 1 -1 1 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pinniped adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The pinniped can hold its breath for 30 minutes.
Keen Smell. The pinniped has advantage on Awareness checks that rely on smell.
Thick Fat: The pinniped adds its Endurance to its Armor.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Examples: Seal, Sea Lion
Tiny Beast
Armor: 0 Passive Armor: 4 Armored Defense: 0
Health: 2 (1-3) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 9 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
-3 -1 -2 2 -5 -5 0 -4
Skills: Mobility - Trained
Beastial Defense. The piranhaadds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The piranha can breathe only underwater.
Blood Frenzy. The piranha has advantage on attack rolls against any creature that is Bloodied.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 0
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Pool: 0
Action Points: 11 Movement: 7, burrow 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 3 -5 -5 0 -4
Skills: Mobility, Stealth - Trained
Beastial Defense. The rabbit adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Escape. The Action Point cost of the Hide action is reduced by 2 and the Dash action doesn't cost extra Action Points to use.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Also known as a Hare
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 1 (1-4) Vitality: 0 (1d4-1) Health Pool: 0
Action Points: 13 Movement: 6, climb 3
STR END DEX AGL INT CUN ACU WIL
-4 -1 3 1 -4 -4 0 -4
Skills: Mobility, Stealth, Unarmored - Trained
Beastial Defense. The racoon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The racoon has advantage on Awareness checks that rely on smell.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Tiny Beast
Armor: 0 Passive Armor: 2 Armored Defense: 0
Health: 1 (1-5) Vitality: 0 (1d4-2) Health Pool: 0
Action Points: 10 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
-5 -2 1 0 -4 -4 0 -4
darkvision 10 ft.
Beastial Defense. The rodent adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The rodent has advantage on Awareness checks that rely on smell.
Wall Climbing: The rodent has a climbing speed equal to its movement.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Examples: Rat, Mouse, Hamster, Squirrel, Opossum
Tiny Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Pool: 0
Action Points: 9 Movement: 2
STR END DEX AGL INT CUN ACU WIL
-5 -3 1 -1 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
darkvision 10 ft.
Beastial Defense. The scorpion adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage and 2 poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Medium Beast
Armor: 5 Passive Armor: 7 Armored Defense: 3
Health: 15 (5+4) Vitality: 0 (1d8+2) Health Pool: 0
Action Points: 10 Movement: 2, swim 7
STR END DEX AGL INT CUN ACU WIL
2 2 -1 0 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Amphibious. The turtle can breathe air and water.
Beastial Defense. The turtle adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The turtle's armor increases by 5.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4) Health Pool: 0
Action Points: 11 Movement: 4, climb 2
STR END DEX AGL INT CUN ACU WIL
-5 0 1 1 -4 -4 2 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The weasel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Spray (Recharge). 3 Action Points, Ranged Weapon Attack: +4 to hit, reach 15 ft. Hit: The target gains the poisoned status until it can wash the odor off. The creature can make a target 10 Body (Endurance) roll to resist the effect at the start of each turn.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Tiny Beast
Armor: 0 Passive Armor: 2 Armored Defense: 0
Health: 1 (1-5) Vitality: 0 (1d4-4) Health Pool: 0
Action Points: 6 Movement: 3, swim 5
STR END DEX AGL INT CUN ACU WIL
-5 -4 -3 0 -4 -4 -1 -4
Skills: Stealth - Trained
Amphibious. The amphibian can breathe air and water.
Beastial Defense. The amphibian adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Standing Leap. The amphibian's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Examples: Frog, Toad, Newt
Tiny Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-2) Health Pool: 0
Action Points: 11 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
-5 -2 -1 3 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Examples: Sparrow, Swallow, Warbler, Thrush, Finch, Wren, Pigeon, Dove
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 5 (3-1) Vitality: 0 (1d6) Health Pool: 0
Action Points: 14 Movement: 4, climb 5
STR END DEX AGL INT CUN ACU WIL
-1 0 2 2 -3 -3 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The primate adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pack Tactics. The primate has advantage on an attack roll against a creature if at least one of the primate's allies is within 5 feet of the creature and the ally isn't incapacitated.
Brachiator. The primate has a climbing speed equal to its base movement, but its movement on the ground is reduced by 1.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 (1d4 - 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Examples: Baboon, Lemur, Gibbon, Monkey
Tiny Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-4) Health Pool: 0
Action Points: 10 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
-5 -4 1 0 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
darkvision 10 ft.
Beastial Defense. The spider adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
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. Hit: 1 piercing damage, and the target must make a target 9 Body defense roll or take 1 poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Tiny Beast
Armor: 0 Passive Armor: 4 Armored Defense: 0
Health: 3 (1-3) Vitality: 0 (1d4) Health Pool: 0
Action Points: 14 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
-3 0 2 2 -3 -4 1 -4
Skills: Mobility, Stealth - Trained
darkvision 20 ft.
Beastial Defense. The squid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Underwater Camouflage. The squid has advantage on Stealth rolls made while underwater.
Water Breathing. The squid can breathe only underwater.
Actions
Arms. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: the target is grappled. Until this grapple ends, the squid can't use its arms on another target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1 piercing damage.
Bite. 3 Action Points: Target grappled by the squid. Hit: 1 piercing damage.
Ink Cloud (Recharge). For 3 Action Points, a 5-foot-radius cloud of ink extends all around the squid 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 squid can immediately take the movement action.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Small Beast
Armor: 3 Passive Armor: 6 Armored Defense: 2
Health: 7 (3) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 8 Movement: 2
STR END DEX AGL INT CUN ACU WIL
0 1 -1 -1 -5 -5 -1 -4
Skills: Unarmored - Trained
Natural Armor. The tortoise's armor increases by 3.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Withdraw. The tortoise withdraws into it's shell as a reaction for 4 Action Points. Until it emerges, the tortoise doubles it's passive defense and adds it's Strength to it. While in this state it has advantage on Body defense rolls.
While in it's shell, the tortoise's movement is 0 and can’t increase, it has disadvantage on Mobility defenses, and the only action it can take is a reaction to emerge from it's shell for 2 Action Points.
Medium Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 5 (3-1) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 10 Movement: 2, fly 5
STR END DEX AGL INT CUN ACU WIL
-1 1 -1 0 -4 -5 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The vulture adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight and Smell. The vulture has advantage on Awareness checks that rely on sight or smell.
Actions
Beak. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 (1d4-1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Pool: 0
Action Points: 13 Movement: 6, climb 6
STR END DEX AGL INT CUN ACU WIL
-5 -3 1 3 -4 -4 0 -4
Skills: Mobility, Stealth, Unarmored - Trained
Beastial Defense. The weasel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The weasel has advantage on Awareness checks that rely on hearing and smell.
Wall Climbing: The weasel has a climbing speed equal to its movement.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Mink, Ferret, Stout, Marten, Sable, Ermine, Polecat
Small Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 9 (3+2) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 10 Movement: 4, burrow 2
STR END DEX AGL INT CUN ACU WIL
1 1 0 0 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The badger adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The badger has advantage on Awareness checks that rely on hearing and smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Examples: Wolverine, Honey Badger
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 20 (7+6) Vitality: 0 (1d10+2) Health Pool: 0
Action Points: 9 Movement: 5
STR END DEX AGL INT CUN ACU WIL
3 2 -1 -2 -4 -4 -1 -4
Skills: Mobility, Unarmored - Trained
Strong Runner. The camel adds its Strength to its movement.
Mount. The camel is suitable for use as a mount.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6
Large Beast
Armor: 3 Passive Armor: 6 Armored Defense: 2
Health: 19 (7+4) Vitality: 0 (1d10+3) Health Pool: 0
Action Points: 12 Movement: 0, swim 10
STR END DEX AGL INT CUN ACU WIL
2 3 -2 2 -2 -4 1 -4
Skills: Mobility, Unarmored - Trained
blindsight 60 ft.
Beastial Defense. The dolphin adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The dolphin can hold its breath for 1 hour.
Thick Fat: The dolphin adds its Endurance to its Armor.
Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Also Porpoise
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 1 (1-4) Vitality: 0 (1d4-2) Health Pool: 0
Action Points: 13 Movement: 5, fly 6, swim 5
STR END DEX AGL INT CUN ACU WIL
-4 -2 1 3 -5 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The snake doesn't provoke counterattacks when it flies out of an enemy's reach.
Serpentine: The snake can move on the water like on land.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage plus 2 poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Medium Beast
Armor: 7 Passive Armor: 8 Armored Defense: 4 (6)
Health: 13 (5+4) Vitality: 0 (1d8) Health Pool: 0
Action Points: 12 Movement: 2, swim 6
STR END DEX AGL INT CUN ACU WIL
2 0 2 -1 -5 -5 -1 -4
Skills: Body. Unarmored - Trained
Beastial Defense. The crustacean adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Amphibious. The crustacean can breathe air and water.
Natural Armor. The crustacean's armor increases by 5.
Thick Shell. The crustacean adds its Strength to its Armor and Shield value.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Block. 3 Action Points: 1d8 + 6
Dodge. 2 Action Points: 1d6 + 7
Examples: Crab, Lobster, Trilobite
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 3 (1-4) Vitality: 0 (1d4) Health Pool: 0
Action Points: 11 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
-4 0 -1 3 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The mosquito adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Blood Drain. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 1 piercing damage, and the mosquito attaches to the target. While attached, the mosquito doesn't attack. Instead, at the start of each of the mosquito's turns, the mosquito spends 4 Action Points and the target loses 2 (1d4) hit points due to blood loss.
The mosquito can detach itself for 1 Action Point. It does so after it drains 10 health of blood from the target or the target dies. A creature, including the target, can spend 5 Action Points to detach the mosquito.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 6 (3-1) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 13 Movement: 6, climb 3
STR END DEX AGL INT CUN ACU WIL
-1 1 1 2 -3 -5 0 -4
Skills: Mobility, Stealth, Unarmored - Trained
darkvision 10 ft.
Beastial Defense. The rodent adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The rodent has advantage on Awareness checks that rely on smell.
Pack Tactics. The rodent has advantage on an attack roll against a creature if at least one of the rodent'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. Hit: 1 (1d4 - 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Examples: Rat, Mouse, Hamster, Squirrel
Large Beast
Armor: 7 Passive Armor: 8 Armored Defense: 4
Health: 20 (7+6) Vitality: 0 (1d10+2) Health Pool: 0
Action Points: 10 Movement: 2
STR END DEX AGL INT CUN ACU WIL
3 2 -2 -2 -5 -5 -1 -4
Skills: Unarmored - Trained
Natural Armor. The tortoise's armor increases by 7.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Withdraw. The tortoise withdraws into it's shell as a reaction for 4 Action Points. Until it emerges, the tortoise doubles it's passive defense and adds it's Strength to it. While in this state it has advantage on Body defense rolls.
While in it's shell, the tortoise's movement is 0 and can’t increase, it has disadvantage on Mobility defenses, and the only action it can take is a reaction to emerge from it's shell for 2 Action Points.
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 10 (5) Vitality: 0 (1d8-1) Health Pool: 0
Action Points: 15 Movement: 7, climb 3
STR END DEX AGL INT CUN ACU WIL
0 -1 1 3 -4 -4 0 -4
Skills: Mobility, Stealth, Unarmored - Trained
Beastial Defense. The weasel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The weasel has advantage on Awareness checks that rely on hearing and smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Examples: Mink, Ferret, Stout, Marten, Sable, Ermine, Polecat
Medium Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 12 (5+2) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 12 Movement: 6
STR END DEX AGL INT CUN ACU WIL
1 2 -1 2 -3 -4 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The canid has advantage on Awareness checks that rely on hearing or smell.
Pack Tactics. The candid has advantage on an attack roll against a creature if at least one of the canid's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a target 11 Body (Strength) defense roll or be knocked Prone.
Reaction
Dodge. 2 Action Points: 1d6 + 6
Examples: Hyena, Mastiff, Wolfhound, Coyote
Small Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 5 (3) Vitality: 0 (1d6-1) Health Pool: 0
Action Points: 14 Movement: 7
STR END DEX AGL INT CUN ACU WIL
0 -1 1 3 -4 -5 0 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
darkvision 30 ft.
Beastial Defense. The feline adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The feline has advantage on Awareness checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Examples: Caracal, Serval, Lynx, Ocelot, Bobcat, Lynx
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 15 (5+4) Vitality: 0 (1d8+2) Health Pool: 0
Action Points: 10 Movement: 5, climb 4
STR END DEX AGL INT CUN ACU WIL
2 2 -2 1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The goat adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
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 3 (1d6) bludgeoning damage.
Sure-Footed. The goat has advantage on rolls made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Medium Beast
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 15 (5+4) Vitality: 0 (1d8+2) Health Pool: 0
Action Points: 10 Movement: 4
STR END DEX AGL INT CUN ACU WIL
2 2 -1 0 -5 -5 0 -4
Skills: Mobility - Trained
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 rolls made against effects that would knock it prone.
Mount. The mule is suitable for use as a mount.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 2
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner. The pony adds its Strength to its movement.
Mount. The pony is suitable for use as a mount.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Small Beast
Armor: 3 Passive Armor: 5 Armored Defense: 2
Health: 9 (3+2) Vitality: 0 (1d6+1) Health Pool: 0
Action Points: 8 Movement: 3
STR END DEX AGL INT CUN ACU WIL
1 1 -1 -1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Natural Armor. The turtle's armor increases by 3.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Withdraw. The turtle withdraws into it's shell as a reaction for 4 Action Points. Until it emerges, the turtle doubles it's passive defense and adds it's Strength to it. While in this state it has advantage on Body defense rolls.
While in it's shell, the turtle's movement is 0 and can’t increase, it has disadvantage on Mobility defenses, and the only action it can take is a reaction to emerge from it's shell for 2 Action Points.
Tiny Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 3 (1-4) Vitality: 0 (1d4) Health Pool: 0
Action Points: 13 Movement: 5, swim 5
STR END DEX AGL INT CUN ACU WIL
-4 0 1 3 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
blindsight 10 ft.
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Serpentine. The snake can move on the water like on land.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 piercing damage, and the target must make a target 10 Body defense roll or take 3 poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 18 (5+2) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 13 Movement: 6
STR END DEX AGL INT CUN ACU WIL
1 1 0 2 -3 -4 1 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The dog adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The dog has advantage on Awareness checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). For 2 Action Points the dog teleports up to 40 feet to an unoccupied space it can see.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Medium Beast
Armor: 2 Passive Armor: 4 Armored Defense: 2
Health: 20 (5+4) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 9 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 1 -2 0 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
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) piercing damage.
Thick Fat. The boar adds its Strength to its Armor.
Strong Runner. The boar adds its Strength to its movement.
Actions
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 30 (7+8) Vitality: 0 (2d10+4) Health Pool: 0
Action Points: 11 Movement: 4
STR END DEX AGL INT CUN ACU WIL
4 2 -1 0 -5 -5 0 -4
Skills: Body, Mobility - Trained
Charge. If the bovine moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6
Examples: Cow, Bull, Ox
Medium Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 14 (5) Vitality: 0 (2d8) Health Pool: 0
Action Points: 17 Movement: 8
STR END DEX AGL INT CUN ACU WIL
0 0 2 4 -4 -5 1 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
Beastial Defense. The cheetah adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Fast Runner. The cheetah doubles it's first movement in a round and Dashing doesn't cost extra Action Points.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 2 (1d4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 24 (7+4) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 13 Movement: 3, climb 3, swim 3
STR END DEX AGL INT CUN ACU WIL
2 1 0 1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Serpentine. The snake can move on the water like on land.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (target 11 to escape). Until this grapple ends the snake can't constrict another target.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Examples: Boa, Python, Anaconda
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 26 (7+6) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense: The elk adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner. The elk adds its Strength to its movement.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 7 (2d6) piercing damage and must make a target 13 Body (Strength) defense roll or be knocked Prone.
Actions
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 8 (2d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 3
Medium Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 16 (5+4) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 12 Movement: 4, burrow 2
STR END DEX AGL INT CUN ACU WIL
2 2 1 0 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
darkvision 30 ft.
Beastial Defense. The badger adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The badger has advantage on Awareness checks that rely on hearing and smell.
Efficient Attacks. The Action Point cost of the badgers attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 7 (2d4 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 22 (7+4) Vitality: 0 (2d10) Health Pool: 0
Action Points: 15 Movement: 1, fly 8, climb 2
STR END DEX AGL INT CUN ACU WIL
2 0 1 3 -5 -5 1 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Beastial Defense. The bat adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Awareness checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 10 (3-2) Vitality: 0 (2d6+2) Health Pool: 0
Action Points: 11 Movement: 4
STR END DEX AGL INT CUN ACU WIL
-2 1 -1 2 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Beastial Defense. The centipede adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 (1d4 - 1) piercing damage and the target must make a target 11 Body (Endurance) roll or take 5 (2d4) poison damage. If the poison damage reduces the target to 0 Health, the target is stable but poisoned for 1 hour, even after regaining Health, and is paralyzed while poisoned in this way.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Medium Beast
Armor: 0 Passive Armor: 1 Armored Defense: 0
Health: 14 (5+2) Vitality: 0 (2d8) Health Pool: 0
Action Points: 11 Movement: 4, swim 6
STR END DEX AGL INT CUN ACU WIL
1 0 -1 1 -5 -5 0 -4
Skills: Mobility
Amphibious. The frog can breathe air and water.
Beastial Defense. The frog adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
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. Hit: 74(1d6 + 1) bludgeoning damage and the target is grappled (target 11 to escape). Until this grapple ends the frog can't bite another target.
Swallow. Melee Weapon Attack: +3 to hit, One Small or smaller target it is grappling. Hit: 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 1 movement, exiting prone.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 24 (7+4) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 13 Movement: 6, climb 4, swim 3
STR END DEX AGL INT CUN ACU WIL
2 1 0 1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
darkvision 30 ft.
Beastial Defense. The lizard adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The lizard can hold its breath for 15 minutes.
Strong Runner. The lizard adds its Strength to its movement.
Mount. The lizard is suitable for use as a mount.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Variant: Fire Lizard
Used most often where there are underground lava reservoirs, these Giant Lizards have fire resistance.
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 22 (7+2) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 16 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
1 1 2 2 -4 -4 1 -4
Skills: Awareness, Mobility, Stealth, Unarmored - Trained
darkvision 60 ft.
Beastial Defense. The owl adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The owl doesn't provoke counterattacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Awareness checks that rely on hearing or sight.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 7 Passive Armor: 8 Armored Defense: 4
Health: 24 (7+6) Vitality: 0 (2d10) Health Pool: 0
Action Points: 9 Movement: 4
STR END DEX AGL INT CUN ACU WIL
3 0 -2 -1 -5 -5 0 -4
Skills: Unarmored - Trained
darkvision 30 ft.
Natural Armor. The snail's armor increases by 7.
Salt Osmosis. Whenever the snail starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Sprinkling a pound of salt on the snail deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell.
Strong Runner. The snail adds its Strength to its movement.
Mount. The snail is suitable for use as a mount.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Withdraw. The snail withdraws into it's shell as a reaction for 4 Action Points. Until it emerges, the snail doubles it's passive defense and adds it's Strength to it. While in this state it has advantage on Body defense rolls.
While in it's shell, the snail movement is 0 and can’t increase, it has disadvantage on Mobility defenses, and the only action it can take is a reaction to emerge from it's shell for 2 Action Points.
Medium Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 16 (5) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 15 Movement: 6, swim 6
STR END DEX AGL INT CUN ACU WIL
0 1 0 4 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
blindsight 10 ft.
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Serpentine. The snake can move on the water like on land.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage, and the target must make a target 11 Body defense roll or take 10 (3d6) poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 18 (5+2) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 14 Movement: 5, climb 3
STR END DEX AGL INT CUN ACU WIL
1 1 1 2 -4 -5 0 -4
Skills: Mobility, Stealth, Unarmored - Trained
darkvision 60 ft.
Beastial Defense. The spider adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Extraordinary Leap. The distance of the spider's long jumps is tripled.
Mount. The spider is suitable for use as a mount.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6+1) piercing damage and the target must make a target 11 Body (Endurance) roll or take 2 (1d4) poison damage. If the poison damage reduces the target to 0 Health, the target is stable but poisoned for 1 hour, even after regaining Health, and is paralyzed while poisoned in this way.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 26 (7+6) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 14 Movement: 8
STR END DEX AGL INT CUN ACU WIL
3 1 1 1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The horse adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner. The horse adds its Strength to its movement.
Mount. The horse is suitable for use as a mount.
Actions
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 8 (2d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Variant: Draft
Increase Strength and Endurance by 1 and decrease Dexterity and Agility by 1. The horse loses the Strong Runner trait.
Also Zebra
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 24 (7+4) Vitality: 0 (2d10+2) Health Pool: 0
Action Points: 12 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 1 -1 2 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner. The bird adds its Strength to its movement.
Mount. The bird is suitable for use as a mount.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage.
Talons. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Examples: Emu, Ostrich, Cassowary, Axe Beak
Medium Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 16 (5) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 11 Movement: 4, swim 2
STR END DEX AGL INT CUN ACU WIL
0 1 -1 0 -5 -5 -1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The lizard adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The lizard can hold its breath for 1 hour at a time.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4) piercing damage and the target must make a target 11 Body (Endurance) roll or take 2 (2d6) necrotic damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Examples: Monitor Lizard, Komodo Dragon
Tiny Beast
Armor: 1 Passive Armor: 8 Armored Defense: 2
Health: 8 (1-2) Vitality: 0 (2d4+2) Health Pool: 0
Action Points: 14 Movement: 2, fly 8
STR END DEX AGL INT CUN ACU WIL
-2 1 2 3 -3 -4 1 -4
Skills: Mobility, Stealth, Unarmored - Trained
darkvision 60 ft.
Beastial Defense. The pseudodragon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The pseudodragon's armor increases by 1.
Actions
Bite. 3 Action Points. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 (1d4 - 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1 piercing damage, and the target must succeed on a target 11 Body (Endurance) defense roll or become poisoned and unconscious for 1 hour. If the roll is a minor failure then the target is poisoned only.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Medium Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 18 (5+2) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 11 Movement: 0, swim 6
STR END DEX AGL INT CUN ACU WIL
1 1 1 -1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Water Breathing. The ray can breathe only underwater.
Actions
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage and the target is poisoned for 24 hours.
Reactions
Dodge. 2 Action Points: 1d6 + 1
Large Beast
Armor: 2 Passive Armor: 3 Armored Defense: 2
Health: 26 (7+4) Vitality: 0 (2d10+4) Health Pool: 0
Action Points: 10 Movement: 2, swim 6
STR END DEX AGL INT CUN ACU WIL
2 2 -1 -1 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Hold Breath. The walrus can hold its breath for 30 minutes.
Thick Fat. The walrus adds its Endurance to its Armor.
Actions
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (2d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 20 (5+4) Vitality: 0 (2d8+2) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -5 -5 0 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The wolf adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The wolf has advantage on Awareness 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: +4 to hit, reach 5 ft. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a target 12 Body (Strength) defense roll or be knocked Prone.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 25 (5+4) Vitality: 0 (3d8+3) Health Pool: 0
Action Points: 11 Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The bear adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The bear has advantage on Awareness checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Claws. 3 Action Points. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 27 (7+4) Vitality: 0 (3d10) Health Pool: 0
Action Points: 10 Movement: 2, swim 7
STR END DEX AGL INT CUN ACU WIL
2 0 -2 0 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The crocodile adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The crocodile can hold its breath for 1 hour.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d10 + 2) piercing damage and the target is grappled (target 12 to escape). Until this Grapple ends the crocodile can't bite another target.
Reactions
Dodge. 2 Action Points: 1d6 + 3
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 32 (7+6) Vitality: 0 (3d10+3) Health Pool: 0
Action Points: 11 Movement: 7, climb
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The caprine adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Charge. If the caprine 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 and must make a target 13 Body (Strength) defense roll or be knocked Prone.
Strong Runner. The ram adds its Strength to its movement.
Actions
Ram. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 8 (2d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 3
Examples: Goat, Ram
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 27 (7+4) Vitality: 0 (3d10) Health Pool: 0
Action Points: 16 Movement: 2, fly 9
STR END DEX AGL INT CUN ACU WIL
2 0 -1 4 -4 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The dragonfly adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Drone. When it beats its wings, the dragonfly emits a loud droning sound that can be heard out to a range of 120 feet.
Quickness (Recharge 5–6). The dragonfly can double its dodge roll at no increase to the Action Point cost once per round.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 35 (7+6) Vitality: 0 (3d10+6) Health Pool: 0
Action Points: 10 Movement: 5
STR END DEX AGL INT CUN ACU WIL
3 2 -2 0 -4 -5 0 -4
Skills: Mobility, Unarmored - Trained
blindsight 30 ft.
Spider Climb. The millipede can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Strong Runner. The millipede adds its Strength to its movement.
Mount (2). The millipede is suitable for use as a mount for 2 people.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft. Hit: 8 (1d0+3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 30 (7+4) Vitality: 0 (3d10+3) Health Pool: 0
Action Points: 13 Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 1 -1 2 -4 -5 0 -4
Skills: Awareness, Mobility, Unarmored - Trained
darkvision 60 ft.
Beastial Defense. The spider adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
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.
Mount. The spider is suitable for use as a mount.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8+2) piercing damage plus 1 poison damage.
Web (Recharge 5–6). Ranged Weapon Attack: +1 to hit, range 30/60 ft. Hit: The target is restrained by webbing. For 4 Action Points, the restrained target can make a target 12 Strength roll, bursting the webbing on a success. The webbing can also be attacked and destroyed (Armor 2; Vigor 5; vulnerable to fire damage; immunity to bludgeoning, poison, and psychic damage).
Reactions
Dodge. 2 Action Points: 1d6 + 5
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 25 (7+2) Vitality: 0 (3d10) Health Pool: 0
Action Points: 12 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
1 0 -1 1 -4 -5 1 -4
Skills: Stealth, Mobility, Unarmored - Trained
Beastial Defense. The eel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The eel can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 12 (2d10 + 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 21 (5) Vitality: 0 (3d8+3) Health Pool: 0
Action Points: 16 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
0 1 2 3 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The wasp adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The wasp doesn't provoke counterattacks when it flies out of an enemy's reach.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 3 (1d6) piercing damage plus 2 (1d4) poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 25 (5+4) Vitality: 0 (3d8+3) Health Pool: 0
Action Points: 17 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 3 3 -4 -5 2 -4
Skills: Awareness, Stealth, Mobility, Unarmored - Trained
Beastial Defense. The feline adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pounce. If the feline moves 20 ft. towards a creature before hitting it with its claws, the target must succeed on a target 12 Body (Strength) defense roll or fall Prone.
Keen Hearing and Smell. The feline has advantage on Awareness checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Examples: Leopard, Cougar, Panther, Jaguar
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 30 (7+4) Vitality: 0 (3d10+3) Health Pool: 0
Action Points: 12 Movement: 1, swim 8
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The hippocamp adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Charge. If the hippocamp 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 9 (2d8) bludgeoning damage.
Water Breathing. The hippocamp can breathe only underwater.
Mount. The hippocamp is suitable for use as a mount.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 9 (2d6 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Also known as the Giant Seahorse
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 27 (5+6) Vitality: 0 (3d8+3) Health Pool: 0
Action Points: 14 Movement: 3, climb 4
STR END DEX AGL INT CUN ACU WIL
3 1 2 1 -2 -3 1 -4
Skills: Movement, Mobility, Unarmored - Trained
Beastial Defense. The primate adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Brachiator. The primate has a climbing speed equal to its base movement, but its movement on the ground is reduced by 1.
Actions
Fist. 3 Action Points. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) bludgeoning damage.
Rock (Recharge 6). Ranged Weapon Attack: +5 to hit, reach 25/50 ft. Hit: 8 (2d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Chimpanzee, Mandrill, Bonobo
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 25 (5+4) Vitality: 0 (3d8+3) Health Pool: 0
Action Points: 11 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -5 0 -4
Skills: Awareness, Mobility, Unarmored - Trained
Beastial Defense. The shark adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
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. Hit: 7 (2d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Tiger Shark, Leopard Shark, Nurse Shark
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 29 (7+6) Vitality: 0 (3d10) Health Pool: 0
Action Points: 13 Movement: 0, swim 10
STR END DEX AGL INT CUN ACU WIL
3 0 -1 2 -4 -5 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The swordfish adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The swordfish can breathe only underwater.
Actions
Slash. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage.
Skewer. 9 Action Points. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 3 piercing damage directly to Health. The swordfish must have moved at least 20 feet (4 movement) before this attack and uses its movement as part of the attack.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 34 (7+8) Vitality: 0 (3d10+3) Health Pool: 0
Action Points: 12 Movement: 9
STR END DEX AGL INT CUN ACU WIL
4 1 -1 1 -4 -5 0 -4
Skills: Body, Mobility, Unarmored - Trained
Strong Runner. The horse adds its Strength to its movement.
Mount. The horse is suitable for use as a mount.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
Trample. 7 Action Points. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 4 bludgeoning damage and the target must make a target 14 Body (Strength) defense roll or be knocked Prone. The horse must have moved at least 20 feet (4 movement)before this attack and uses its movement as part of the attack.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Armored Warhorse
Most Warhorses are trained for combat and are given armor to wear. This armor is called barding and you can substitute the horses Unarmored skill with being trained in Barding. Barding uses the same properties and name of armors that players would use, it just costs 4 times the amount.
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 32 (7+6) Vitality: 0 (3d10+3) Health Pool: 0
Action Points: 14 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 3 -5 -5 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The worg adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Mount. The worg is suitable for use as a mount.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 8 (2d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 14 (5+4) Vitality: 0 (1d8+1) Health Pool: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Runner: The pony adds its Strength to its movement.
Actions
Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Viper, Rattlesnake, Cobra, Mamba