Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 1 (1-5) Vitality: 0 (1d4-3) Health Boost: 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, Natural Attacks, 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.Â
Echolocation. The bat can't use its blindsight while Deafened.
Keen Hearing. The bat has advantage on Awareness rolls that rely on hearing.
Actions
Bite. Melee 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 Boost: 0
Action Points: 10 Movement: 2, 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.Â
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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The canid has advantage on Awareness rolls 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 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 Boost: 0
Action Points: 8 Movement: 4
STR END DEX AGL INT CUN ACU WIL
1 0 -2 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks, 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 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 Boost: 0
Action Points: 13 Movement: 6
STR END DEX AGL INT CUN ACU WIL
-4 -1 1 3 -4 -5 0 -4
Skills: Awareness, Mobility, Natural Attacks, 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.Â
Keen Hearing and Smell. The cat has advantage on Awareness rolls that rely on hearing or smell.
Actions
Claw. Melee 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 Boost: 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 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The corvid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 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 Boost: 0
Action Points: 9 Movement: 1, swim 2
STR END DEX AGL INT CUN ACU WIL
-3 1 1 -1 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Natural Armor. The crustacean's armor increases by 1.
Actions
Claw. Melee 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 Boost: 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.Â
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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The eagle adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Sight. The eagle has advantage on Awareness rolls that rely on sight.
Actions
Talons. Melee 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 Boost: 0
Action Points: 11 Movement: 0, swim 6
STR END DEX AGL INT CUN ACU WIL
1 0 1 1 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Water Breathing. The eel can breathe only underwater.
Actions
Bite. Melee 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 Boost: 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.Â
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 Boost: 0
Action Points: 8 Movement: 0, swim 5
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.Â
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 Boost: 0
Action Points: 9 Movement: 2, climb 2
STR END DEX AGL INT CUN ACU WIL
-1 1 -1 0 -5 -5 -2 -4
Skills: Mobility, Natural Attacks, 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.Â
Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions
Bite. Melee 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 Boost: 0
Action Points: 11 Movement: 5
STR END DEX AGL INT CUN ACU WIL
-3 -1 0 2 -4 -5 1 -4
Skills: Awareness, Mobility, Natural Attacks, 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.Â
Keen Hearing and Smell. The canid has advantage on Awareness rolls that rely on hearing or smell.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Sight. The raptor has advantage on Awareness rolls that rely on sight.
Actions
Talons. Melee 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 Boost: 0
Action Points: 9 Movement: 2, climb 2
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 1 -4 -4 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Wall Climbing. The lizard has a climbing speed equal to its movement.
Actions
Bite. Melee 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 Boost: 0
Action Points: 14 Movement: 1, swim 6
STR END DEX AGL INT CUN ACU WIL
-3 -1 2 3 -3 -4 1 -4
Skills: Mobility, Natural Attacks, 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.Â
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 Attack: +4 to hit, reach 5 ft. Hit: the target is Grappled (target 7 to escape). Until this grapple ends, the octopus can't use its arms on another target.
Bite. 4 Action Points. Target grappled by the octopus. Hit: 1 piercing damage.
Ink Cloud (Recharge). 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 Boost: 0
Action Points: 12 Movement: 5, swim 4
STR END DEX AGL INT CUN ACU WIL
-4 0 1 2 -4 -4 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The otter adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Hold Breath. The otter can hold its breath for 10 minutes.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, 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.Â
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 rolls that rely on hearing or sight.
Actions
Talons. Melee 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 Boost: 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 Boost: 0
Action Points: 11 Movement: 2, swim 3
STR END DEX AGL INT CUN ACU WIL
0 1 -1 1 -4 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The pinniped adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Hold Breath. The pinniped can hold its breath for 30 minutes.
Keen Smell. The pinniped has advantage on Awareness rolls that rely on smell.
Thick Fat: The pinniped adds its Endurance to its Armor.
Actions
Bite. Melee 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 Boost: 0
Action Points: 9 Movement: 0, swim 6
STR END DEX AGL INT CUN ACU WIL
-3 -1 -2 2 -5 -5 0 -4
Skills: Mobility, Natural Attacks - Trained
Beastial Defense. The piranhaadds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Water Breathing. The piranha can breathe only underwater.
Blood Frenzy. The piranha's attacks cost 1 less Action Point when targeting a creature that is Bloodied or Winded.
Actions
Bite. Melee 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 Boost: 0
Action Points: 11 Movement: 6, 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.Â
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 Boost: 0
Action Points: 13 Movement: 4, climb 4
STR END DEX AGL INT CUN ACU WIL
-4 -1 3 1 -4 -4 0 -4
Skills: Mobility, Natural Attacks, 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.Â
Keen Smell. The racoon has advantage on Awareness rolls that rely on smell.
Wall Climbing. The racoon has a climbing speed equal to its movement.
Actions
Claw. Melee 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 Boost: 0
Action Points: 10 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
-5 -2 1 0 -4 -4 0 -4
Skills: Â Natural Attacks - 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.Â
Keen Smell. The rodent has advantage on Awareness rolls that rely on smell.
Wall Climbing. The rodent has a climbing speed equal to its movement.
Actions
Bite. Melee 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 Boost: 0
Action Points: 9 Movement: 2
STR END DEX AGL INT CUN ACU WIL
-5 -3 1 -1 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Actions
Sting. Melee 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 Boost: 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.Â
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 Boost: 0
Action Points: 11 Movement: 4, climb 1
STR END DEX AGL INT CUN ACU WIL
-5 0 1 1 -4 -4 2 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The skunk adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Actions
Bite. Melee Attack: +3 to hit, reach 5 ft. Hit: 1 piercing damage.
Spray (Recharge). 3 Action Points, Ranged 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 Boost: 0
Action Points: 6 Movement: 1, swim 3
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.Â
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 Boost: 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.Â
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 Boost: 0
Action Points: 14 Movement: 4, climb 3
STR END DEX AGL INT CUN ACU WIL
-1 0 2 2 -3 -3 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The primate adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 increases its climbing speed by 2, but its movement on the ground is reduced by 1.
Actions
Bite. Melee 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 Boost: 0
Action Points: 10 Movement: 2, climb 2
STR END DEX AGL INT CUN ACU WIL
-5 -4 1 0 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Spider Climb. The spider has a climbing speed equal to its movement, and 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 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 Boost: 0
Action Points: 14 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
-3 0 2 2 -3 -4 1 -4
Skills: Mobility, Natural Attacks, 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.Â
Underwater Camouflage. The squid has advantage on Stealth rolls made while underwater.
Water Breathing. The squid can breathe only underwater.
Actions
Arms. Melee Attack: +4 to hit, reach 5 ft. Hit: the target is Grappled (target 7 to escape). Until this grapple ends, the squid can't use its arms on another target.
Tentacles. Melee Attack: +4 to hit, reach 5 ft. Hit: 1 piercing damage.
Bite. 4 Action Points. Target grappled by the squid. Hit: 1 piercing damage.
Ink Cloud (Recharge). 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 Boost: 0
Action Points: 8 Movement: 3
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 adds it's armor and Strength to it's Passive Armor. 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 Boost: 0
Action Points: 9 Movement: 2, fly 5
STR END DEX AGL INT CUN ACU WIL
-1 1 -1 0 -4 -5 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The vulture adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Sight and Smell. The vulture has advantage on Awareness rolls that rely on sight or smell.
Actions
Beak. Melee 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 Boost: 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, Natural Attacks, 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.Â
Keen Hearing and Smell. The weasel has advantage on Awareness rolls that rely on hearing and smell.
Wall Climbing. The weasel has a climbing speed equal to its movement.
Actions
Bite. Melee 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 Boost: 0
Action Points: 10 Movement: 4, burrow 3
STR END DEX AGL INT CUN ACU WIL
1 1 0 0 -4 -4 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The badger adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The badger has advantage on Awareness rolls that rely on hearing and smell.
Actions
Bite. Melee Attack: +3 to hit, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee 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 Boost: 0
Action Points: 9 Movement: 5
STR END DEX AGL INT CUN ACU WIL
3 2 -1 -2 -4 -4 -1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Strong Runner. The camel adds its Strength to its movement.Â
Mount. The camel is suitable for use as a mount.
Actions
Bite. Melee 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: 20 (7+4) Vitality: 0 (1d10+3) Health Boost: 1
Action Points: 12 Movement: 0, swim 9
STR END DEX AGL INT CUN ACU WIL
2 3 -2 2 -2 -4 1 -4
Skills: Mobility, Natural Attacks, 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.Â
Echolocation. The dolphin can't use its blindsight while Deafened.
Hold Breath. The dolphin can hold its breath for 1 hour.
Thick Fat: The dolphin adds its Endurance to its Armor.
Strong Swimmer. The dolphin adds its Strength to its swim speed.
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 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 Boost: 0
Action Points: 13 Movement: 3, fly 7, swim 3
STR END DEX AGL INT CUN ACU WIL
-4 -2 1 3 -5 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee 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: 15 (5+4) Vitality: 0 (1d8) Health Boost: 2
Action Points: 12 Movement: 3
STR END DEX AGL INT CUN ACU WIL
2 0 2 -1 -5 -5 -1 -4
Skills: Body, Natural Attacks, Unarmored - Trained
Beastial Defense. The crustacean adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Amphibious. The crustacean can breathe air and water.
Natural Armor. The crustacean's armor increases by 5.
Strong Runner. The crustacean adds its Strength to its movement.
Chitinous Shell. The crustacean adds its Strength to its Armor and Shield value.
Actions
Claw. Melee 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 Boost: 0
Action Points: 11 Movement: 1, fly 10
STR END DEX AGL INT CUN ACU WIL
-4 0 -1 3 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The mosquito adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Actions
Blood Drain. Melee Attack: +1 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 Boost: 0
Action Points: 13 Movement: 6, climb 6
STR END DEX AGL INT CUN ACU WIL
-1 1 1 2 -3 -5 0 -4
Skills: Mobility, Natural Attacks, 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.Â
Keen Smell. The rodent has advantage on Awareness rolls that rely on smell.
Wall Climbing. The rodent has a climbing speed equal to its movement.
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 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: 22 (7+6) Vitality: 0 (1d10+2) Health Boost: 2
Action Points: 8 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 adds it's armor and Strength to it's Passive Armor. 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 Boost: 0
Action Points: 15 Movement: 7
STR END DEX AGL INT CUN ACU WIL
0 -1 1 3 -4 -4 0 -4
Skills: Mobility, Natural Attacks, 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.Â
Keen Hearing and Smell. The weasel has advantage on Awareness rolls that rely on hearing and smell.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The canid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The canid has advantage on Awareness rolls 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 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 Boost: 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, Natural Attacks, 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.Â
Keen Hearing and Smell. The feline has advantage on Awareness rolls that rely on hearing or smell.
Actions
Bite. Melee Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) piercing damage.
Claw. Melee 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: 16 (5+4) Vitality: 0 (1d8+2) Health Boost: 1
Action Points: 10 Movement: 5, climb 3
STR END DEX AGL INT CUN ACU WIL
2 2 -2 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The goat adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 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: 16 (5+4) Vitality: 0 (1d8+2) Health Boost: 1
Action Points: 10 Movement: 4
STR END DEX AGL INT CUN ACU WIL
2 2 -1 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks - 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 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 Boost: 0
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Strong Runner. The pony adds its Strength to its movement.
Mount. The pony is suitable for use as a mount.
Actions
Hooves. Melee 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: 10 (3+2) Vitality: 0 (1d6+1) Health Boost: 1
Action Points: 8 Movement: 3, swim 4
STR END DEX AGL INT CUN ACU WIL
1 1 -1 -1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Natural Armor. The turtle's armor increases by 3.
Actions
Bite. Melee 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 adds it's armor and Strength to it's Passive Armor. 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 Boost: 0
Action Points: 13 Movement: 4, swim 4
STR END DEX AGL INT CUN ACU WIL
-4 0 1 3 -5 -5 0 -4
Skills: Mobility, Natural Attacks, 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.Â
Serpentine. The snake can move on the water like on land. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The dog adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The dog has advantage on Awareness rolls that rely on hearing or smell.
Actions
Bite. Melee 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: 22 (5+4) Vitality: 0 (2d8+2) Health Boost: 2
Action Points: 9 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 1 -2 0 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The boar adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 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: 31 (7+8) Vitality: 0 (2d10+4) Health Boost: 1
Action Points: 11 Movement: 4
STR END DEX AGL INT CUN ACU WIL
4 2 -1 0 -5 -5 0 -4
Skills: Body, Mobility, Natural Attacks - 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 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 Boost: 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, Natural Attacks, 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.Â
Fast Runner. The cheetah doubles it's first movement in a round and Dashing doesn't cost extra Action Points.
Actions
Bite. Melee Attack: +2 to hit, reach 5 ft. Hit: 3 (1d6) piercing damage.
Claw. Melee 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 Boost: 0
Action Points: 13 Movement: 3, climb 2, swim 3
STR END DEX AGL INT CUN ACU WIL
2 1 0 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Serpentine. The snake can move on the water like on land. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee 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: 27 (7+6) Vitality: 0 (2d10+2) Health Boost: 1
Action Points: 11 Movement: 7
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense: The elk adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 Attack: +4 to hit, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Hooves. Melee 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 Boost: 0
Action Points: 12 Movement: 4, burrow 3
STR END DEX AGL INT CUN ACU WIL
2 2 1 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks, 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 rolls that rely on hearing and smell.
Efficient Attacks. The Action Point cost of the badger's attacks is reduced by 1.
Actions
Bite. Melee Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee 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 Boost: 0
Action Points: 16 Movement: 1, fly 8, climb 2
STR END DEX AGL INT CUN ACU WIL
2 0 1 3 -5 -5 1 -4
Skills: Mobility, Natural Attacks, 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.Â
Echolocation. The bat can't use its blindsight while Deafened.
Keen Hearing. The bat has advantage on Awareness rolls that rely on hearing.
Actions
Bite. Melee 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 Boost: 0
Action Points: 11 Movement: 4
STR END DEX AGL INT CUN ACU WIL
-2 1 -1 2 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, 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.Â
Actions
Bite. Melee 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: 16 (5+2) Vitality: 0 (2d8+2) Health Boost: 0
Action Points: 11 Movement: 3, swim 6
STR END DEX AGL INT CUN ACU WIL
1 1 -1 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks - Trained
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.Â
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 Attack: +3 to hit, reach 5 ft. Hit: 4 (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 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 when it is swallowed and at the start of each round. 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: 26 (7+4) Vitality: 0 (2d10+4) Health Boost: 0
Action Points: 13 Movement: 5, climb 3, swim 2
STR END DEX AGL INT CUN ACU WIL
2 2 0 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, 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.Â
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 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 Resistances: Fire, but lose their swim speed and Hold Breath feature.
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 22 (7+2) Vitality: 0 (2d10+2) Health Boost: 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, Natural Attacks, 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.Â
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 rolls that rely on hearing or sight.
Actions
Talons. Melee 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: 26 (7+6) Vitality: 0 (2d10) Health Boost: 2
Action Points: 9 Movement: 4
STR END DEX AGL INT CUN ACU WIL
3 0 -2 -1 -5 -5 0 -4
Skills: Natural Attacks, 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 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 adds it's armor and Strength to it's Passive Armor. 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 Boost: 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, Natural Attacks, 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.Â
Serpentine. The snake can move on the water like on land. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, 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.Â
Spider Climb. The spider has a climbing speed equal to its movement, and 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 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 Boost: 0
Action Points: 14 Movement: 8
STR END DEX AGL INT CUN ACU WIL
3 1 1 1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The horse adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Strong Runner. The horse adds its Strength to its movement.
Mount. The horse is suitable for use as a mount.
Actions
Hooves. Melee 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 Boost: 0
Action Points: 13 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 1 -1 2 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The bird adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Strong Runner. The bird adds its Strength to its movement.
Mount. The bird is suitable for use as a mount.
Actions
Beak. Melee Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage.
Talons. Melee 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 Boost: 0
Action Points: 10 Movement: 2, swim 3
STR END DEX AGL INT CUN ACU WIL
0 1 -1 0 -5 -5 -1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The lizard adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Hold Breath. The lizard can hold its breath for 1 hour at a time.
Actions
Bite. Melee 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
Small Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 12 (3+2) Vitality: 0 (2d6) Health Boost: 0
Action Points: 9 Movement: 2, burrow 3
STR END DEX AGL INT CUN ACU WIL
1 0 -1 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
tremoresense 30 ft.
Beastial Defense. The grub adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Bite. Melee Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Acid Spit. Ranged Attack: +2 to hit, range 15/30 ft. Hit: 3 (1d6) acid damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Tiny Beast
Armor: 1 Passive Armor: 8 Armored Defense: 2
Health: 8 (1-2) Vitality: 0 (2d4+2) Health Boost: 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, Natural Attacks, 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.Â
Natural Armor. The pseudodragon's armor increases by 1.
Actions
Bite. 4 Action Points. Melee Attack: +0 to hit, reach 5 ft. Hit: 1 (1d4 - 2) piercing damage.
Sting. Melee 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: 1 Armored Defense: 1
Health: 18 (5+2) Vitality: 0 (2d8+2) Health Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The ray adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The ray can breathe only underwater.
Actions
Sting. Melee 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 + 2
Large Beast
Armor: 2 Passive Armor: 3 Armored Defense: 2
Health: 27 (7+4) Vitality: 0 (2d10+4) Health Boost: 1
Action Points: 10 Movement: 2, swim 3
STR END DEX AGL INT CUN ACU WIL
2 2 -1 -1 -5 -5 0 -4
Skills: Mobility, Natural Attacks, 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 Attack: +4 to hit, reach 5 ft. Hit: 7 (2d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 3
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 20 (5+4) Vitality: 0 (2d8+2) Health Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The wolf adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The wolf has advantage on Awareness rolls 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 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: 26 (5+4) Vitality: 0 (3d8+3) Health Boost: 1
Action Points: 11 Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The bear adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Smell. The bear has advantage on Awareness rolls that rely on smell.
Actions
Bite. Melee Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Claws. 4 Action Points. Melee 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: 28 (7+4) Vitality: 0 (3d10) Health Boost: 1
Action Points: 10 Movement: 2, swim 3
STR END DEX AGL INT CUN ACU WIL
2 0 -2 0 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Stealth Unarmored - Trained
Beastial Defense. The crocodile adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Hold Breath. The crocodile can hold its breath for 1 hour.
Strong Swimmer. The crocodile adds its Strength to its swim speed.
Aquatic Predator. When in the water or attacking from the water, the crocodile can move 2 as part of its attack.
Actions
Bite. Melee 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: 33 (7+6) Vitality: 0 (3d10+3) Health Boost: 1
Action Points: 11 Movement: 7, climb
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -4 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The caprine adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The dragonfly adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 Attack: +4 to hit, reach 5 ft. Hit: 4 (1d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 36 (7+6) Vitality: 0 (3d10+6) Health Boost: 1
Action Points: 10 Movement: 5
STR END DEX AGL INT CUN ACU WIL
3 2 -2 0 -4 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
blindsight 30 ft.
Spider Climb. The millipede has a climbing speed equal to its movement, and 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 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 Boost: 0
Action Points: 13 Movement: 4
STR END DEX AGL INT CUN ACU WIL
2 1 -1 2 -4 -5 0 -4
Skills: Awareness, Mobility, Natural Attacks, 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.Â
Spider Climb. The spider has a climbing speed equal to its movement, and 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 Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8+2) piercing damage plus 1 poison damage.
Web (Recharge 5–6). Ranged 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; Durability 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: 28 (7+2) Vitality: 0 (3d10+3) Health Boost: 0
Action Points: 12 Movement: 0, swim 5
STR END DEX AGL INT CUN ACU WIL
1 1 -1 1 -4 -5 1 -4
Skills: Stealth, Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The eel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Water Breathing. The eel can breathe only underwater.
Actions
Bite. Melee 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The wasp adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Flyby. The wasp doesn't provoke counterattacks when it flies out of an enemy's reach.
Actions
Sting. Melee 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 Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The feline adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 rolls that rely on hearing or smell.
Actions
Bite. Melee Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Claws. Melee 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 Boost: 0
Action Points: 12 Movement: 1, swim 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The hippocampus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Charge. If the hippocampus 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 hippocampus can breathe only underwater.
Strong Swimmer. The hippocampus adds its Strength to its swim speed.
Mount. The hippocampus is suitable for use as a mount.
Actions
Ram. Melee 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 Boost: 0
Action Points: 14 Movement: 3, climb 6
STR END DEX AGL INT CUN ACU WIL
3 1 2 1 -2 -3 1 -4
Skills: Movement, Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The primate adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Brachiator. The primate increases its climbing speed by 2, but its movement on the ground is reduced by 1.
Actions
Fist. 4 Action Points. Melee Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) bludgeoning damage.
Rock (Recharge 6). Ranged Weapon Attack: +3 to hit, reach 25/50 ft. Hit: 8 (2d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Examples: Chimpanzee, Mandrill, BonoboÂ
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 23 (5+4) Vitality: 0 (3d8) Health Boost: 1
Action Points: 16 Movement: 5, climb 5
STR END DEX AGL INT CUN ACU WIL
2 0 2 3 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Stealth, Unarmored - Trained
Beastial Defense. The crawler adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Avoidance. If the crawler is subjected to a damaging effect that allows it to make a defense roll it lowers the damage by one step.
Spider Climb. The crawler has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Refractive Carapace. The crawler’s faceted shell bends ambient light, projecting a shimmering afterimage. All attacks against the crawler are made with disadvantage. If the crawler is hit by an attack, its plates are momentarily thrown out of alignment, and this trait ceases to function until the start of the next round.
Actions
Claw. Melee Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
This insect has a long, segmented body with many legs. Its triangular head sits atop a narrow segment that has two pincer-like claws coming out of it, and its carapace has an opalescent sheen to it that reflects light strangely.
Medium Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 25 (5+4) Vitality: 0 (3d8+3) Health Boost: 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, Natural Attacks, Unarmored - Trained
Beastial Defense. The shark adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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.
Strong Swimmer. The shark adds its Strength to its swim speed.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. Melee 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 Boost: 0
Action Points: 13 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
3 0 -1 2 -4 -5 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The swordfish adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Swimmer. The swordfish adds its Strength to its swim speed.
Water Breathing. The swordfish can breathe only underwater.
Actions
Slash. Melee Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage.
Skewer. 9 Action Points. Melee 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: 35 (7+8) Vitality: 0 (3d10+3) Health Boost: 1
Action Points: 12 Movement: 9
STR END DEX AGL INT CUN ACU WIL
4 1 -1 1 -4 -5 0 -4
Skills: Body, Mobility, Natural Attacks, 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 Attack: +1 to hit, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage.
Trample. 7 Action Points. Melee 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 Boost: 0
Action Points: 14 Movement: 7
STR END DEX AGL INT CUN ACU WIL
2 1 -1 3 -5 -5 0 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
Beastial Defense. The worg adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Mount. The worg is suitable for use as a mount.
Actions
Bite. Melee Attack: +4 to hit, reach 5 ft. Hit: 8 (2d4 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 51 (7+8) Vitality: 0 (4d10+12) Health Boost: 2
Action Points: 14 Movement: 4
STR END DEX AGL INT CUN ACU WIL
4 3 1 0 -4 -4 1 -4
Skills: Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
Beastial Defense. The bear adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Smell. The bear has advantage on Awareness rolls that rely on smell.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 6 (1d8 + 4) piercing damage.
Claws. 4 Action Points. Melee Attack: +5 to hit, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Large Beast
Armor: 10 Passive Armor: 13 Armored Defense: 7
Health: 49 (7+6) Vitality: 0 (4d10+12) Health Boost: 2
Action Points: 9 Movement: 3
STR END DEX AGL INT CUN ACU WIL
3 3 -2 -1 -4 -4 0 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Bone Armor. The turtle adds its Endurance to its Armor. Additionally, whenever a creature hits the turtle with a melee attack from within 5 feet, the attacker takes 1 piercing damage from jagged bone spurs.
Natural Armor. The turtle's armor increases by 7.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it is Grappled (target 15 to escape).
A creature that attempts to escape this grapple takes 5 (2d4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Withdraw. The turtle withdraws into it's shell as a reaction for 4 Action Points. Until it emerges, the turtle adds it's armor and Strength to it's Passive Armor. 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.
Large Beast
Armor: 2 Passive Armor: 7 Armored Defense: 3
Health: 44 (7+6) Vitality: 0 (4d10+8) Health Boost: 1
Action Points: 14 Movement: 6
STR END DEX AGL INT CUN ACU WIL
3 2 0 2 -4 -4 1 -4
Skills: Body, Stealth - Trained
Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The wolf adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Bone Armor. The wolf adds its Endurance to its Armor. Additionally, whenever a creature hits the wolf with a melee attack from within 5 feet, the attacker takes 1 piercing damage from jagged bone spurs.
Keen Hearing and Smell. The wolf has advantage on Awareness rolls 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 Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a target 15 Body (Strength) defense roll or be knocked Prone.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 39 (7+6) Vitality: 0 (4d10+4) Health Boost: 0
Action Points: 13 Movement: 2, fly 6
STR END DEX AGL INT CUN ACU WIL
3 1 -1 2 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The eagle adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Sight. The eagle has advantage on Awareness rolls that rely on sight.
Actions
Beak. Melee Attack: +7 to hit, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
Talons. 4 Action Points. Melee Attack: +3 to hit, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 44 (7+6) Vitality: 0 (4d10+8) Health Boost: 1
Action Points: 12 Movement: 5
STR END DEX AGL INT CUN ACU WIL
3 2 -1 1 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Natural Attacks, Unarmored - Proficient
Beastial Defense. The hyena adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Blood Frenzy. The hyena's attacks cost 1 less Action Point when targeting a creature that is Bloodied or Winded.
Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 39 (7+6) Vitality: 0 (4d10+4) Health Boost: 0
Action Points: 15 Movement: 1, swim 5
STR END DEX AGL INT CUN ACU WIL
3 1 2 1 -3 -4 0 -4
Skills: Awareness, Unarmored - Trained
Mobility, Natural Attacks, Stealth - Proficient
darkvision 60 ft.
Beastial Defense. The octopus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Stealth rolls made while underwater.
Strong Swimmer. The octopus adds its Strength to its swim speed.
Water Breathing. The octopus can breathe only underwater.
Boneless. The octopus can compress its body enough to squeeze through a 1-foot wide space.
Actions
Arms. Melee Attack: +6 to hit, reach 10 ft. Hit: the target is Grappled (target 15 to escape). Until this grapple ends, the octopus can't use its arms on another target.
Bite. 4 Action Points. Target grappled by the octopus. Hit: 10 (2d6 + 3) piercing damage.
Ink Cloud (Recharge). 3 Action Points. A 10-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 + 7
Medium Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 33 (5+2) Vitality: 0 (4d8+8) Health Boost: 0
Action Points: 11 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
1 2 0 2 -3 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The raven adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Mimicry. The raven 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 12 Awareness (Insight) roll.
Pack Tactics. The raven has advantage on an attack roll against a creature if at least one of the raven's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Beak. Melee Attack: +5 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Talons. 4 Action Points. Melee Attack: +4 to hit, reach 5 ft. Hit: 6 (2d4 + 1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 40 (7+2) Vitality: 0 (4d10+8) Health Boost: 1
Action Points: 12 Movement: 2, fly 4, swim 2
STR END DEX AGL INT CUN ACU WIL
1 2 -1 1 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The swan adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Provoke. The swan has advantage on attack rolls against any creature that has dealt damage to it or an ally within the last round.
Actions
Beak. Melee Attack: +5 to hit, reach 5 ft. Hit: 5 (1d8 + 1) bludgeoning damage.
Wing Buffet. 4 Action Points. Melee Attack: +3 to hit, reach 5 ft. Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a target 13 Body (Strength) defense roll or be pushed 5 feet away.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 38 (7+4) Vitality: 0 (4d10+4) Health Boost: 1
Action Points: 11 Movement: 2, swim 5
STR END DEX AGL INT CUN ACU WIL
2 1 -1 0 -5 -5 0 -4
Skills: Body, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
Amphibious. The toad can breathe air and water.
Beastial Defense. The toad adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Strong Swimmer. The toad adds its Strength to its swim speed.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage and the target is Grappled (target 14 to escape). Until this grapple ends the toad can't bite another target.
Swallow. Melee Attack: +6 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 toad, and it takes 10 (3d6) acid damage when it is swallowed and at the start of each round. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 1 movement, exiting prone.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 46 (7+4) Vitality: 0 (4d10+12) Health Boost: 1
Action Points: 11 Movement: 2, fly 4
STR END DEX AGL INT CUN ACU WIL
2 3 -1 0 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The vulture adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Sight and Smell. The vulture has advantage on Awareness rolls that rely on sight or smell.
Opportunist. The vulture has advantage on melee attack rolls against any creature that is Prone or Restrained.
Actions
Beak. Melee Attack: +6 to hit, reach 5 ft. Hit: 4 (1d8 + 2) piercing damage.
Talons. 4 Action Points. Melee Attack: +3 to hit, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 51 (7+8) Vitality: 0 (4d10+12) Health Boost: 2
Action Points: 15 Movement: 4, climb 5
STR END DEX AGL INT CUN ACU WIL
4 3 2 1 -3 -3 1 -4
Skills: Body, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The gorilla adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Brachiator. The gorilla increases its climbing speed by 2, but its movement on the ground is reduced by 1.
Actions
Fist. 4 Action Points. Melee Attack: +6 to hit, reach 5 ft. Hit: 8 (1d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, range 30/60 ft. Hit: 7 (1d6 + 4) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 42 (7+4) Vitality: 0 (1d10+8) Health Boost: 1
Action Points: 14 Movement: 7, fly 7
STR END DEX AGL INT CUN ACU WIL
2 2 0 2 -3 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The hippogriff adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight. The hippogriff has advantage on Awareness rolls that rely on sight.
Strong Runner. The hippogriff adds its Strength to its (ground) movement.
Mount. The hippogriff is suitable for use as a mount.
Actions
Beak. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d10 + 2) piercing damage.
Talons. 4 Action Points. Melee Attack: +4 to hit, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Medium Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 35 (5+4) Vitality: 0 (4d8+8) Health Boost: 0
Action Points: 12 Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 2 0 1 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The cerberus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Multiple Heads. The cerberus has advantage on Awareness rolls, defense rolls against being Blinded or Deafened, against Entrancement, Fear, Sleep, and Stun effects, and cannot be flanked.Â
Actions
Bite. 3 Action Points, Melee Attack: +6 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
A lesser cerberus has two canid heads that it uses when hunting and attacking.
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 44 (7+6) Vitality: 0 (4d10+8) Health Boost: 1
Action Points: 14 Movement: 6
STR END DEX AGL INT CUN ACU WIL
3 2 0 2 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Stealth, Unarmored - Proficient
Beastial Defense. The lion adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The lion has advantage on Awareness rolls 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 ft. of the creature and the ally isn't incapacitated.
Pounce. If the lion 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.Â
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 8 (1d10 + 3) piercing damage.
Claws. 4 Action Points. Melee Attack: +4 to hit, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Large Beast
Armor: 4 Passive Armor: 7 Armored Defense: 4
Health: 56 (7+8) Vitality: 0 (4d10+16) Health Boost: 3
Action Points: 10 Movement: 7
STR END DEX AGL INT CUN ACU WIL
4 4 -1 -1 -4 -4 -1 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Charge. If the rhino 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 9 (2d8) piercing damage.
Thick Fat. The rhino adds its Strength to its Armor.
Strong Runner. The rhino adds its Strength to its movement.
Actions
Gore. Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 7 Passive Armor: 10 Armored Defense: 5
Health: 61 (7+8) Vitality: 0 (5d10+15) Health Boost: 2 (4)
Action Points: 16 Movement: 3, burrow 4
STR END DEX AGL INT CUN ACU WIL
4 3 2 -1 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
tremorsense 60 ft.
Natural Armor. The bugbear's armor increases by  7.
Unstable Tunneler. The bugbear leaves a 5-foot-diameter tunnel in its wake when it burrows. At the end of the round, any ground the bugbear has tunneled under this turn collapses and becomes dificult terrain.
Actions
Claws. Melee Attack: +6 to hit, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it is Grappled (target 16 to escape).
Mandible. Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage. If the target is currently Grappled by the bugbear, this attack costs 3 Action Points instead.
Earth Eruption. 5 Action Points. The bugbear bursts from underground to the surface. Each creature within 10 feet of the bugbear must make a target 16 Body (Agility) defense roll or take 7 (2d6) bludgeoning damage and be knocked Prone. The bugbear can only take this action while burrowing.
Reactions
Dodge. 2 Action Points: 1d6 + 8
A creature that looks like the offspring of a giant bear and a large insect. This creature burrows through the ground to attack its foes.
Large Beast
Armor: 3 Passive Armor: 6 Armored Defense: 3
Health: 61 (7+6) Vitality: 0 (5d10+15) Health Boost: 3 (6)
Action Points: 13 Movement: 7
STR END DEX AGL INT CUN ACU WIL
3 3 -2 0 -4 -4 0 -4
Skills: Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
Beastial Defense. The boar adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) piercing damage and must make a target 15 Body (Strength) defense roll or be knocked Prone.
Thick Fat. The boar adds its Strength to its Armor.
Strong Runner. The boar adds its Strength to its movement.
Relentless (Recharge after a Short or Long rest). If the boar takes 10 damage or less that would reduce its Health to 0, it is reduced to 1 Health instead.
Actions
Tusk. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Huge Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 64 (10+8) Vitality: 0 (5d12+10) Health Boost: 2 (4)
Action Points: 18 Movement: 4, swim 4
STR END DEX AGL INT CUN ACU WIL
4 2 0 2 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
Beastial Defense. The snake adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Serpentine. The snake can move on the water like on land. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
Constrict. 6 Action Points. Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage and the target is Grappled (target 16 to escape). Until this grapple ends the snake can't constrict another target.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Large Beast
Armor: 11 Passive Armor: 14 Armored Defense: 7 (10)
Health: 61 (7+8) Vitality: 0 (5d10+15) Health Boost: 2 (4)
Action Points: 15 Movement: 2, swim 6
STR END DEX AGL INT CUN ACU WIL
3 2 1 -1 -4 -4 0 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Amphibious. The crayfish can breathe air and water.
Natural Armor. The crayfish's armor increases by 7.
Chitinous Shell. The crayfish adds its Strength to its Armor and Shield value.
Actions
Claw. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d10 + 3) bludgeoning damage and the target is Grappled (target 15 to escape). The crayfish has two claws, each of which can grapple only one target.
Crush. 4 Action Points. Melee Attack: +7 to hit, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. The crayfish can only use this attack on a target it is currently Grappling.
Reactions
Block. 3 Action Points: 1d8 + 13
The crayfish cannot block if it is grappling a target.
Dodge. 2 Action Points: 1d6 + 10
Huge Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 68 (10+8) Vitality: 0 (5d12+15) Health Boost: 2 (4)
Action Points: 17 Movement: 10
STR END DEX AGL INT CUN ACU WIL
4 3 -1 2 -4 -4 1 -4
Skills: Awareness, Body - Trained
Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense: The elk adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
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 16 Body (Strength) defense roll or be knocked Prone.
Actions
Horn. Melee Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
Hooves. Melee Attack: +3 to hit, reach 5 ft. Hit: 22 (4d8 + 4) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Medium Beast
Armor: 5 Passive Armor: 12 Armored Defense: 4
Health: 55 (5+4) Vitality: 0 (5d8+20) Health Boost: 2 (4)
Action Points: 15 Movement: 6, climb 6
STR END DEX AGL INT CUN ACU WIL
2 4 -1 2 -4 -4 0 -4
Skills: Awareness, Mobility, Stealth - Trained
Body, Natural Attacks, Unarmored - Proficient
Beastial Defense. The flea adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The flea's armor increases by 5.
Spider Climb. The flea has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Leap. The flea can jump horizontally or vertically up to a distance equal to double its movement without needing a running start. It ignores all damage from falling.
Engorged. If the flea regains a total of 20 Health from its Blood Drain action, it swells to become a Large creature. Its base Natural Armor increases to 7 (also increasing it's Armored Defense to 5). Weighed down by the blood, its Agility is reduced by 2 (lowering its Passive armor to 9, movement to 4, dodge bonus to +11, and its Action Points lower by 2 immediately and again at the start of the round), and it loses the Leap trait.
Actions
Proboscis. Melee Attack: +6 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage, and attaches itself to the target. While attached, the flea can't make Proboscis attacks. The flea can detach itself by spending 2 Action Points. For 6 Action Points, a creature within reach of the flea can try to detach the flea (target 14 Strength roll).
Blood Drain. 4 Action Points. The flea rapidly pumps blood from the creature it is currently Grappling. The target takes 11 (2d8 + 2) necrotic damage, and the flea regains Health equal to the damage dealt. If a creature tries and fails to remove the flea , the flea can spend 2 Action Points as a reaction to use Blood Drain again.
Reactions
Dodge. 2 Action Points: 1d6 + 16
Huge Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 67 (10+8) Vitality: 0 (5d12+15) Health Boost: 1 (2)
Action Points: 16 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
4 3 -1 1 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Stealth, Unarmored - Proficient
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.
Underwater Camouflage. The eel has advantage on Stealth rolls made while underwater.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it is Grappled (target 16 to escape).
A creature that attempts to escape this grapple takes 5 (2d4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 54 (7+8) Vitality: 0 (5d10+10) Health Boost: 1 (2)
Action Points: 20 Movement: 7, fly 7
STR END DEX AGL INT CUN ACU WIL
4 2 2 3 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The griffon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Efficient Attacks. The Action Point cost of the griffon's attacks is reduced by 1.
Keen Sight. The griffon has advantage on Awareness rolls that rely on sight.
Actions
Beak. Melee Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage.
Talons. Melee Attack: +6 to hit, reach 5 ft. Hit: 1 (2d6 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 59 (7+8) Vitality: 0 (5d10+15) Health Boost: 1 (2)
Action Points: 16 Movement: 0, swim 11
STR END DEX AGL INT CUN ACU WIL
4 2 -1 2 -4 -4 2 -4
Skills: Mobility, Stealth - Trained
Awareness, Body, Natural Attacks, Unarmored - Proficient
blindsight 30 ft.
Beastial Defense. The shark adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Blood Frenzy. The shark's attacks cost 1 less Action Point when targeting a creature that is Bloodied or Winded.
Charge. If the shark swims at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target must succeed on a target 16 Body (Strength) defense roll or become Unbalanced.
Strong Swimmer. The shark adds its Strength to its swim speed.
Water Breathing. The shark can breathe only underwater.
Keen Sight. The shark has advantage on Awareness rolls that rely on sight.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 62 (7+6) Vitality: 0 (5d10+20) Health Boost: 2 (4)
Action Points: 17 Movement: 9, fly 6
STR END DEX AGL INT CUN ACU WIL
3 4 0 2 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The hippogriff adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight. The hippogriff has advantage on Awareness rolls that rely on sight.
Strong Runner. The hippogriff adds its Strength to its (ground) movement.
Flyby. The hippogriff doesn't provoke counterattacks when it flies out of an enemy's reach.
Dive Attack. If the hippogriff is flying and dives at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the attack deals an extra 9 (2d8) slashing damage.
Actions
Horn. Melee Attack: +7 to hit, reach 5 ft. Hit: 9 (1d12 + 3) piercing damage.
Talons. 4 Action Points. Melee Attack: +4 to hit, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Medium Beast
Armor: 5 Passive Armor: 11 Armored Defense: 2
Health: 33 (5+4) Vitality: 0 (5d8) Health Boost: 1 (2)
Action Points: 18 Movement: 6, climb 6
STR END DEX AGL INT CUN ACU WIL
2 0 2 2 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Stealth, Unarmored - Proficient
blindsight 60 ft.
Beastial Defense. The kraggmaw adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The kraggmaw's armor increases by 5.
Stone Camouflage. The kraggmaw has advantage on Stealth rolls made to hide in rocky terrain.
Spider Climb. The kraggmaw has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Actions
Tentacles. Melee Attack: +6 to hit, reach 5 ft. Hit: 8 (2d4 + 2) slashing damage, and the target is Grappled (target 15 to escape). Until this grapple ends, the kraggmaw can't use its tentacles on another target.
Beak. 4 Action Points. Melee Attack: +2 to hit, reach 5 ft. Hit: 12 (2d8 + 2) piercing damage. The kraggmaw can only use this attack on a target it is currently Grappling.
Reactions
Dodge. 2 Action Points: 1d6 + 15
Medium Beast
Armor: 0 Passive Armor: 7 Armored Defense: 2
Health: 39 (5+2) Vitality: 0 (1d8+1) Health Boost: 0
Action Points: 16 Movement: 1, fly 8
STR END DEX AGL INT CUN ACU WIL
1 2 -1 3 -4 -4 2 -4
Skills: Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The moth adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Bite. Melee Attack: +5 to hit, reach 5 ft. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) acid damage.
Noxious Scales (Recharge 5–6). 6 Action Points. The moth flutters its wings rapidly, releasing a 15-foot radius cloud of toxic scales centered on itself that lingers until the end of the next round. When a creature enters the cloud for the first time in a round, or at the start of the round if they are in the area of the scales, they must make a Target 14 Body (Strength) defense roll, or they immediately take 2 poison damage and 9 (2d8) necrotic damage.
Reactions
Dodge. 2 Action Points: 1d6 + 14
Huge Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 78 (10+10) Vitality: 0 (5d12+20) Health Boost: 3 (6)
Action Points: 18 Movement: 5
STR END DEX AGL INT CUN ACU WIL
5 4 1 1 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
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 rolls that rely on smell.
Actions
Bite. Melee Attack: +9 to hit, reach 5 ft. Hit: 10 (1d10 + 5) piercing damage.
Claws. 4 Action Points. Melee Attack: +5 to hit, reach 5 ft. Hit: 14 (2d8 + 5) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 7 Passive Armor: 11 Armored Defense: 2
Health: 53 (7+2) Vitality: 0 (5d10+15) Health Boost: 1 (2)
Action Points: 19 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
1 3 3 1 -4 -4 1 -4
Skills: Awareness, Mobility, Stealth - TrainedÂ
Body, Natural Attacks, Unarmored - Proficient
blindsight 30 ft.
Beastial Defense. The lurker adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The lurker's armor increases by 7.
Wall Climbing. The lurker has a climbing speed equal to its movement.
Keen Smell. The lurker has advantage on Awareness rolls that rely on smell.
Actions
Tentacles. 4 Action Points. Melee Attack: +7 to hit, reach 10 ft. Hit: 3 (1d4 + 1) bludgeoning damage, and the target must succeed on a target 15 Body (Endurance) defense roll or become Paralyzed. A paralyzed creature can repeat this defense roll at the end of each of round.
Bite. Melee Attack: +5 to hit, reach 5 ft. Hit: 10 (2d8 + 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 14
This long worm like predator hides in cracks and crevasses before striking at its prey.
Medium Beast
Armor: 0 Passive Armor: 7 Armored Defense: 2
Health: 38 (5+4) Vitality: 0 (5d8+5) Health Boost: 1 (2)
Action Points: 16 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 1 0 2 -4 -4 1 -4
Skills: Awareness, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The hound adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The hound has advantage on Awareness rolls that rely on hearing or smell.
Nocturnal. While in dim light or darkness, the hound has advantage on Stealth rolls.
Ambush. If the hound makes an attack against a creature that cannot see it, the attack deals an extra 7 (2d6) damage.
Actions
Bite. Melee Attack: +6 to hit, reach 5 ft. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a target 14 Body (Strength) defense roll or be knocked Prone.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Medium Beast
Armor: 5 Passive Armor: 10 Armored Defense: 4
Health: 47 (5+6) Vitality: 0 (5d8+10) Health Boost: 2 (4)
Action Points: 14 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
3 2 -1 1 -4 -4 1 -4
Skills: Awareness, Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
blindsight 30 ft.
Beastial Defense. The shark adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The shark can breathe only underwater.
Natural Armor. The shark's armor increases by 5.
Blood Frenzy. The shark's attacks cost 1 less Action Point when targeting a creature that is Bloodied or Winded.
Efficient Attacks. The Action Point cost of the beast's attacks is reduced by 1.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 54 (7+8) Vitality: 0 (5d10+10) Health Boost: 1 (2)
Action Points: 20 Movement: 7
STR END DEX AGL INT CUN ACU WIL
4 2 2 3 -4 -4 1 -4
Skills: Stealth - Trained
Awareness, Mobility, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The tiger adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Smell. The tiger has advantage on Awareness checks that rely on smell.
Pounce. If the tiger 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.Â
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 8 (1d10 + 4) piercing damage.
Claws. 4 Action Points. Melee Attack: +6 to hit, reach 5 ft. Hit: 10 (2d6 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 4 Passive Armor: 7 Armored Defense: 4
Health: 66 (7+10) Vitality: 0 (5d10+20) Health Boost: 3 (6)
Action Points: 14 Movement: 4
STR END DEX AGL INT CUN ACU WIL
5 4 -1 0 -4 -4 0 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Bone Armor. The bison adds its Endurance to its Armor. Additionally, whenever a creature hits the bison with a melee attack from within 5 feet, the attacker takes 1 piercing damage from jagged bone spurs.
Charge. If the bison 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, and that target must succeed on a target 17 Body (Strength) defense roll or be knocked Prone. If the target is Prone, the bison can immediately make one attack against it for 1 less Action Point.
Actions
Gore. Melee Attack: +9 to hit, reach 5 ft. Hit: 14 (2d8 + 5) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 58 (7+6) Vitality: 0 (6d10+12) Health Boost: 1 (2)
Action Points: 18 Movement: 1, swim 7
STR END DEX AGL INT CUN ACU WIL
3 2 0 3 -4 -4 0 -4
Skills: Awareness, Mobility - Trained
Natural Attacks, Unarmored - Proficient
blindsight 60 ft. (underwater only)
Resistances. Lightning
Beastial Defense. The eel adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Discharge. Whenever a creature touches the eel or hits it with a melee weapon made of metal, that creature takes 3 (1d6) lightning damage.
Hold Breath. The eel can hold its breath for 1 hour.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.
Lightning Jolt (Recharge 5-6). One creature the eel touches within 5 feet outside the water, or any creature within 15 feet of the eel in the water, must make a target 15 Body (Endurance) roll or take 14 (4d6) lightning damage and lose 4 action points.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Huge Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 75 (10+12) Vitality: 0 (6d12+12) Health Boost: 2 (4)
Action Points: 20 Movement: 6
STR END DEX AGL INT CUN ACU WIL
6 2 2 2 -4 -4 1 -4
Skills: Mobility - Trained
Body, Natural Attacks, Unarmored - Proficient
Beastial Defense. The lion adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The lion has advantage on Awareness rolls that rely on smell.
Pounce. If the lion moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must make a target 18 Body (Strength) defense roll or be knocked Prone. If the target is prone, the lion  can immediately make one bite attack against it for 1 less Action Point.
Actions
Bite. Melee Attack: +10 to hit, reach 5 ft. Hit: 11 (1d10 + 6) bludgeoning damage.
Rend. 4 Action Points. Melee Attack: +7 to hit, reach 5 ft. Hit: 15 (2d8 + 6) slashing damage.
Roar. One creature withing 15 feet of the lion must make a target 15 Spirit (Will) defense roll or move up one step in the Fear scale.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Large Beast
Armor: 7 Passive Armor: 10 Armored Defense: 5
Health: 56 (7+4) Vitality: 0 (6d10+12) Health Boost: 0
Action Points: 18 Movement: 6
STR END DEX AGL INT CUN ACU WIL
2 2 3 0 -4 -4 1 -4
Skills: Body, Mobility, Stealth - Trained
Natural Attacks, Unarmored - Proficient
tremorsense 60 ft.
Beastial Defense. The scorpion adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The scorpion's Armor increases by 7.
Strong Runner. The scorpion adds its Strength to its movement.
Actions
Claw. Melee Attack: +7 to hit, reach 5 ft. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it is Grappled (target 14 to escape). The scorpion has two claws, each of which can grapple only one target.
Stinger. Melee Attack: +7 to hit, reach 5 ft. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must make a target 14 Body (Endurance) defense roll or take 4 (1d8) poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Huge Beast
Armor: 6 Passive Armor: 7 Armored Defense: 5
Health: 83 (10+12) Vitality: 0 (6d12+18) Health Boost: 3 (6)
Action Points: 14 Movement: 4
STR END DEX AGL INT CUN ACU WIL
6 3 -1 -1 -4 -4 0 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Thick Fat. The hippo adds its Strength to its Armor.
Hold Breath. The hippo can hold its breath for 30 minutes.
Charge. If the hippo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, that target must succeed on a target 17 Body (Strength) defense roll or be knocked Prone. If the target is hippo , the bison can immediately make one stomp attack against it for 1 less Action Point.
Actions
Bite. Melee Attack: +10 to hit, reach 5 ft. Hit: 17 (2d10 + 6) piercing damage.
Stomp. Melee Attack: +10 to hit, reach 5 ft., one Prone creature Hit: 22 (3d10 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Huge Beast
Armor: 4 Passive Armor: 6 Armored Defense: 4
Health: 73 (10+8) Vitality: 0 (6d12+12) Health Boost: 2 (4)
Action Points: 15 Movement: 0, swim 9
STR END DEX AGL INT CUN ACU WIL
4 2 -1 0 -4 -4 1 -4
Skills: Awareness, Body, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
blindsight 120 ft.
Beastial Defense. The whale adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Echolocation. The whale can't use its blindsight while Deafened.
Hold Breath. The whale can hold its breath for 1 hour.
Strong Swimmer. The whale adds its Strength to its swim speed.
Thick Fat: The whale adds its Strength to its Armor.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 17 (3d8 + 4) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Large Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 38 (7+6) Vitality: 0 (6d10+12) Health Boost: 1 (2)
Action Points: 19 Movement: 5, fly 5
STR END DEX AGL INT CUN ACU WIL
3 2 3 1 -4 -4 3 -4
Skills: Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The manticore adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Spines. Whenever a creature hits the manticore with a melee attack from within 5 feet, the attacker takes 1d4 piercing damage.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 8 (2d4 + 3) piercing damage.
Claw. 4 Action Points. Melee Attack: +7 to hit, reach 5 ft. Hit: 7 (1d8 + 3) slashing damage.
Tail Spike. 4 Action Points. Ranged Attack: +7 to hit, range 100/200. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
This creature has the body of a lion, bat-like wings, a strangely humanoid looking head with rows of sharp teeth, and spikes in it's mane and running down it's back, ending in a tail that is a cluster of spikes.
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 72 (7+10) Vitality: 0 (6d10+18) Health Boost: 2 (4)
Action Points: 16 Movement: 4
STR END DEX AGL INT CUN ACU WIL
5 3 1 0 -4 -4 2 -4
Skills: Awareness, Body - Trained
Mobility, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The owlbear adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight and Smell. The owlbear has advantage on Awareness rolls that rely on sight or smell.
Actions
Beak. Melee Attack: +9 to hit, reach 5 ft. Hit: 10 (1d10 + 5) piercing damage.
Claws. 4 Action Points. Melee Attack: +5 to hit, reach 5 ft. Hit: 14 (2d8 + 5) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 50 (7+4) Vitality: 0 (6d10+6) Health Boost: 0
Action Points: 18 Movement: 4, climb 4
STR END DEX AGL INT CUN ACU WIL
2 1 1 2 -4 -4 0 -4
Skills: Mobility, Natural Attacks, Stealth, Unarmored - Proficient
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 has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (1d10 + 2) piercing damage and the target must make a target 13 Body (Endurance) roll or take 3 (1d6) 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.
Ethereal Jaunt. For 4 Action Points, the spider can shift from the Material Realm to the Ethereal Plane, or vice versa.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Large Beast
Armor: 7 Passive Armor: 1 Armored Defense: 5
Health: 60 (7+6) Vitality: 0 (6d10+12) Health Boost: 2 (4)
Action Points: 18 Movement: 3, climb 3
STR END DEX AGL INT CUN ACU WIL
3 2 2 1 -4 -4 0 -4
Skills: Body, Mobility - Trained
Natural Attacks, Unarmored - Proficient
Beastial Defense. The crawler adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The crawler’s Armor increases by 7.
Avoidance. If the crawler is subjected to a damaging effect that allows it to make a defense roll it lowers the damage by one step.
Spider Climb. The crawler has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Refractive Carapace. The crawler’s faceted shell bends ambient light, projecting a shimmering afterimage. All attacks against the crawler are made with disadvantage. If the crawler is hit by an attack, its plates are momentarily thrown out of alignment, and this trait ceases to function until the start of the next round.
Actions
Claw. 4 Action Points. Melee Attack: +6 to hit, reach 5 ft. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it is Grappled (target 14 to escape).
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 14
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 62 (7+8) Vitality: 0 (6d10+12) Health Boost: 1 (2)
Action Points: 20 Movement: 7
STR END DEX AGL INT CUN ACU WIL
4 2 2 3 -4 -4 2 -4
Skills: Awareness, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The stalker adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Hearing and Smell. The stalker has advantage on Awareness rolls that rely on hearing or smell.
Actions
Tentacle. 4 Action Points. Melee Attack: +6 to hit, reach 10 ft. Hit: 9 (2d4 + 4) piercing damage.
Rend. Melee Attack: +6 to hit, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage. If the target is a Large or smaller creature, it is knocked Prone.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Warp Shift. 3 Action Points. When the stalker is targeted by an attack, it instantly teleports up to 15 feet to an unoccupied space it can see. If it teleports into a space adjacent to the attacker, the stalker has advantage on its next Tentacle attack against that creature.
A jet black pather with six legs and two long tentacles. The warp stalker huntes it's prey agressively, relying on its ability to warp to keep it alive.
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 64 (7+8) Vitality: 0 (6d10+12) Health Boost: 2 (4)
Action Points: 16 Movement: 6
STR END DEX AGL INT CUN ACU WIL
4 2 -1 2 -4 -4 2 -4
Skills: Awareness, Body, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
Resistances. Cold
Beastial Defense. The wolf adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Keen Hearing and Smell. The wolf has advantage on Awareness rolls 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.
Snow Camouflage. The wolf has advantage on Stealth rolls made in snowy terrain.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a target 16 Body (Strength) defense roll or be knocked Prone.
Frost Fur (Recharge 5-6). The wolf shakes its fur and any creature within 10 feet of the wolf must make a target 14 Body (Endurance) defense roll or take 18 (4d8) cold damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Large Beast
Armor: 3 Passive Armor: 8 Armored Defense: 3
Health: 78 (7+8) Vitality: 0 (7d10+21) Health Boost: 2 (4)
Action Points: 20 Movement: 9, climb 7
STR END DEX AGL INT CUN ACU WIL
4 3 3 2 -4 -4 2 -4
Skills: Body, Mobility - Trained
Natural Attacks, Unarmored - Proficient
Beastial Defense. The ape adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Bone Armor. The ape adds its Endurance to its Armor. Additionally, whenever a creature hits the turtle with a melee attack from within 5 feet, the attacker takes 2 (1d4) piercing damage from jagged bone spurs.
Strong Runner. The ape adds its Strength to its movement.
Four-Arms. If the ape hits a single creature with two Claw attacks on the same turn, the target takes an additional 7 (2d6) slashing damage and must succeed on a target 16 Body (Strength) defense roll or be Grappled. The ape can grapple up to two Medium or smaller creatures at once.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 9 (1d10 + 4) piercing damage.
Claw. 4 Action Points. Melee Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
The Dire ape has 4 arms that it uses to run and to tear at its opponents.
Huge Beast
Armor: 6 Passive Armor: 8 Armored Defense: 5
Health: 101 (10+12) Vitality: 0 (7d12+28) Health Boost: 3 (6)
Action Points: 16 Movement: 4
STR END DEX AGL INT CUN ACU WIL
6 4 2 -2 -3 -4 0 -4
Skills: Awareness - Trained
Body, Natural Attacks, Unarmored - Proficient
Thick Fat. The elephant adds its Strength to its Armor.
Charge. If the elephant moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, that target must succeed on a target 18 Body (Strength) defense roll or be knocked Prone. If the target is prone, the elephant can immediately make one stomp attack against it for 1 less Action Point.
Actions
Tusk. Melee Attack: +10 to hit, reach 5 ft. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Attack: +10 to hit, reach 5 ft. Hit: 22 (3d10 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 63 (7+2) Vitality: 0 (7d10+14) Health Boost: 1 (2)
Action Points: 18 Movement: 5, swim 5
STR END DEX AGL INT CUN ACU WIL
1 2 0 3 -4 -4 0 -4
Skills: Awareness, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
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. Its swim speed on top of the water is equal to its movement.
Actions
Bite. Melee Attack: +5 to hit, reach 5 ft. Hit: 6 (2d4 + 1) piercing damage, and the target must make a target 14 Body (Endurance) defense roll or take 5 (2d4) poison damage and move 2 step up the Stun scale.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 69 (7+6) Vitality: 0 (7d10+14) Health Boost: 2 (4)
Action Points: 21 Movement: 0, swim 6
STR END DEX AGL INT CUN ACU WIL
3 2 4 2 -3 -4 0 -4
Skills: Awareness, Body, Unarmored - Trained
Mobility, Natural Attacks, Stealth - Proficient
darkvision 60 ft.
Beastial Defense. The squid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Underwater Camouflage. The squid has advantage on Stealth rolls made while underwater.
Water Breathing. The squid can breathe only underwater.
Actions
Arms. Melee Attack: +8 to hit, reach 10 ft. Hit: if the target is Large of smaller, it is Grappled (target 15 to escape) and pulled 10 feet towards itself. The squid can grapple up to 2 targets.
Tentacles. Melee Attack: +8 to hit, reach 10 ft. Hit: 10 (2d6 + 3) piercing damage.
Bite. 4 Action Points. Target grappled by the squid. Hit: 16 (2d12 + 3) piercing damage.
Ink Cloud (Recharge). 3 Action Points. A 20-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 + 9
Huge Beast
Armor: 6 Passive Armor: 8 Armored Defense: 5
Health: 94 (10+12) Vitality: 0 (7d12+21) Health Boost: 3 (6)
Action Points: 14 Movement: 2, swim 9
STR END DEX AGL INT CUN ACU WIL
6 3 -1 -1 -4 -4 0 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Thick Fat. The beast adds its Strength to its Armor.
Hold Breath. The walrus can hold its breath for 1 hour.
Strong Swimmer. The walrus adds its Strength to its swim speed.
Actions
Tusk. Melee Attack: +10 to hit, reach 10 ft. Hit: 15 (2d8 + 6) piercing damage.
Slam. Melee Attack: +10 to hit, reach 5 ft. Hit: 19 (3d8 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 65 (7+6) Vitality: 0 (7d10+14) Health Boost: 0
Action Points: 20 Movement: 7
STR END DEX AGL INT CUN ACU WIL
3 2 2 3 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Stealth, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The chimera adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Multiple Heads. The chimera has advantage on Awareness rolls, defense rolls against being Blinded or Deafened, against Entrancement, Fear, Sleep, and Stun effects, and cannot be flanked.Â
Pounce. If the chimera 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 target 15 Body (Strength) defense roll or be knocked Prone. If the target is Prone, the chimera can immediately make one Venom attack against it for 1 less Action Point.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 6 (1d8 + 3) piercing damage.
Claw. 4 Action Points. Melee Attack: +6 to hit, reach 5 ft. Hit: 7 (2d4 + 3) slashing damage.
Venom. Melee Attack: +6 to hit, reach 10 ft. Hit: 5 (1d4 + 3) piercing damage, and the target must make a target 14 Body (Endurance) defense roll or take 2 (1d4) poison damage.
Tail. Melee Attack: +6 to hit, reach 10 ft. Hit: 5 (1d4 + 3) piercing damage and the target must make a target 14 Body (Strength) defense roll or move up 2 steps on the Sleep scale.
Reactions
Dodge. 2 Action Points: 1d6 + 13
A cousin to the chimera, this large cat can share similarities to a panther or a jaguar, but with a mane of snakes, and a larger snake for a tail.
Large Beast
Armor: 7 Passive Armor: 18 Armored Defense: 5
Health: 99 (7+10) Vitality: 0 (8d10+32) Health Boost: 3 (6)
Action Points: 13 Movement: 4
STR END DEX AGL INT CUN ACU WIL
5 4 -1 -1 -4 -4 -1 -4
Skills: Body, Natural Attacks, Unarmored - Proficient
Natural Armor. The calciderm's Armor increases by 7.
Calcified Skin. The calciderm adds its Strength and Body skill to its Passive Armor.
Charge. If the calciderm 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 target 17 Body (Strength) defense roll or be knocked Prone. If the target is Prone, the calciderm can immediately make one Hooves attack against it for 1 less Action Point.
Actions
Gore. Melee Attack: +9 to hit, reach 5 ft. Hit: 18 (2d12 + 5) piercing damage.
Hooves. 4 Action Points. Melee Attack: +9 to hit, reach 5 ft. Hit: 16 (2d10 + 5) bludgeoning damage.
Calcifying Breath (Recharge). 6 Action Points. The calciderm exhales a 30-foot cone of a chalky, mineral-heavy gas. Each creature in that area must make a target 16 Body (Endurance) defense roll or become Restrained as its skin and joints begin to rapidly calcify. A creature Restrained in this way must repeat the defense roll at the end the next round or become completely Petrified.
Reactions
Dodge. 2 Action Points: 1d6 + 6
This large beast towers above most people, covered in dark gray stone-like skin. It has horns and tusks jutting foward from is broad head, ready to impale any creature it sees.
Huge Beast
Armor: 14 Passive Armor: 16 Armored Defense: 9 (13)
Health: 100 (10+8) Vitality: 0 (8d12+24) Health Boost: 3 (6)
Action Points: 16 Movement: 2
STR END DEX AGL INT CUN ACU WIL
4 3 2 -2 -4 -4 0 -4
Skills: Stealth - Trained
Body, Natural Attacks, Unarmored - Proficient
blindsight 30 ft.
Amphibious. The crab can breathe air and water.
Natural Armor. The crab's armor increases by 10.
Chitinous Shell. The crab adds its Strength to its Armor and Shield value.
Shell Camouflage. While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature against a target 14 skill roll.
Efficient Attacks. The Action Point cost of the crab's attacks is reduced by 1.
Actions
Claw. Melee Attack: +8 to hit, reach 5 ft. Hit: 17 (3d8 + 4) piercing damage and the target is Grappled (target 16 to escape). The crab has two claws, each of which can grapple only one target.
Reactions
Block. 3 Action Points: 1d8 + 12
The crab cannot block if it is grappling a target.
Dodge. 2 Action Points: 1d6 + 12
This massive creature dwells on the ocean floor as smaller plants and animals make a home on top of its carapace.
Large Beast
Armor: 7 Passive Armor: 12 Armored Defense: 5
Health: 77 (7+6) Vitality: 0 (8d10+16) Health Boost: 2 (4)
Action Points: 18 Movement: 2, swim 6
STR END DEX AGL INT CUN ACU WIL
3 2 0 2 -4 -4 1 -4
Skills: Awareness, Stealth - Trained
Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The pony adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The dracocampus's armor increases by 7.
Amphibious. The dracocampus can breathe air and water.
Pack Tactics. The dracocampus has advantage on an attack roll against a creature if at least one of the dracocampus's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d4 + 3) piercing damage.
Claw. 4 Action Points. Melee Attack: +4 to hit, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
With a dragon-like head and claws and the body of fish, the dracocampus is a fearsome aquatic preadator.
Large Beast
Armor: 7 Passive Armor: 12 Armored Defense: 5
Health: 105 (7+8) Vitality: 0 (8d10+40) Health Boost: 2 (4)
Action Points: 16 Movement: 5, burrow 4
STR END DEX AGL INT CUN ACU WIL
4 5 0 1 -4 -4 0 -4
Skills: Awareness - Trained
Mobility, Natural Attacks, Unarmored - Proficient
tremorsense 60 ft.
Beastial Defense. The geolithodon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The geolithodon's armor increases by 7.
Standing Leap. The geolithodon’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Burrowing Ambush. If the geolithodon burrowed at least 10 feet this turn and ends its movement within 5 feet of a creature, it has advantage on its first Bite attack against that creature.
Actions
Hooves. Melee Attack: +1 to hit, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage.
Deadly Leap. 6 Action Points. The geolithodon leaps into the air and lands in a space containing one or more creatures. Each creature in that space must succeed on a target 16 Body (Strength) defense roll or be knocked Prone and take 14 (3d6 + 4) bludgeoning damage. On a success, the creature is pushed 5 feet to an unoccupied space of its choice.
Reactions
Dodge. 2 Action Points: 1d6 + 13
This thick skinned predator looks like a shark with four legs and no fins. It burrows through the earth like most fish swim through water.
Large Beast
Armor: 7 Passive Armor: 11 Armored Defense: 4
Health: 89 (7+6) Vitality: 0 (8d10+32) Health Boost: 0
Action Points: 23 Movement: 5, climb 5
STR END DEX AGL INT CUN ACU WIL
3 4 5 3 -4 -4 2 -4
Skills: Mobility, Unarmored - Trained
Natural Attacks, Stealth - Proficient
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.
Natural Armor. The spider's armor increases by 7.
Spider Climb. The spider has a climbing speed equal to its movement, and can climb difficult surfaces, including upside down on ceilings, without needing to make a dice roll.
Corosive Carapace. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage plus 13 (3d8) necrotic damage.
Claw. Melee Attack: +9 to hit, reach 10 ft. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d4) acid damage.
Acid Spit. 6 Action Points. Ranged Attack: +6 to hit, range 40/80. Hit: 9 (3d4) acid damage. In addition, if the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to its armor. Armor reduced to armor of 0 is destroyed.
Reactions
Dodge. 2 Action Points: 1d6 + 16
Huge Beast
Armor: 10 Passive Armor: 11 Armored Defense: 7
Health: 100 (10+10) Vitality: 0 (8d12+24) Health Boost: 3 (6)
Action Points: 15 Movement: 2, swim 8
STR END DEX AGL INT CUN ACU WIL
5 3 0 -1 -4 -4 1 -4
Skills: Awareness, Mobility, Stealth - Trained
Body, Natural Attacks, Unarmored - Proficient
Natural Armor. The crocodile's armor increases by 10.
Hold Breath. The crocodile can hold its breath for 30 minutes.
Efficient Attacks. The Action Point cost of the crocodile's attacks is reduced by 1.
Aquatic Predator. When in the water or attacking from the water, the crocodile can move 2 as part of its attack.
Actions
Bite. Melee Attack: +9 to hit, reach 5 ft. Hit: 21 (3d10 + 5) piercing damage and the target is Grappled (target 17 to escape). Until this grapple ends, the crocodile can't bite another target.
Tail. Melee Attack: +9 to hit, reach 10 ft. Hit: 14(2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a target 17 Body (Strength) defense roll or be knocked Prone.
Death Roll. 3 Action Points. Target grappled by the crocodile. Hit: 11 (1d12 + 5) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Huge Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 120 (10+12) Vitality: 0 (8d12+40) Health Boost: 3 (6)
Action Points: 19 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
6 5 0 3 -4 -4 1 -4
Skills: Awareness, Natural Attacks, Unarmored - Proficient
Beastial Defense. The shark adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Water Breathing. The shark can breathe only underwater.
Keen Smell. The shark has advantage on Awareness rolls that rely on smell, and it can detect the scent of blood in the water from up to a mile away.
Blood Frenzy. The shark's attacks cost 1 less Action Point when targeting a creature that is Bloodied or Winded.
Efficient Attacks. The Action Point cost of the beast's attacks is reduced by 1.
Actions
Bite. Melee Attack: +10 to hit, reach 5 ft. Hit: 22 (3d10 + 6) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 102 (7+8) Vitality: 0 (9d10+36) Health Boost: 1 (2)
Action Points: 21 Movement: 6, fly 6
STR END DEX AGL INT CUN ACU WIL
4 4 2 2 -4 -4 2 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Proficient
Beastial Defense. The chimera adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Multiple Heads. The chimera has advantage on Awareness rolls, defense rolls against being Blinded or Deafened, against Entrancement, Fear, Sleep, and Stun effects, and cannot be flanked.Â
Pounce. If the chimera 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 target 15 Body (Strength) defense roll or be knocked Prone. If the target is Prone, the chimera can immediately make one Bite of Tail attack against it for 1 less Action Point.
Actions
Bite. Melee Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
Claw. 4 Action Points. Melee Attack: +6 to hit, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Attack: +6 to hit, reach 10 ft. Hit: 5 (1d4 + 3) piercing damage, and the target must make a target 16 Body (Endurance) defense roll or take 7 (3d4) poison damage.
Fire Breath (Recharge 5-6). The goats head spews fire in a 15-foot cone. Each creature in that area must make a target 16 Body (Agility) defense roll or take 27 (6d8) fire damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
The chimea is a large creautre with the head and body of a lion, bat-like wings, a fire-breathing goats head growing out of it's back, and a snake for a tail.
Huge Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 122 (10+12) Vitality: 0 (9d12+36) Health Boost: 2 (6)
Action Points: 24 Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
6 4 4 2 -3 -4 0 -4
Skills: Awareness, Body - Trained
Mobility, Natural Attacks, Stealth, Unarmored - Proficient
darkvision 120 ft.
Beastial Defense. The squid adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Underwater Camouflage. The squid has advantage on Stealth rolls made while underwater.
Water Breathing. The squid can breathe only underwater.
Actions
Arms. Melee Attack: +8 to hit, reach 15 ft. Hit: if the target is Huge or smaller, it is Grappled (target 18 to escape) and pulled 15 feet towards itself. The squid can grapple up to 4 targets.
Tentacles. Melee Attack: +8 to hit, reach 15 ft. Hit: 16 (3d6 + 6) piercing damage.
Bite. 4 Action Points. Target grappled by the squid. Hit: 25 (3d12 + 6) piercing damage.
Ink Cloud (Recharge). 3 Action Points. A 30-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 + 10
Huge Beast
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 137 (10+12) Vitality: 0 (10d12+40) Health Boost: 3 (9)
Action Points: 24 Movement: 4, climb 7
STR END DEX AGL INT CUN ACU WIL
6 4 4 2 -4 -4 2 -4
Skills: Body, Mobility - Proficient
Natural Attacks, Unarmored - Expert
Beastial Defense. The ape adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.Â
Brachiator. The ape increases its climbing speed by 2, but its movement on the ground is reduced by 1.
Actions
Fist. 4 Action Points. Melee Attack: +10 to hit, reach 10 ft. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 50/100 ft. Hit: 30 (7d6 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Huge Beast
Armor: 10 Passive Armor: 12 Armored Defense: 7
Health: 155 (10+10) Vitality: 0 (11d12+55) Health Boost: 3 (9)
Action Points: 16 Movement: 3
STR END DEX AGL INT CUN ACU WIL
5 5 -1 -1 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Expert
Natural Armor. The hydra's armor increases by 10.
Multiple Heads. The hydra has advantage on Awareness rolls, defense rolls against being Blinded or Deafened, against Entrancement, Fear, Sleep, and Stun effects, and cannot be flanked.Â
Hydra Regeneration. The hydra has five heads. Whenever the hydra takes 25 or more damage in a single round, one of its heads dies. If all its heads die, the hydra dies.
At the end of the round, the hydra grows two heads for each of its heads that died since the last round, unless it has taken fire damage in that round. The hydra regains 10 Health for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond two, lower the Action Point cost of Counterattacks by 1. For every 3rd head the hydra has, lower the Action Point cost of attacks by 1 to a minimum of 2.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Bite. Melee Attack: +11 to hit, reach 10 ft. Hit: 10 (1d10 + 5) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Gargantuan Beast
Armor: 8 Passive Armor: 10 Armored Defense: 7
Health: 188 (15+16) Vitality: 0 (11d20+33) Health Boost: 3 (9)
Action Points: 21 Movement: 0, swim 6
STR END DEX AGL INT CUN ACU WIL
8 3 -2 1 -4 -4 1 -4
Skills: Awareness, Mobility - Proficient
Body, Natural Attacks, Unarmored - Expert
blindsight 120 ft.
Beastial Defense. The whale adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Echolocation. The whale can't use its blindsight while Deafened.
Hold Breath. The whale can hold its breath for 4 hours.
Thick Fat: The whale adds its Strength to its Armor.
Actions
Bite. Melee Attack: +14 to hit, reach 5 ft. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a target 15 Mobility (Agility) defense roll or be swallowed by the whale. A swallowed creature is Blinded and Restrained, has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of the round. If the whale takes 30 damage or more in a single round from a creature inside it, the whale must succeed on a target 16 Body (Endurance) defense roll at the end of that round or regurgitate all swallowed creatures. If the whale dies, a swallowed creature can escape from the corpse by spending 3 Action Points.
Tail. Melee Attack: +14 to hit, reach 15 ft. Hit: 18 (3d6 + 8) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Huge Beast
Armor: 15 Passive Armor: 19 Armored Defense: 7 (12)
Health: 155 (10+10) Vitality: 0 (11d12+55) Health Boost: 3 (9)
Action Points: 21 Movement: 2
STR END DEX AGL INT CUN ACU WIL
5 5 4 -1 -4 -4 1 -4
Skills: Awareness - Trained
Body - Proficient
Natural Attacks, Unarmored - Expert
Amphibious. The crab can breathe air and water.
Natural Armor. The crab's armor increases by 10.
Chitinous Shell. The crab adds its Strength to its Armor and Shield value.
Crushing Grip. A creature Grappled by the crab takes 12 (1d12 + 6) bludgeoning damage at the start of the round.
Actions
Claw. Melee Attack: +10 to hit, reach 10 ft. Hit: 21 (3d10 + 5) piercing damage and the target is Grappled (target 19 to escape). The crab has two claws, each of which can grapple only one target.
Crush. 4 Action Points. Melee Attack: +11 to hit, Hit: 10 (1d10 + 5) slashing damage. The crab can only use this attack on a target it is currently Grappling.
Reactions
Block. 3 Action Points: 1d8 + 14
The crab cannot block if it is grappling a target.
Dodge. 2 Action Points: 1d6 + 14
Gargantuan Beast
Armor: 8 Passive Armor: 5 Armored Defense: 4
Health: 244 (15+16) Vitality: 0 (13d20+65) Health Boost: 3 (12)
Action Points: 22 Movement: 0, swim 8
STR END DEX AGL INT CUN ACU WIL
8 5 -3 0 -4 -4 0 -4
Skills: Body, Natural Attacks - Expert
blindsight 120 ft.
Beastial Defense. The whale adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Echolocation. The whale can't use its blindsight while Deafened.
Hold Breath. The whale can hold its breath for 2 hours.
Thick Fat: The whale adds its Strength to its Armor.
Actions
Tail. Melee Attack: +14 to hit, reach 15 ft. Hit: 21 (3d8 + 8) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Huge Beast
Armor: 10 Passive Armor: 17 Armored Defense: 8
Health: 155 (10+12) Vitality: 0 (14d8+1) Health Boost: 1 (4)
Action Points: 21 Movement: 5, climb 5
STR END DEX AGL INT CUN ACU WIL
6 3 -1 3 -4 -4 2 -4
Skills: Mobility - Trained
Awareness, Body, Stealth - Proficient
Natural Attacks, Unarmored - Expert
Damage Immunities. Lightning
Beastial Defense. The wyrm adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The wyrm's armor increases by 10.
Actions
Bite. Melee Attack: +12 to hit, reach 10 ft. Hit: 17 (2d10 + 6) piercing damage.
Constrict. Melee Attack: +1 to hit, reach 5 ft. Hit: 12 (1d12 + 6) bludgeoning damage plus 12 (1d12 + 6) slashing damage, and if the target is Large or smaller it is Grappled (target 20 to escape).
Swallow. One bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is also swallowed and the grapple ends. A swallowed creature is Blinded and Restrained, has total cover against attacks and other effects outside the wyrm, and it takes 14 (4d6) acid damage at the start of the round. If the wyrm takes 30 damage or more in a single round from a creature inside it, the wyrm must succeed on a target 16 Body (Endurance) defense roll at the end of that round or regurgitate all swallowed creatures. If the wyrm dies, a swallowed creature can escape from the corpse by spending 3 Action Points.
Lightning Breath (Recharge 5-6). 8 Action Points. The wyrm exhales a line of lightning that is 60 feet long and 5 feet wide. Each creature in that line must make a target 17 Body (Agility) defense roll or take 42 (12d6) lightning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 22
The fulgur wyrm is an apex predator that lives high in the mountains and absorbs the lignting that strikes up there.
Huge Beast
Armor: 10 Passive Armor: 15 Armored Defense: 8
Health: 193 (10+14) Vitality: 0 (14d12+70) Health Boost: 2 (8)
Action Points: 20 Movement: 3, burrow 6
STR END DEX AGL INT CUN ACU WIL
7 5 -2 1 -4 -4 0 -4
Skills: Mobility - Trained
Body - Proficient
Natural Attacks, Unarmored - Expert
tremorsense 60 ft.
Damage Immunities. Cold, Fire
Beastial Defense. The skaldrix adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The skaldrix's armor increases by 10.
Heated Body. A creature that touches the skaldrix or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Actions
Bite. Melee Attack: +13 to hit, reach 10 ft. Hit: 10 (2d10 + 6) piercing damage, and the target is Grappled (target 21 to escape). Until this grapple ends the skaldrix can't bite another target.
Swallow. One bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is also swallowed and the grapple ends. A swallowed creature is Blinded and Restrained, has total cover against attacks and other effects outside the skaldrix, and it takes 21 (6d6) acid damage at the start of the round. If the skaldrix takes 30 damage or more in a single round from a creature inside it, the skaldrix must succeed on a target 16 Body (Endurance) defense roll at the end of that round or regurgitate all swallowed creatures. If the skaldrix dies, a swallowed creature can escape from the corpse by spending 3 Action Points.
Reactions
Dodge. 2 Action Points: 1d6 + 18
The skaldrix lives in frozen wastelands. It's long, white segmented body glows with a dull red light as the snow around it melts.
Gargantuan Beast
Armor: 0 Passive Armor: 3 Armored Defense: 3
Health: 254 (15+18) Vitality: 0 (14d20+70) Health Boost: 1 (4)
Action Points: 27 Movement: 1, fly 11
STR END DEX AGL INT CUN ACU WIL
9 5 2 0 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Expert
Beastial Defense. The rukh adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Sight. The rukh has advantage on Awareness rolls that rely on sight.
Strong Flyer. The rukh adds its Strength to its fly speed.
Actions
Beak. 4 Action Points. Melee Attack: +15 to hit, reach 10 ft. Hit: 18 (2d8 + 9) piercing damage.
Talons. Melee Attack: +8 to hit, reach 5 ft. Hit: 23 (4d6 + 9) slashing damage and the target is Grappled (target 19 to escape). Until this grapple ends the rukh can't use it's talons on another target.
Reactions
Dodge. 2 Action Points: 1d6 + 9
This massive bird of prey blocks the sun as it flies overhead, looking for elephants to feed its young.