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D&D Creature Stats for Players

This document provides stat blocks for various monsters including: - A giant fire beetle, giant crab, and giant rat as small or medium beasts. - A kobold, stirge, and twig blight with various attacks and traits. - A blink dog fey that can teleport and has keen senses. - A boar, flying sword, and giant wasp with charges, antimagic traits, and venom. - A gnoll and goblin as humanoids wielding weapons like scimitars and shortbows. - A wolf and swarm of rats with pack tactics, keen senses, and swarming traits. - A zombie with undead fortitude to survive fatal
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0% found this document useful (0 votes)
323 views4 pages

D&D Creature Stats for Players

This document provides stat blocks for various monsters including: - A giant fire beetle, giant crab, and giant rat as small or medium beasts. - A kobold, stirge, and twig blight with various attacks and traits. - A blink dog fey that can teleport and has keen senses. - A boar, flying sword, and giant wasp with charges, antimagic traits, and venom. - A gnoll and goblin as humanoids wielding weapons like scimitars and shortbows. - A wolf and swarm of rats with pack tactics, keen senses, and swarming traits. - A zombie with undead fortitude to survive fatal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Giant Fire Beetle

Giant Crab

Giant Rat

Small beast, unaligned

Medium beast, unaligned

Small beast, unaligned

Armor Class 13
Hit Points 4 (1d6 + 1)
Speed 30 ft.

Armor Class 15 (natural armor)


Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

STR
8 (-1)

DEX
10 (+0)

CON
12 (+1)

INT
1 (5)

WIS
7 (-2)

CHA
3 (4)

STR
13 (+1)

DEX
15 (+2)

CON
11 (+0)

INT
1 (5)

WIS
9 (-1)

CHA
3 (4)

STR
7 (-2)

DEX
15 (+2)

CON
11 (+0)

INT
2 (4)

WIS
10 (+0)

CHA
4 (3)

Senses blindsight 30 ft., passive Perception 8


Languages
Challenge 0 (10 XP)

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

Senses darkvision 60 ft., passive Perception 9


Languages
Challenge 1/8 (25 XP)

Illumination. The beetle sheds bright light in a 10-foot radius


and dim light for an additional 10 feet.

Amphibious. The crab can breathe air and water.

Keen Smell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.

Actions

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.


Hit: 2 (1d6 1) slashing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target
is grappled (escape DC 11). The crab has two claws, each of
which can grapple only one target.

Pack Tactics. The rat has advantage on an attack roll


against a creature if at least one of the rats allies is within 5
feet of the creature and the ally isnt incapacitated.

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

Kobold

Stirge

Twig Blight

Small humanoid (kobold), lawful evil

Tiny beast, unaligned

Small plant, neutral evil

Armor Class 12
Hit Points 5 (2d6 - 2)
Speed 30 ft.

Armor Class 14 (natural armor)


Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.

Armor Class 13 (natural armor)


Hit Points 4 (1d6 + 1)
Speed 20 ft.

STR
7 (-2)

DEX
15 (+2)

CON
9 (-1)

INT
8 (1)

WIS
7 (-2)

CHA
8 (1)

STR
4 (-3)

DEX
16 (+3)

CON
11 (+0)

INT
2 (4)

WIS
8 (-1)

Senses darkvision 60 ft., passive Perception 8


Languages Common, Draconic
Challenge 1/8 (25 XP)

Senses darkvision 60 ft., passive Perception 9


Languages
Challenge 1/8 (25 XP)

Sunlight Sensitivity. While in sunlight, the kobold has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Pack Tactics. The kobold has advantage on an attack roll


against a creature if at least one of the kobolds allies is
within 5 feet of the creature and the ally isnt incapacitated.

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.

CHA
6 (2)

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one creature. Hit: 5 (1d4 + 3) piercing damage, and the
stirge attaches to the target. While attached, the stirge
doesnt attack. Instead, at the start of each of the stirges
turns, the target loses 5 (1d4 + 3) hit points due to blood
loss.
The stirge can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
target, can use its action to detach the stirge.

STR
6 (-3)

DEX
13 (+1)

CON
12 (+1)

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.

Boar

Flying Sword

Medium beast, unaligned

Small construct, unaligned

Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.

Armor Class 11 (natural armor)


Hit Points 11 (2d8 + 2)
Speed 40 ft.

Armor Class 17 (natural armor)


Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft.

CON
12 (+1)

INT
10 (+0)

WIS
13 (+1)

CHA
11 (+0)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Languages Blink Dog, understands Sylvan but cant speak it
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The 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.
Teleport (Recharge 46). The dog magically teleports, along
with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting,
the dog can make one bite attack.

STR
13 (+1)

DEX
11 (+0)

CON
12 (+1)

INT
2 (-4)

WIS
9 (-1)

CHA
5 (-3)

Senses passive Perception 9


Languages
Challenge 1/4 (50 XP)
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) slashing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the
boar takes 7 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.

Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.

CHA
3 (4)

False Appearance. While the blight remains motionless, it is


indistinguishable from a dead shrub.

Medium fey, lawful good

DEX
17 (+3)

WIS
8 (-1)

Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 9
Languages understands Common but cant speak
Challenge 1/8 (25 XP)

Blink Dog

STR
12 (+1)

INT
4 (3)

STR
12 (+1)

DEX
15 (+2)

CON
11 (+0)

INT
1 (-5)

WIS
5 (-3)

CHA
1 (-5)

Saving Throws Dex +4


Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
Languages
Challenge 1/4 (50 XP)
Antimagic Susceptibility. The sword is incapacitated while
in the area of an antimagic field. If targeted by dispel magic,
the sword must succeed on a Constitution saving throw
against the casters spell save DC or fall unconscious for 1
minute.
False Appearance. While the sword remains motionless and
isnt flying, it is indistinguishable from a normal sword.

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

This Document is a work in progress.

Giant Bat

Giant Poisonous Snake

Goblin

Large beast, unaligned

Medium beast, unaligned

Small humanoid (goblinoid), neutral evil

Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.

Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.

Armor Class 15 (leather armor, shield)


Hit Points 7 (2d6)
Speed 30 ft.

STR
15 (+2)

DEX
16 (+3)

CON
11 (+0)

INT
2 (-4)

WIS
12 (+1)

CHA
6 (-2)

Senses blindsight 60 ft., passive Perception 11


Languages
Challenge 1/4 (50 XP)
Echolocation. The bat cant use its blindsight while
deafened.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.

STR
10 (+0)

DEX
18 (+4)

CON
13 (+1)

INT
2 (-4)

WIS
10 (+0)

CHA
3 (4)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: 5 (1d6 + 2) piercing damage.

DEX
14 (+2)

CON
10 (+0)

Nimble Escape. The goblin can take the Disengage or Hide


action as a bonus action on each of its turns.

Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Swarm of Rats

Wolf

Medium swarm of Tiny beasts, unaligned

Medium beast, unaligned

Armor Class 13 (armor scraps)


Hit Points 13 (2d8 + 4)
Speed 30 ft.

Armor Class 10
Hit Points 24 (7d8 7)
Speed 30 ft.

Armor Class 13 (natural armor)


Hit Points 11 (2d8 + 2)
Speed 40 ft.

CON
15 (+2)

INT
6 (2)

WIS
8 (1)

CHA
5 (3)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but
cant speak
Challenge 1/4 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

STR
9 (1)

DEX
11 (+0)

CON
9 (1)

INT
2 (4)

WIS
10 (+0)

CHA
3 (4)

STR
12 (+1)

DEX
15 (+2)

CON
12 (+1)

INT
3 (4)

Keen Smell. The swarm has advantage on Wisdom


(Perception) checks that rely on smell.

Pack Tactics. The wolf has advantage on attack rolls


against a creature if at least one of the wolfs allies is within 5
feet of the creature and the ally isnt incapacitated.

Swarm. The swarm can occupy another creatures space


and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm cant regain
hit points or gain temporary hit points.

Actions

Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing or smell.

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.

Giant Wasp

Gnoll

Medium undead, neutral evil

Medium beast, unaligned

Medium humanoid (gnoll), chaotic evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

Armor Class 12
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.

Armor Class 15 (hide armor, shield)


Hit Points 22 (5d8)
Speed 30 ft.

CON
16 (+3)

INT
3 (4)

WIS
6 (2)

CHA
5 (3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but
cant speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from
a critical hit. On a success, the zombie drops to 1 hit point
instead.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

This Document is a work in progress.

CHA
6 (2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)

Zombie

DEX
6 (2)

WIS
12 (+1)

Damage Resistances bludgeoning, piercing, slashing


Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target


in the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or
fewer.

STR
13 (+1)

CHA
8 (1)

Actions

Medium undead, lawful evil

DEX
14 (+2)

WIS
8 (1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Skeleton

STR
10 (+0)

INT
10 (+0)

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

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.


Hit: 6 (1d4 + 4) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.

Actions

STR
8 (1)

STR
10 (+0)

DEX
14 (+2)

CON
10 (+0)

INT
1 (5)

WIS
10 (+0)

CHA
3 (4)

STR
14 (+2)

DEX
12 (+1)

CON
11 (+0)

INT
6 (2)

WIS
10 (+0)

CHA
7 (2)

Senses passive Perception 10


Languages
Challenge 1/2 (100 XP)

Senses darkvision 60 ft., passive Perception 10


Languages Gnoll
Challenge 1/2 (100 XP)

Actions

Rampage. When the gnoll reduces a creature to 0 hit points


with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: 5 (1d6 + 2) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on
a successful one. If the poison damage reduces the target to
0 hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned in
this way.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600
ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Hobgoblin

Lizardfolk

Orc

Medium humanoid (goblinoid), lawful evil

Medium humanoid (lizardfolk), neutral

Medium humanoid (orc), chaotic evil

Armor Class 18 (chain mail, shield)


Hit Points 11 (2d8 + 2)
Speed 30 ft.

Armor Class 15 (natural armor, shield)


Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 30 ft.

Armor Class 13 (hide armor)


Hit Points 15 (2d8 + 6)
Speed 30 ft.

STR
13 (+1)

DEX
12 (+1)

CON
12 (+1)

INT
10 (+0)

WIS
10 (+0)

CHA
9 (1)

STR
15 (+2)

DEX
10 (+0)

CON
13 (+1)

INT
7 (2)

WIS
12 (+1)

CHA
7 (2)

STR
16 (+3)

DEX
12 (+1)

CON
16 (+3)

INT
7 (2)

WIS
11 (+0)

CHA
10 (+0)

Senses darkvision 60 ft., passive Perception 10


Languages Common, Goblin
Challenge 1/2 (100 XP)

Skills Perception +3, Stealth +4, Survival +5


Senses passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)

Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the hobgoblin can deal


an extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the
hobgoblin that isnt incapacitated.

Hold Breath. The lizardfolk can hold its breath for 15


minutes.

Aggressive. As a bonus action, the orc can move up to its


speed toward a hostile creature that it can see.

Actions

Actions

Multiattack. The lizardfolk makes two melee attacks, each


one with a different weapon.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 9 (1d12 + 3) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5


ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.

Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600
ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

Swarm of Insects

Worg

Animated Armor

Medium swarm of Tiny beasts, unaligned

Large monstrosity, neutral evil

Medium construct, unaligned

Armor Class 12 (natural armor)


Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.

Armor Class 13 (natural armor)


Hit Points 26 (4d10 + 4)
Speed 50 ft.

Armor Class 18 (natural armor)


Hit Points 33 (6d8 + 6)
Speed 25 ft.

STR
3 (4)

DEX
13 (+1)

CON
10 (+0)

INT
1 (-5)

WIS
7 (-2)

CHA
1 (-5)

Damage Resistances bludgeoning, piercing, slashing


Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creatures space
and vice versa, and the swarm can move through any
opening large enough for a Tiny insect. The swarm cant
regain hit points or gain temporary hit points.

Actions

STR
16 (+3)

DEX
13 (+1)

CON
13 (+1)

INT
7 (-2)

WIS
11 (+0)

CHA
8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on
Wisdom (Perception) checks that rely on hearing or smell.

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.

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target


in the swarms space. Hit: 10 (4d4) piercing damage, or 5
(2d4) piercing damage if the swarm has half of its hit points or
fewer.

STR
14 (+2)

DEX
11 (+0)

CON
13 (+1)

INT
1 (-5)

WIS
3 (-4)

CHA
1 (-5)

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 6
Languages
Challenge 1 (200 XP)
Antimagic Susceptibility. The armor is incapacitated while
in the area of an antimagic field. If targeted by dispel magic,
the armor must succeed on a Constitution saving throw
against the casters spell save DC or fall unconscious for 1
minute.
False Appearance. While the armor remains motionless, it
is indistinguishable from a normal suit of armor.

Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

Brown Bear

Bugbear

Death Dog

Large beast, unaligned

Medium humanoid (goblinoid), chaotic evil

Medium monstrosity, neutral evil

Armor Class 11 (natural armor)


Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

Armor Class 16 (hide armor, shield)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.

STR
19 (+4)

DEX
10 (+0)

CON
16 (+3)

INT
2 (-4)

WIS
13 (+1)

CHA
7 (-2)

STR
15 (+2)

DEX
14 (+2)

CON
13 (+1)

INT
8 (-1)

WIS
11 (+0)

CHA
9 (-1)

STR
15 (+2)

DEX
14 (+2)

CON
14 (+2)

INT
3 (-4)

WIS
13 (+1)

CHA
6 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)

Skills Stealth +6, Survival +2


Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)

Skills Perception +5, Stealth +4


Senses darkvision 120 ft., passive Perception 15
Languages
Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom


(Perception) checks that rely on smell.

Brute. A melee weapon deals one extra die of its damage


when the bugbear hits with it (included in the attack).

Actions

Surprise Attack. If the bugbear surprises a creature and hits


it with an attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack.

Two-Headed. The dog has advantage on Wisdom


(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, or knocked
unconscious.

Multiattack. The bear 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.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

This Document is a work in progress.

Actions
Actions

Multiattack. The dog makes two bite attacks.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
target. Hit: 11 (2d8 + 2) piercing damage.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw against
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
disease or become poisoned until the disease is cured. Every
ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing
24 hours that elapse, the creature must repeat the saving
damage in melee or 5 (1d6 + 2) piercing damage at range.
throw, reducing its hit point maximum by 5 (1d10) on a failure.
This reduction lasts until the disease is cured. The creature
dies if the disease reduces its hit point maximum to 0.

Dire Wolf

Ghoul

Giant Spider

Large beast, unaligned

Medium undead, chaotic evil

Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 37 (5d10 + 10)
Speed 50 ft.

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

Armor Class 14 (natural armor)


Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR
17 (+3)

DEX
15 (+2)

CON
15 (+2)

INT
3 (-4)

WIS
13 (+1)

CHA
7 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages
Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll
against a creature if at least one of the wolfs allies is within 5
feet of the creature and the ally isnt incapacitated.

STR
13 (+1)

DEX
15 (+2)

CON
10 (+0)

INT
7 (-2)

WIS
10 (+0)

CHA
6 (-2)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed on a DC
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
10 Constitution saving throw or be paralyzed for 1 minute. The
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it target can repeat the saving throw at the end of each of its
must succeed on a DC 13 Strength saving throw or be
turns, ending the effect on itself on a success.
knocked prone.

Actions

Giant Toad
Large beast, unaligned
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
STR
15 (+2)

DEX
13 (+1)

CON
13 (+1)

INT
2 (-4)

WIS
10 (+0)

CHA
3 (-4)

Senses darkvision 30 ft., passive Perception 10


Languages
Challenge 1 (200 XP)
Amphibious. The toad can breathe air and water.
Standing Leap. The toads long jump is up to 20 feet and its high
jump is up to 10 feet, with or without a running start.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the
target is grappled (escape DC 13). Until this grapple ends, the
target is restrained, and the toad cant bite another target.
Swallow. The toad makes one bite attack against a Medium or
smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is blinded
and restrained, it has total cover against attacks and other effects
outside the toad, and it takes 10 (3d6) acid damage at the start of
each of the toads turns. The toad can have only one target
swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by
it and can escape from the corpse using 5 feet of movement,
exiting prone.

This Document is a work in progress.

STR
14 (+2)

DEX
16 (+3)

CON
12 (+1)

INT
2 (-4)

WIS
11 (+0)

CHA
4 (-3)

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 10
Languages
Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by
webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7
(1d8 + 3) piercing damage, and the target must make a DC 11
Constitution saving throw, taking 9 (2d8) poison damage on a failed save,
or half as much damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is paralyzed while poisoned in
this way.
Web (Recharge 56). Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
one creature. Hit: The target is restrained by webbing. As an action, the
restrained target can make a DC 12 Strength check, bursting the webbing
on a success. The webbing can also be attacked and destroyed (AC 10;
hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and
psychic damage).

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