Table of Contents
Creature Statistics
Creature Statistics
Techniques and features allow characters to take on the spirit of creatures, and summon spirits to assume the form of creatures. Statistics for some common creatures are grouped in this appendix for your convenience. For information on how to read a stat block, see the Elemental Beastiary.
Bat Wolf
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages --
Challenge ¼ (50 XP)
Keen Hearing and Smell. The bat wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The bat wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bear Dog
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 10 (+0) | 16 (+3) | 4 (-4) | 13 (+1) | 7 (-2) |
Skills Perception +3, Intimidation (+1)
Senses passive Perception 13
Languages --
Challenge 1 (200 XP)
Keen Smell. The bear dog has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear dog makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Boar-q-pine
Medium beast, unaligned
Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 11 (+0) | 14 (+2) | 2 (-4) | 9 (-1) | 5 (-3) |
Senses passive Perception 9
Languages --
Challenge ½ (100 XP)
Charge. If the boar-q-pine moves at least 20 feet straight toward a creature right before hitting it with a tusk attack, the target takes an extra 3 (1d6) slashing damage and must succeed on a DC 11 Strength saving throw or be knocked prone.
Quills. Any creature that makes a melee attack against the boar-q-pine from within 5 ft. must make a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage. Any creature that attempts to grapple the boar-q-pine takes 7 (2d6) piercing damage when they make the attempt and at the start of each turn they maintain the grapple.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Buzzard Wasp
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
Senses passive Perception 13
Languages --
Challenge ½ (100 XP)
Actions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Catgator
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
Skills Stealth +2
Senses passive Perception10
Languages --
Challenge ½ (100 XP)
Hold Breath. The catgator can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled. Until this grapple ends, the target is restrained, and the catgator can’t bite another target.
Cat Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 13 (+1) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages --
Challenge 0 (10 XP)
Flyby. The cat owl provokes no opportunity attacks when it flies out of an enemy’s reach.
Keen Sight. The cat owl has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Deer Dog
Medium beast, unaligned
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge ⅛ (25 XP)
Keen Hearing and Smell. The deer dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Centipede Bat Toad
Tiny beast, chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 10 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
5 (-3) | 17 (+3) | 10 (+0) | 7 (-2) | 10 (+0) | 9 (-1) |
Skills Stealth +5
Senses darkvision 120 ft., passive Perception 10
Languages understands Dark Tongue but doesn’t speak
Challenge 1/4 (50 XP)
Dark Spirit Sight. Spirit darkness doesn’t impede the centipede bat toad’s vision.
Dark Spirit Resistance. The raven spider rat has advantage on saving throws against techniques and other bending effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage, and the creature must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
Scare (1/Day). One creature of the centipede bat toad’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the centipede bat toad is within line of sight, ending the effect early on a success.
Dark Spirit
Medium spirit, lawful evil
Armor Class 13 (spirit armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
Damage Vulnerabilities spirit
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Dark Tongue
Challenge ¼ (50 XP)
Actions
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Spirit Blast. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 +2) spirit damage.
Dragonfly
Tiny beast, neutral good
Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 +01) |
Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Mother Tongue but doesn’t speak
Challenge ¼ (50 XP)
Keen Senses. The dragonfly has advantage on Wisdom (Perception checks that rely on sight, hearing, or smell.
Spirit Resistance. The dragonfly has advantage on saving throws against techniques and other bending effects.
Limited Telepathy. The dragonfly can communicate simple ideas, emotions, and images through chibending with any creature within 100 feet of it that can understand a language.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage, and the creature must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw result is a 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.
Dragon Moose
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 6)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) |
Senses passive Perception 11
Languages --
Challenge ½ (100 XP)
Charge. If the dragon moose moves at least 20 feet straight toward a creature right before hitting it with a ram attack, must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dragon moose can take a bonus action to make another attack w2ith its hooves against the target.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Eagle Hawk
Small beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 10 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
5 (-3) | 16 (+3) | 10 (+0) | 6 (-2) | 14 (+2) | 4 (-3) |
Skills Perception +4
Senses passive Perception 14
Languages --
Challenge 0 (10 XP)
Keen Sight. The eagle hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Eagle Horse
Large beast, neutral good
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 60 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
Skills Perception +4
Senses passive Perception14
Languages understands Mother Tongue but doesn’t speak
Challenge 1 (200 XP)
Keen Sight. The eagle horse has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The horse eagle makes two attacks, one with its beak and one with its hooves.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.
Fire Ferret
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)
Keen Hearing and Smell. The winged lemur has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Giant Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages --
Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Gorilla Spider
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 16 (+3) | 14 (+2) | 4 (-3) | 11 (0) | 4 (-3) |
Skills Intimidation (+1), Stealth +5
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages --
Challenge 1 (200 XP)
Spider Climb. The gorilla spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the gorilla spider knows the exact location of any other creature in contact with the same web.
Web Walker. The gorilla spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The gorilla spider makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Komodo Rhino
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 28 (4d10 + 6)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 8 (-1) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
Senses passive Perception 11
Languages --
Challenge ½ (100 XP)
Charge. If the komodo rhino moves at least 20 feet straight toward a creature right before hitting it with a gore attack, the target takes an extra 4 (1d8) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Leopard Caribou
Medium beast, unaligned
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 50 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 15 (+2) | 12 (+1) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +4, Stealth, +6
Senses passive Perception 14
Languages --
Challenge ¼ (50 XP)
Keen Smell. The leopard caribou has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the leopard caribou moves at least 20 feet straight toward a target right before hitting it with a claw attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the leopard caribou can take a bonus action to make one bite attack against it.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Hit: 4 (1d4 +2) slashing damage.
Light Spirit
Tiny spirit, neutral good
Armor Class 15 (spirit armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
Skills Perception +3, Stealth +8 (the check is made with disadvantage if the light spirit is flying)
Senses passive Perception 13
Languages First Tongue
Challenge ¼ (50 XP)
Read Energy. The light spirit touches a creature and knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the light spirit also knows the creature’s alignment. Other spirits automatically fail the saving throw.
Invisibility. The light spirit turns invisible until it attacks or uses an ability, or until its concentration ends.
Actions
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 spirit damage.
Sleep Shot. Ranged Weapon Attack: +6 to hit, range 40 ft./160 ft., one target. Hit: 1 spirit damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or fall asleep for 1 minute. The creature wakes up if it takes damage or another creature uses an action to wake it.
Octopus Python
Large beast, unaligned
Armor Class 12
Hit Points 18 (3d10 + 3)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 14 (+2) | 12 (+1) | 3 (-4) | 10 (+0) | 3 (-4) |
Senses blindsight 10 ft., passive Perception10
Languages --
Challenge ½ (100 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled. Until this grapple ends, the creature is restrained. The octopus python can constrict up to 1 Large, 2 Medium, 4 Small, or 8 Tiny creatures at a time.
Ostrich Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 11 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Senses passive Perception 10
Languages --
Challenge ¼ (50 XP)
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.
Racoon Bear
Medium beast, unaligned
Armor Class 11
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 12 (+1) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +3
Senses passive Perception 13
Languages --
Challenge ½ (100 XP)
Keen Smell. The racoon bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The racoon bear makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.
Raven Eagle
Small beast, unaligned
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
2 (-4) | 14 (+2) | 8 (-1) | 6 (-2) | 12 (+1) | 6 (-2) |
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)
Mimicry. The raven eagle 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 DC 10 Wisdom (Insight) check.
Keen Sight. The eagle hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Raven Spider Rat
Tiny beast, lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 17 (+3) | 13 (+1) | 7 (-2) | 12 (+1) | 9 (-1) |
Skills Deception +4, Stealth +5
Senses darkvision 120 ft., passive Perception 11
Languages understands Dark Tongue but doesn’t speak
Challenge ¼ (50 XP)
Dark Spirit Sight. Spirit darkness doesn’t impede the raven spider rat’s vision.
Dark Spirit Resistance. The raven spider rat has advantage on saving throws against techniques and other bending effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage, and the creature must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one.
Sloth Mule
Medium beast, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 7 (-2) |
Senses passive Perception 10
Languages --
Challenge ⅛ (25 XP)
Beast of Burden. The sloth mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. Whenever the sloth mule would be knocked prone, it stays on its feet if it succeeds on a DC 10 Dexterity saving throw.
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Spider Rat
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
2 (-4) | 12 (+1) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) |
Senses darkvision 30 ft., passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Keen Smell. The spider rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much on a successful one.
Squirrel Frog
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 3 (-4) |
Skills Perception +2, Stealth +3
Senses passive Perception 12
Languages --
Challenge 0 (0 XP)
Amphibious. The squirrel frog can breathe air and water.
Standing Leap. As part of its movement and without a running start, the squirrel frog can long jump up to 10 feet and high jump up to 5 feet.
Tigerdillo
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 14 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth, +6
Senses passive Perception 13
Languages --
Challenge 1 (200 XP)
Keen Smell. The tigerdillo has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tigerdillo moves at least 20 feet straight toward a target right before hitting it with a claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tigerdillo can take a bonus action to make one bite attack against it.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit:6 (1d6 +3) slashing damage.
Tiger Shark
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (32) |
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages --
Challenge ½ (100 XP)
Keen Smell. The tiger shark has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The tiger shark has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and isn’t incapacitated.
Water Breathing. The tiger shark can only breathe while underwater.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Viper Bat
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
2 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) |
Senses blindsight 60 ft., passive Perception 11
Languages --
Challenge 1/8 (25 XP)
Echolocation. While it can’t hear, the viper bat’s blindsight is reduced to 10 ft..
Keen Hearing. The viper bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one.
Winged Lemur
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)
Keen Hearing. The winged lemur has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.