---
title: 'Miscellaneous Creatures'
---

[TOC]

This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.

### Creatures (A-C)

#### Ape

_Medium beast, unaligned_

**Armor Class** 12

**Hit Points** 19 (3d8 + 6)

**Speed** 30 ft., climb 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 16 (+3) | 14 (+2) | 14 (+2) | 6 (−2) | 12 (+1) | 7 (−2) |

**Skills** Athletics +5, Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 1/2 (100 XP)

**Actions**

**_Multiattack_**. The ape makes two fist attacks.

**_Fist_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage.

**_Rock_**. _Ranged Weapon Attack:_ +5 to hit, range 25/50 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage.

#### Awakened Shrub

_Small plant, unaligned_

**Armor Class** 9

**Hit Points** 10 (3d6)

**Speed** 20 ft.

| STR    | DEX    | CON     | INT     | WIS     | CHA    |
|--------|--------|---------|---------|---------|--------|
| 3 (−4) | 8 (−1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (−2) |

**Damage Vulnerabilities** fire

**Damage Resistances** piercing

**Senses** passive Perception 10

**Languages** one language known by its creator

**Challenge** 0 (10 XP)

**_False Appearance_**. While the shrub remains motionless, it is indistinguishable from a normal shrub.

**Actions**

**_Rake_**. _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 − 1) slashing damage.

An **awakened shrub** is an ordinary shrub given sentience and mobility by the _awaken_ spell or similar magic.

#### Awakened Tree

_Huge plant, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 59 (7d12 + 14)

**Speed** 20 ft.

| STR     | DEX    | CON     | INT     | WIS     | CHA    |
|---------|--------|---------|---------|---------|--------|
| 19 (+4) | 6 (−2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (−2) |

**Damage Vulnerabilities** fire

**Damage Resistances** bludgeoning, piercing

**Senses** passive Perception 10

**Languages** one language known by its creator

**Challenge** 2 (450 XP)

**_False Appearance_**. While the tree remains motionless, it is indistinguishable from a normal tree.

**Actions**

**_Slam_**. _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 14 (3d6 + 4) bludgeoning damage.

An **awakened tree** is an ordinary tree given sentience and mobility by the _awaken_ spell or similar magic.

#### Axe Beak

_Large beast, unaligned_

**Armor Class** 11

**Hit Points** 19 (3d10 + 3)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 14 (+2) | 12 (+1) | 12 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Beak_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) slashing damage.

An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

#### Baboon

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 3 (1d6)

**Speed** 30 ft., climb 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 8 (−1) | 14 (+2) | 11 (+0) | 4 (−3) | 12 (+1) | 6 (−2) |

**Senses** passive Perception 11

**Languages** —

**Challenge** 0 (10 XP)

**_Pack Tactics_**. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 − 1) piercing damage.

#### Badger

_Tiny beast, unaligned_

**Armor Class** 10

**Hit Points** 3 (1d4 + 1)

**Speed** 20 ft., burrow 5 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 4 (−3) | 11 (+0) | 12 (+1) | 2 (−4) | 12 (+1) | 5 (−3) |

**Senses** darkvision 30 ft., passive Perception 11

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Smell_**. The badger has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.

#### Bat

_Tiny beast, unaligned_

**Armor Class** 12

**Hit Points** 1 (1d4 − 1)

**Speed** 5 ft., fly 30 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 2 (−4) | 15 (+2) | 8 (−1) | 2 (−4) | 12 (+1) | 4 (−3) |

**Senses** blindsight 60 ft., passive Perception 11

**Languages** —

**Challenge** 0 (10 XP)

**_Echolocation_**. The bat can’t use its blindsight while deafened.

**_Keen Hearing_**. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage.

#### Black Bear

_Medium beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 19 (3d8 + 6)

**Speed** 40 ft., climb 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 10 (+0) | 14 (+2) | 2 (−4) | 12 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 1/2 (100 XP)

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. _Melee Weapon Attack:_ +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.

#### Blink Dog

_Medium fey, lawful good_

**Armor Class** 13

**Hit Points** 22 (4d8 + 4)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT     | WIS     | CHA     |
|---------|---------|---------|---------|---------|---------|
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |

**Skills** Perception +3, Stealth +5

**Senses** passive Perception 13

**Languages** Blink Dog, understands Sylvan but can’t 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 4–6)_**. 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.

A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.

#### Blood Hawk

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 7 (2d6)

**Speed** 10 ft., fly 60 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 6 (−2) | 14 (+2) | 10 (+0) | 3 (−4) | 14 (+2) | 5 (−3) |

**Skills** Perception +4

**Senses** passive Perception 14

**Languages** —

**Challenge** 1/8 (25 XP)

**_Keen Sight_**. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

**_Pack Tactics_**. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Beak_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage.

Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

#### Boar

_Medium beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 11 (2d8 + 2)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS    | CHA    |
|---------|---------|---------|--------|--------|--------|
| 13 (+1) | 11 (+0) | 12 (+1) | 2 (−4) | 9 (−1) | 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.

#### Brown Bear

_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) | 2 (−4) | 13 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 1 (200 XP)

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. _Melee Weapon Attack:_ +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.

#### Camel

_Large beast, unaligned_

**Armor Class** 9

**Hit Points** 15 (2d10 + 4)

**Speed** 50 ft.

| STR     | DEX    | CON     | INT    | WIS    | CHA    |
|---------|--------|---------|--------|--------|--------|
| 16 (+3) | 8 (−1) | 14 (+2) | 2 (−4) | 8 (−1) | 5 (−3) |

**Senses** passive Perception 9

**Languages** —

**Challenge** 1/8 (25 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) bludgeoning damage.

#### Cat

_Tiny beast, unaligned_

**Armor Class** 12

**Hit Points** 2 (1d4)

**Speed** 40 ft., climb 30 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 Smell_**. The cat has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Claws_**. _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage.

#### Constrictor Snake

_Large beast, unaligned_

**Armor Class** 12

**Hit Points** 13 (2d10 + 2)

**Speed** 30 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 14 (+2) | 12 (+1) | 1 (−5) | 10 (+0) | 3 (−4) |

**Senses** blindsight 10 ft., passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _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 (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

#### Crab

_Tiny beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 2 (1d4)

**Speed** 20 ft., swim 20 ft.

| STR    | DEX     | CON     | INT    | WIS    | CHA    |
|--------|---------|---------|--------|--------|--------|
| 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 2 (−4) |

**Skills** Stealth +2

**Senses** blindsight 30 ft., passive Perception 9

**Languages** —

**Challenge** 0 (10 XP)

**_Amphibious_**. The crab can breathe air and water.

**Actions**

**_Claw_**. _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage.

#### Crocodile

_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 Perception 10

**Languages** —

**Challenge** 1/2 (100 XP)

**_Hold Breath_**. The crocodile can hold its breath for 15 minutes.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

### Creatures (D-F)

#### Death Dog

_Medium monstrosity, neutral evil_

**Armor Class** 12

**Hit Points** 39 (6d8 + 12)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 14 (+2) | 14 (+2) | 3 (−4) | 13 (+1) | 6 (−2) |

**Skills** Perception +5, Stealth +4

**Senses** darkvision 120 ft., passive Perception 15

**Languages** —

**Challenge** 1 (200 XP)

**_Two-Headed_**. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

**Actions**

**_Multiattack_**. The dog makes two bite attacks.

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving 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.

A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.

#### Deer

_Medium beast, unaligned_

**Armor Class** 13

**Hit Points** 4 (1d8)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 11 (+0) | 16 (+3) | 11 (+0) | 2 (−4) | 14 (+2) | 5 (−3) |

**Senses** passive Perception 12

**Languages** —

**Challenge** 0 (10 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage.

#### Dire 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 an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

#### Draft Horse

_Large beast, unaligned_

**Armor Class** 10

**Hit Points** 19 (3d10 + 3)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 18 (+4) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Hooves_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4 + 4) bludgeoning damage.

#### Eagle

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 3 (1d6)

**Speed** 10 ft., fly 60 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 6 (−2) | 15 (+2) | 10 (+0) | 2 (−4) | 14 (+2) | 7 (−2) |

**Skills** Perception +4

**Senses** passive Perception 14

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Sight_**. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

**Actions**

**_Talons_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) slashing damage.

#### Elephant

_Huge beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 76 (8d12 + 24)

**Speed** 40 ft.

| STR     | DEX    | CON     | INT    | WIS     | CHA    |
|---------|--------|---------|--------|---------|--------|
| 22 (+6) | 9 (−1) | 17 (+3) | 3 (−4) | 11 (+0) | 6 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 4 (1,100 XP)

**_Trampling Charge_**. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

**Actions**

**_Gore_**. _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8 + 6) piercing damage.

**_Stomp_**. _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one prone creature. _Hit:_ 22 (3d10 + 6) bludgeoning damage.

#### Elk

_Large beast, unaligned_

**Armor Class** 10

**Hit Points** 13 (2d10 + 2)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT     | WIS     | CHA     |
|---------|---------|---------|---------|---------|---------|
| 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 10 (+0) | 6 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**_Charge_**. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**Actions**

**_Ram_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) bludgeoning damage.

**_Hooves_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one prone creature. _Hit:_ 8 (2d4 + 3) bludgeoning damage.

#### Flying Snake

_Tiny beast, unaligned_

**Armor Class** 14

**Hit Points** 5 (2d4)

**Speed** 30 ft., fly 60 ft., swim 30 ft

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 4 (−3) | 18 (+4) | 11 (+0) | 2 (−4) | 12 (+1) | 5 (−3) |

**Senses** blindsight 10 ft., passive Perception 11

**Languages** —

**Challenge** 1/8 (25 XP)

**_Flyby_**. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage plus 7 (3d4) poison damage.

A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.

#### Frog

_Tiny beast, unaligned_

**Armor Class** 11

**Hit Points** 1 (1d4 − 1)

**Speed** 20 ft., swim 20 ft.

| STR    | DEX     | CON    | INT    | WIS    | CHA    |
|--------|---------|--------|--------|--------|--------|
| 1 (−5) | 13 (+1) | 8 (−1) | 1 (−5) | 8 (−1) | 3 (−4) |

**Skills** Perception +1, Stealth +3

**Senses** darkvision 30 ft., passive Perception 11

**Languages** —

**Challenge** 0 (0 XP)

**_Amphibious_**. The frog can breathe air and water.

**_Standing Leap_**. The frog’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a **toad**.

### Creatures (G-I)

#### Giant Ape

_Huge beast, unaligned_

**Armor Class** 12

**Hit Points** 157 (15d12 + 60)

**Speed** 40 ft., climb 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 23 (+6) | 14 (+2) | 18 (+4) | 7 (−2) | 12 (+1) | 7 (−2) |

**Skills** Athletics +9, Perception +4

**Senses** passive Perception 14

**Languages** —

**Challenge** 7 (2,900 XP)

**Actions**

**_Multiattack_**. The ape makes two fist attacks.

**_Fist_**. _Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10 + 6) bludgeoning damage.

**_Rock_**. _Ranged Weapon Attack:_ +9 to hit, range 50/100 ft., one target. _Hit:_ 30 (7d6 + 6) bludgeoning damage.

#### Giant Badger

_Medium beast, unaligned_

**Armor Class** 10

**Hit Points** 13 (2d8 + 4)

**Speed** 30 ft., burrow 10 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 13 (+1) | 10 (+0) | 15 (+2) | 2 (−4) | 12 (+1) | 5 (−3) |

**Senses** darkvision 30 ft., passive Perception 11

**Languages** —

**Challenge** 1/4 (50 XP)

**_Keen Smell_**. The badger has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Multiattack_**. The badger 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:_ 4 (1d6 + 1) piercing damage.

**_Claws_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 6 (2d4 + 1) slashing damage.

#### Giant Bat

_Large beast, unaligned_

**Armor Class** 13

**Hit Points** 22 (4d10)

**Speed** 10 ft., fly 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 16 (+3) | 11 (+0) | 2 (−4) | 12 (+1) | 6 (−2) |

**Senses** blindsight 60 ft., passive Perception 11

**Languages** —

**Challenge** 1/4 (50 XP)

**_Echolocation_**. The bat can’t use its blindsight while deafened.

**_Keen Hearing_**. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage.

#### Giant Boar

_Large beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 42 (5d10 + 15)

**Speed** 40 ft.


| STR     | DEX     | CON     | INT    | WIS    | CHA    |
|---------|---------|---------|--------|--------|--------|
| 17 (+3) | 10 (+0) | 16 (+3) | 2 (−4) | 7 (−2) | 5 (−3) |

**Senses** passive Perception 8

**Languages** —

**Challenge** 2 (450 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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**_Relentless (Recharges after a Short or Long Rest)_**. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

**Actions**

**_Tusk_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage.

#### Giant Centipede

_Small beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 4 (1d6 + 1)

**Speed** 30 ft., climb 30 ft.

| STR    | DEX     | CON     | INT    | WIS    | CHA    |
|--------|---------|---------|--------|--------|--------|
| 5 (−3) | 14 (+2) | 12 (+1) | 1 (−5) | 7 (−2) | 3 (−4) |

**Senses** blindsight 30 ft., passive Perception 8

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

#### Giant Constrictor Snake

_Huge beast, unaligned_

**Armor Class** 12

**Hit Points** 60 (8d12 + 8)

**Speed** 30 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 19 (+4) | 14 (+2) | 12 (+1) | 1 (−5) | 10 (+0) | 3 (−4) |

**Skills** Stealth +5

**Skills** Perception +2

**Senses** blindsight 10 ft., passive Perception 12

**Languages** —

**Challenge** 2 (450 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 11 (2d6 + 4) piercing damage.

**_Constrict_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

#### Giant Crab

_Medium beast, unaligned_

**Armor Class** 15 (natural armor)

**Hit Points** 13 (3d8)

**Speed** 30 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS    | CHA    |
|---------|---------|---------|--------|--------|--------|
| 13 (+1) | 15 (+2) | 11 (+0) | 1 (−5) | 9 (−1) | 3 (−4) |

**Skills** Stealth +4

**Senses** blindsight 30 ft., passive Perception 9

**Languages** —

**Challenge** 1/8 (25 XP)

**_Amphibious_**. The crab can breathe air and water.

**Actions**

**_Claw_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

#### Giant Crocodile

_Huge beast, unaligned_

**Armor Class** 14 (natural armor)

**Hit Points** 85 (9d12 + 27)

**Speed** 30 ft., swim 50 ft.

| STR     | DEX    | CON     | INT    | WIS     | CHA    |
|---------|--------|---------|--------|---------|--------|
| 21 (+5) | 9 (−1) | 17 (+3) | 2 (−4) | 10 (+0) | 7 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 5 (1,800 XP)

**_Hold Breath_**. The crocodile can hold its breath for 30 minutes.

**Actions**

**_Multiattack_**. The crocodile makes two attacks: one with its bite and one with its tail.

**_Bite_**. _Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

**_Tail_**. _Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target not grappled by the crocodile. _Hit:_ 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

#### Giant Eagle

_Large beast, neutral good_

**Armor Class** 13

**Hit Points** 26 (4d10 + 4)

**Speed** 10 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 Perception 14

**Languages** Giant Eagle, understands Common and Auran but can’t speak them

**Challenge** 1 (200 XP)

**_Keen Sight_**. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

**Actions**

**_Multiattack_**. The eagle makes two attacks: one with its beak and one with its talons.

**_Beak_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) piercing damage.

**_Talons_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) slashing damage.

A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

#### Giant Elk

_Huge beast, unaligned_

**Armor Class** 14 (natural armor)

**Hit Points** 42 (5d12 + 10)


**Speed** 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA     |
|---------|---------|---------|--------|---------|---------|
| 19 (+4) | 16 (+3) | 14 (+2) | 7 (−2) | 14 (+2) | 10 (+0) |

**Skills** Perception +4

**Senses** passive Perception 14

**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them

**Challenge** 2 (450 XP)

**_Charge_**. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

**Actions**

**_Ram_**. _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage.

**_Hooves_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one prone creature. _Hit:_ 22 (4d8 + 4) bludgeoning damage.

The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

#### Giant Fire Beetle

_Small beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 4 (1d6 + 1)

**Speed** 30 ft.

| STR    | DEX     | CON     | INT    | WIS    | CHA    |
|--------|---------|---------|--------|--------|--------|
| 8 (−1) | 10 (+0) | 12 (+1) | 1 (−5) | 7 (−2) | 3 (−4) |

**Senses** blindsight 30 ft., passive Perception 8

**Languages** —

**Challenge** 0 (10 XP)

**_Illumination_**. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 2 (1d6 − 1) slashing damage.

A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

#### Giant Frog

_Medium beast, unaligned_

**Armor Class** 11

**Hit Points** 18 (4d8)

**Speed** 30 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 12 (+1) | 13 (+1) | 11 (+0) | 2 (−4) | 10 (+0) | 3 (−4) |

**Skills** Perception +2, Stealth +3

**Senses** darkvision 30 ft., passive Perception 12

**Languages** —

**Challenge** 1/4 (50 XP)

**_Amphibious_**. The frog can breathe air and water.

**_Standing Leap_**. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target.

**_Swallow_**. The frog makes one bite attack against a Small 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 frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time.

If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

#### Giant Goat

_Large beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 19 (3d10 + 3)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 17 (+3) | 11 (+0) | 12 (+1) | 3 (−4) | 12 (+1) | 6 (−2) |

**Senses** passive Perception 11

**Languages** —

**Challenge** 1/2 (100 XP)

**_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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**_Sure-Footed_**. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

**Actions**

**_Ram_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4 + 3) bludgeoning damage.

#### Giant Hyena

_Large beast, unaligned_

**Armor Class** 12

**Hit Points** 45 (6d10 + 12)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 16 (+3) | 14 (+2) | 14 (+2) | 2 (−4) | 12 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 1 (200 XP)

**_Rampage_**. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6 + 3) piercing damage.

#### Giant Lizard

_Large beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 19 (3d10 + 3)

**Speed** 30 ft., climb 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 12 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |

**Senses** darkvision 30 ft., passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage.

A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

#### Giant Octopus

_Large beast, unaligned_

**Armor Class** 11

**Hit Points** 52 (8d10 + 8)

**Speed** 10 ft., swim 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 17 (+3) | 13 (+1) | 13 (+1) | 4 (−3) | 10 (+0) | 4 (−3) |

**Skills** Perception +4, Stealth +5

**Senses** darkvision 60 ft., passive Perception 14

**Languages** —

**Challenge** 1 (200 XP)

**_Hold Breath_**. While out of water, the octopus can hold its breath for 1 hour.

**_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**_Water Breathing_**. The octopus can breathe only underwater.

**Actions**

**_Tentacles_**. _Melee Weapon Attack:_ +5 to hit, reach 15 ft., one target. _Hit:_ 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.

**_Ink Cloud (Recharges after a Short or Long Rest)_**. A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

#### Giant Owl

_Large beast, neutral_

**Armor Class** 12

**Hit Points** 19 (3d10 + 3)

**Speed** 5 ft., fly 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA     |
|---------|---------|---------|--------|---------|---------|
| 13 (+1) | 15 (+2) | 12 (+1) | 8 (−1) | 13 (+1) | 10 (+0) |

**Skills** Perception +5, Stealth +4

**Senses** darkvision 120 ft., passive Perception 15

**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them

**Challenge** 1/4 (50 XP)

**_Flyby_**. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

**_Keen Hearing and Sight_**. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

**Actions**

**_Talons_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 8 (2d6 + 1) slashing damage.

**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.

#### Giant Poisonous Snake

_Medium beast, unaligned_

**Armor Class** 14

**Hit Points** 11 (2d8 + 2)

**Speed** 30 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 10 (+0) | 18 (+4) | 13 (+1) | 2 (−4) | 10 (+0) | 3 (−4) |

**Skills** Perception +2

**Senses** blindsight 10 ft., passive Perception 12

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

#### Giant Rat

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 7 (2d6)

**Speed** 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 7 (−2) | 15 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) |

**Senses** darkvision 60 ft., passive Perception 10

**Languages** —

**Challenge** 1/8 (25 XP)

**_Keen Smell_**. The rat has advantage on Wisdom (Perception) checks that rely on smell.

**_Pack Tactics_**. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage.

###### Variant: Diseased Giant Rats

Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack.

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.

#### Giant Scorpion

_Large beast, unaligned_

**Armor Class** 15 (natural armor)

**Hit Points** 52 (7d10 + 14)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS    | CHA    |
|---------|---------|---------|--------|--------|--------|
| 15 (+2) | 13 (+1) | 15 (+2) | 1 (−5) | 9 (−1) | 3 (−4) |

**Senses** blindsight 60 ft., passive Perception 9

**Languages** —

**Challenge** 3 (700 XP)

**Actions**

**_Multiattack_**. The scorpion makes three attacks: two with its claws and one with its sting.

**_Claw_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

**_Sting_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

#### Giant Sea Horse

_Large beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 16 (3d10)

**Speed** 0 ft., swim 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 12 (+1) | 15 (+2) | 11 (+0) | 2 (−4) | 12 (+1) | 5 (−3) |

**Senses** passive Perception 11

**Languages** —

**Challenge** 1/2 (100 XP)

**_Charge_**. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

**_Water Breathing_**. The sea horse can breathe only underwater.

**Actions**

**_Ram_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6 + 1) bludgeoning damage.

Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

#### Giant Shark

_Huge beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 126 (11d12 + 55)

**Speed** 0 ft., swim 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 23 (+6) | 11 (+0) | 21 (+5) | 1 (−5) | 10 (+0) | 5 (−3) |

**Skills** Perception +3

**Senses** blindsight 60 ft., passive Perception 13

**Languages** —

**Challenge** 5 (1,800 XP)

**_Blood Frenzy_**. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

**_Water Breathing_**. The shark can breathe only underwater.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 22 (3d10 + 6) piercing damage.

A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

#### Giant Spider

_Large beast, unaligned_

**Armor Class** 14 (natural armor)

**Hit Points** 26 (4d10 + 4)

**Speed** 30 ft., climb 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (−4) | 11 (+0) | 4 (−3) |

**Skills** Stealth +7

**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10

**Languages** —

**Challenge** 1 (200 XP)

**_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**_Web Sense_**. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

**_Web Walker_**. The spider ignores movement restrictions caused by webbing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

**_Web (Recharge 5–6)_**. _Ranged Weapon Attack:_ +5 to hit, range 30/60 ft., one creature. _Hit:_ The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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

#### Giant Toad

_Large beast, unaligned_

**Armor Class** 11

**Hit Points** 39 (6d10 + 6)

**Speed** 20 ft., swim 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 13 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 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 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 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 can’t 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 toad’s 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.

#### Giant Vulture

_Large beast, neutral evil_

**Armor Class** 10

**Hit Points** 22 (3d10 + 6)

**Speed** 10 ft., fly 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 10 (+0) | 15 (+2) | 6 (−2) | 12 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** understands Common but can’t speak

**Challenge** 1 (200 XP)

**_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Multiattack_**. The vulture makes two attacks: one with its beak and one with its talons.

**_Beak_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) piercing damage.

**_Talons_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 9 (2d6 + 2) slashing damage.

A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

#### Giant 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 10

**Languages** —

**Challenge** 1/2 (100 XP)

**Actions**

**_Sting_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

#### Giant Weasel

_Medium beast, unaligned_

**Armor Class** 13

**Hit Points** 9 (2d8)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 11 (+0) | 16 (+3) | 10 (+0) | 4 (−3) | 12 (+1) | 5 (−3) |

**Skills** Perception +3, Stealth +5

**Senses** darkvision 60 ft., passive Perception 13

**Languages** —

**Challenge** 1/8 (25 XP)

**_Keen Hearing and Smell_**. The weasel 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:_ 5 (1d4 + 3) piercing damage.

#### Giant Wolf Spider

_Medium beast, unaligned_

**Armor Class** 13

**Hit Points** 11 (2d8 + 2)

**Speed** 40 ft., climb 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 12 (+1) | 16 (+3) | 13 (+1) | 3 (−4) | 12 (+1) | 4 (−3) |

**Skills** Perception +3, Stealth +7

**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13

**Languages** —

**Challenge** 1/4 (50 XP)

**_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**_Web Sense_**. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

**_Web Walker_**. The spider ignores movement restrictions caused by webbing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

#### Goat

_Medium beast, unaligned_

**Armor Class** 10

**Hit Points** 4 (1d8)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 12 (+1) | 10 (+0) | 11 (+0) | 2 (−4) | 10 (+0) | 5 (−3) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 0 (10 XP)

**_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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

**_Sure-Footed_**. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

**Actions**

**_Ram_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4 + 1) bludgeoning damage.

#### Hawk

_Tiny beast, unaligned_

**Armor Class** 13

**Hit Points** 1 (1d4 − 1)

**Speed** 10 ft., fly 60 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 5 (−3) | 16 (+3) | 8 (−1) | 2 (−4) | 14 (+2) | 6 (−2) |

**Skills** Perception +4

**Senses** passive Perception 14

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Sight_**. The 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.

#### Hunter Shark

_Large beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 45 (6d10 + 12)

**Speed** 0 ft., swim 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 18 (+4) | 13 (+1) | 15 (+2) | 1 (−5) | 10 (+0) | 4 (−3) |

**Skills** Perception +2

**Senses** blindsight 30 ft., passive Perception 12

**Languages** —

**Challenge** 2 (450 XP)

**_Blood Frenzy_**. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

**_Water Breathing_**. The shark can breathe only underwater.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8 + 4) piercing damage.

Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.

#### Hyena

_Medium beast, unaligned_

**Armor Class** 11

**Hit Points** 5 (1d8 + 1)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 11 (+0) | 13 (+1) | 12 (+1) | 2 (−4) | 12 (+1) | 5 (−3) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_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 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 3 (1d6) piercing damage.

### Creatures (J-L)

#### Jackal

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 3 (1d6)

**Speed** 40 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 8 (−1) | 15 (+2) | 11 (+0) | 3 (−4) | 12 (+1) | 6 (−2) |


**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Hearing and Smell_**. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Pack Tactics_**. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +1 to hit, reach 5 ft., one target. _Hit:_ 1 (1d4 – 1) piercing damage.

#### Killer Whale

_Huge beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 90 (12d12 + 12)

**Speed** 0 ft., swim 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 19 (+4) | 10 (+0) | 13 (+1) | 3 (−4) | 12 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** blindsight 120 ft., passive Perception 13

**Languages** —

**Challenge** 3 (700 XP)

**_Echolocation_**. The whale can’t use its blindsight while deafened.

**_Hold Breath_**. The whale can hold its breath for 30 minutes.

**_Keen Hearing_**. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 21 (5d6 + 4) piercing damage.

#### Lion

_Large beast, unaligned_

**Armor Class** 12

**Hit Points** 26 (4d10 + 4)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 17 (+3) | 15 (+2) | 13 (+1) | 3 (−4) | 12 (+1) | 8 (−1) |

**Skills** Perception +3, Stealth +6

**Senses** passive Perception 13

**Languages** —

**Challenge** 1 (200 XP)

**_Keen Smell_**. The lion has advantage on Wisdom (Perception) checks that rely on smell.

**_Pack Tactics_**. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**_Pounce_**. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

**_Running Leap_**. With a 10-foot running start, the lion can long jump up to 25 feet.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) piercing damage.

**_Claw_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6 + 3) slashing damage.

#### Lizard

_Tiny beast, unaligned_

**Armor Class** 10

**Hit Points** 2 (1d4)

**Speed** 20 ft., climb 20 ft.

| STR    | DEX     | CON     | INT    | WIS    | CHA    |
|--------|---------|---------|--------|--------|--------|
| 2 (−4) | 11 (+0) | 10 (+0) | 1 (−5) | 8 (−1) | 3 (−4) |

**Senses** darkvision 30 ft., passive Perception 9

**Languages** —

**Challenge** 0 (10 XP)

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.

### Creatures (M-O)

#### Mammoth

_Huge beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 126 (11d12 + 55)

**Speed** 40 ft.

| STR     | DEX    | CON     | INT    | WIS     | CHA    |
|---------|--------|---------|--------|---------|--------|
| 24 (+7) | 9 (−1) | 21 (+5) | 3 (−4) | 11 (+0) | 6 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 6 (2,300 XP)

**_Trampling Charge_**. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

**Actions**

**_Gore_**. _Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 25 (4d8 + 7) piercing damage.

**_Stomp_**. _Melee Weapon Attack:_ +10 to hit, reach 5 ft., one prone creature. _Hit:_ 29 (4d10 + 7) bludgeoning damage.

A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

#### Mastiff

_Medium beast, unaligned_

**Armor Class** 12

**Hit Points** 5 (1d8 + 1)

**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** 1/8 (25 XP)

**_Keen Hearing and Smell_**. The mastiff 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.

**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

#### Mule

_Medium beast, unaligned_

**Armor Class** 10

**Hit Points** 11 (2d8 + 2)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 14 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/8 (25 XP)

**_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 Strength and Dexterity saving throws made against effects that would knock it prone.

**Actions**

**_Hooves_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) bludgeoning damage.

#### Octopus

_Small beast, unaligned_

**Armor Class** 12

**Hit Points** 3 (1d6)

**Speed** 5 ft., swim 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 4 (−3) | 15 (+2) | 11 (+0) | 3 (−4) | 10 (+0) | 4 (−3) |

**Skills** Perception +2, Stealth +4

**Senses** darkvision 30 ft., passive Perception 12

**Languages** —

**Challenge** 0 (10 XP)

**_Hold Breath_**. While out of water, the octopus can hold its breath for 30 minutes.

**_Underwater Camouflage_**. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**_Water Breathing_**. The octopus can breathe only underwater.

**Actions**

**_Tentacles_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.

**_Ink Cloud (Recharges after a Short or Long Rest)_**. 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 use the Dash action as a bonus action.

#### Owl

_Tiny beast, unaligned_

**Armor Class** 11

**Hit Points** 1 (1d4 − 1)

**Speed** 5 ft., fly 60 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 3 (−4) | 13 (+1) | 8 (−1) | 2 (−4) | 12 (+1) | 7 (−2) |

**Skills** Perception +3, Stealth +3

**Senses** darkvision 120 ft., passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_Flyby_**. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

**_Keen Hearing and Sight_**. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

**Actions**

**_Talons_**. _Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 1 slashing damage.

### Creatures (P-R)

#### Panther

_Medium beast, unaligned_

**Armor Class** 12

**Hit Points** 13 (3d8)

**Speed** 50 ft., climb 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 14 (+2) | 15 (+2) | 10 (+0) | 3 (−4) | 14 (+2) | 7 (−2) |

**Skills** Perception +4, Stealth +6

**Senses** passive Perception 14

**Languages** —

**Challenge** 1/4 (50 XP)

**_Keen Smell_**. The panther has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage.

**_Claw_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4 + 2) slashing damage.

#### Phase Spider

_Large monstrosity, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 32 (5d10 + 5)

**Speed** 30 ft., climb 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 15 (+2) | 12 (+1) | 6 (−2) | 10 (+0) | 6 (−2) |

**Skills** Stealth +6

**Senses** darkvision 60 ft., passive Perception 10

**Languages** —

**Challenge** 3 (700 XP)

**_Ethereal Jaunt_**. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

**_Spider Climb_**. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**_Web Walker_**. The spider ignores movement restrictions caused by webbing.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.

A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.

#### Poisonous Snake

_Tiny beast, unaligned_

**Armor Class** 13

**Hit Points** 2 (1d4)

**Speed** 30 ft., swim 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 2 (−4) | 16 (+3) | 11 (+0) | 1 (−5) | 10 (+0) | 3 (−4) |

**Senses** blindsight 10 ft., passive Perception 10

**Languages** —

**Challenge** 1/8 (25 XP)

**Actions**

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

#### Polar Bear

_Large beast, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 42 (5d10 + 15)

**Speed** 40 ft., swim 30 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 20 (+5) | 10 (+0) | 16 (+3) | 2 (−4) | 13 (+1) | 7 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 2 (450 XP)

**_Keen Smell_**. The bear has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Multiattack_**. The bear makes two attacks: one with its bite and one with its claws.

**_Bite_**. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (1d8 + 5) piercing damage.

**_Claws_**. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage.

#### Pony

_Medium beast, unaligned_

**Armor Class** 10

**Hit Points** 11 (2d8 + 2)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 15 (+2) | 10 (+0) | 13 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/8 (25 XP)

**Actions**

**_Hooves_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) bludgeoning damage.

#### Quipper

_Tiny beast, unaligned_

**Armor Class** 13

**Hit Points** 1 (1d4 − 1)

**Speed** 0 ft., swim 40 ft.

**STR DEX CON**

2 (−4) 16 (+3) 9 (−1)

**Senses** darkvision 60 ft., passive Perception 8

**Languages** —

**Challenge** 0 (10 XP)

**_Blood Frenzy_**. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

**_Water Breathing_**. The quipper can breathe only underwater.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.

A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

#### Rat

_Tiny beast, unaligned_

**Armor Class** 10

**Hit Points** 1 (1d4 − 1)

**Speed** 20 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 2 (−4) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 4 (−3) |

**Senses** darkvision 30 ft., passive Perception 10

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Smell_**. The rat has advantage on Wisdom (Perception) checks that rely on smell.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +0 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.

#### Raven

_Tiny 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) | 2 (−4) | 12 (+1) | 6 (−2) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_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 DC 10 Wisdom (Insight) check.

**Actions**

**_Beak_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 1 piercing damage.

#### Reef 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 (−3) |

**Skills** Perception +2

**Senses** blindsight 30 ft., passive Perception 12

**Languages** —

**Challenge** 1/2 (100 XP)

**_Pack Tactics_**. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**_Water Breathing_**. The shark can breathe only underwater.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8 + 2) piercing damage.

Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.

#### Rhinoceros

_Large beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 45 (6d10 + 12)

**Speed** 40 ft.

| STR     | DEX    | CON     | INT    | WIS     | CHA    |
|---------|--------|---------|--------|---------|--------|
| 21 (+5) | 8 (−1) | 15 (+2) | 2 (−4) | 12 (+1) | 6 (−2) |

**Senses** passive Perception 11

**Languages** —

**Challenge** 2 (450 XP)

**_Charge_**. If the rhinoceros 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) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

**Actions**

**_Gore_**. _Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8 + 5) bludgeoning damage.

#### Riding Horse

_Large beast, unaligned_

**Armor Class** 10

**Hit Points** 13 (2d10 + 2)

**Speed** 60 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**Actions**

**_Hooves_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4 + 3) bludgeoning damage.

### Creatures (S-U)

#### Saber-Toothed Tiger

_Large beast, unaligned_

**Armor Class** 12

**Hit Points** 52 (7d10 + 14)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 18 (+4) | 14 (+2) | 15 (+2) | 3 (−4) | 12 (+1) | 8 (−1) |

**Skills** Perception +3, Stealth +6

**Senses** passive Perception 13

**Languages** —

**Challenge** 2 (450 XP)

**_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (1d10 + 5) piercing damage.

**_Claw_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6 + 5) slashing damage.

#### Scorpion

_Tiny beast, unaligned_

**Armor Class** 11 (natural armor)

**Hit Points** 1 (1d4 − 1)

**Speed** 10 ft.

| STR    | DEX     | CON    | INT    | WIS    | CHA    |
|--------|---------|--------|--------|--------|--------|
| 2 (−4) | 11 (+0) | 8 (−1) | 1 (−5) | 8 (−1) | 2 (−4) |

**Senses** blindsight 10 ft., passive Perception 9

**Languages** —

**Challenge** 0 (10 XP)

**Actions**

**_Sting_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

#### Sea Horse

_Tiny beast, unaligned_

**Armor Class** 11

**Hit Points** 1 (1d4 − 1)

**Speed** 0 ft., swim 20 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 1 (−5) | 12 (+1) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) |

**Senses** passive Perception 10

**Languages** —

**Challenge** 0 (0 XP)

**_Water Breathing_**. The sea horse can breathe only underwater.

#### Spider

_Tiny beast, unaligned_

**Armor Class** 12

**Hit Points** 1 (1d4 − 1)

**Speed** 20 ft., climb 20 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 2 (−4) | 14 (+2) | 8 (−1) | 1 (−5) | 10 (+0) | 2 (−4) |

**Skills** Stealth +4

**Senses** darkvision 30 ft., passive Perception 10

**Languages** —

**Challenge** 0 (10 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:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

#### Swarm of Bats

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 12

**Hit Points** 22 (5d8)

**Speed** 0 ft., fly 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 5 (−3) | 15 (+2) | 10 (+0) | 2 (−4) | 12 (+1) | 4 (−3) |

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** blindsight 60 ft., passive Perception 11

**Languages** —

**Challenge** 1/4 (50 XP)

**_Echolocation_**. The swarm can’t use its blindsight while deafened.

**_Keen Hearing_**. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

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

**Actions**

**_Bites_**. _Melee Weapon Attack:_ +4 to hit, reach 0 ft., one creature in the swarm’s space. _Hit:_ 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

#### Swarm of Insects

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 12 (natural armor)

**Hit Points** 22 (5d8)

**Speed** 20 ft., climb 20 ft.

| STR    | DEX     | CON     | INT    | WIS    | CHA    |
|--------|---------|---------|--------|--------|--------|
| 3 (−4) | 13 (+1) | 10 (+0) | 1 (−5) | 7 (−2) | 1 (−5) |

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** blindsight 10 ft., passive Perception 8

**Languages** —

**Challenge** 1/2 (100 XP)

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

**Actions**

**_Bites_**. _Melee Weapon Attack:_ +3 to hit, reach 0 ft., one target in the swarm’s space. _Hit:_ 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

###### Variant: Insect Swarms

Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

**_Swarm of Beetles_**. A swarm of beetles gains a burrowing speed of 5 feet.

**_Swarm of Centipedes_**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

**_Swarm of Spiders_**. A swarm of spiders has the following additional traits.

_Spider Climb._ The swarm 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 swarm knows the exact location of any other creature in contact with the same web.

_Web Walker._ The swarm ignores movement restrictions caused by webbing.

**_Swarm of Wasps_**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.


#### Swarm of Poisonous Snakes

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 14

**Hit Points** 36 (8d8)

**Speed** 30 ft., swim 30 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 8 (−1) | 18 (+4) | 11 (+0) | 1 (−5) | 10 (+0) | 3 (−4) |

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** blindsight 10 ft., passive Perception 10

**Languages** —

**Challenge** 2 (450 XP)

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

**Actions**

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

#### Swarm of Quippers

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 13

**Hit Points** 28 (8d8 − 8)

**Speed** 0 ft., swim 40 ft.

| STR     | DEX     | CON    | INT    | WIS    | CHA    |
|---------|---------|--------|--------|--------|--------|
| 13 (+1) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (−2) | 2 (−4) |

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** darkvision 60 ft., passive Perception 8

**Languages** —

**Challenge** 1 (200 XP)

**_Blood Frenzy_**. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

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

**_Water Breathing_**. The swarm can breathe only underwater.

**Actions**

**_Bites_**. _Melee Weapon Attack:_ +5 to hit, reach 0 ft., one creature in the swarm’s space. _Hit:_ 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

#### Swarm of Rats

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 10

**Hit Points** 24 (7d8 − 7)

**Speed** 30 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 9 (−1) | 11 (+0) | 9 (−1) | 2 (−4) | 10 (+0) | 3 (−4) |

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** darkvision 30 ft., passive Perception 10

**Languages** —

**Challenge** 1/4 (50 XP)

**_Keen Smell_**. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

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

**Actions**

**_Bites_**. _Melee Weapon Attack:_ +2 to hit, reach 0 ft., one target in the swarm’s space. _Hit:_ 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

#### Swarm of Ravens

_Medium swarm of Tiny beasts, unaligned_

**Armor Class** 12

**Hit Points** 24 (7d8 − 7)

**Speed** 10 ft., fly 50 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 6 (−2) | 14 (+2) | 8 (−1) | 3 (−4) | 12 (+1) | 6 (−2) |

**Skills** Perception +5

**Damage Resistances** bludgeoning, piercing, slashing

**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

**Senses** passive Perception 15

**Languages** —

**Challenge** 1/4 (50 XP)

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

**Actions**

**_Beaks_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target in the swarm’s space. _Hit:_ 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

#### Tiger

_Large beast, unaligned_

**Armor Class** 12

**Hit Points** 37 (5d10 + 10)

**Speed** 40 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 17 (+3) | 15 (+2) | 14 (+2) | 3 (−4) | 12 (+1) | 8 (−1) |

**Skills** Perception +3, Stealth +6

**Senses** darkvision 60 ft., passive Perception 13

**Languages** —

**Challenge** 1 (200 XP)

**_Keen Smell_**. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**_Pounce_**. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10 + 3) piercing damage.

**_Claw_**. _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8 + 3) slashing damage.

### Creatures (V-Z)

#### Vulture

_Medium beast, unaligned_

**Armor Class** 10

**Hit Points** 5 (1d8 + 1)

**Speed** 10 ft., fly 50 ft.

| STR    | DEX     | CON     | INT    | WIS     | CHA    |
|--------|---------|---------|--------|---------|--------|
| 7 (−2) | 10 (+0) | 13 (+1) | 2 (−4) | 12 (+1) | 4 (−3) |

**Skills** Perception +3

**Senses** passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Sight and Smell_**. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**_Pack Tactics_**. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Beak_**. _Melee Weapon Attack:_ +2 to hit, reach 5 ft., one target. _Hit:_ 2 (1d4) piercing damage.

#### Warhorse

_Large beast, unaligned_

**Armor Class** 11

**Hit Points** 19 (3d10 + 3)

**Speed** 60 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** 1/2 (100 XP)

**_Trampling Charge_**. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

**Actions**

**_Hooves_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) bludgeoning damage.

#### Weasel

_Tiny beast, unaligned_

**Armor Class** 13

**Hit Points** 1 (1d4 − 1)

**Speed** 30 ft.

| STR    | DEX     | CON    | INT    | WIS     | CHA    |
|--------|---------|--------|--------|---------|--------|
| 3 (−4) | 16 (+3) | 8 (−1) | 2 (−4) | 12 (+1) | 3 (−4) |

**Skills** Perception +3, Stealth +5

**Senses** passive Perception 13

**Languages** —

**Challenge** 0 (10 XP)

**_Keen Hearing and Smell_**. The weasel 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:_ 1 piercing damage.

#### Winter Wolf

_Large monstrosity, neutral evil_

**Armor Class** 13 (natural armor)

**Hit Points** 75 (10d10 + 20)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 18 (+4) | 13 (+1) | 14 (+2) | 7 (−2) | 12 (+1) | 8 (−1) |

**Skills** Perception +5, Stealth +3

**Damage Immunities** cold

**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)

**_Keen Hearing and Smell_**. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Pack Tactics_**. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**_Snow Camouflage_**. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

**_Cold Breath (Recharge 5–6)_**. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

#### Wolf

_Medium beast, unaligned_

**Armor Class** 13 (natural armor)

**Hit Points** 11 (2d8 + 2)

**Speed** 40 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** 1/4 (50 XP)

**_Keen Hearing and Smell_**. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**_Pack Tactics_**. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

**Actions**

**_Bite_**. _Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

#### Worg

_Large monstrosity, neutral evil_

**Armor Class** 13 (natural armor)

**Hit Points** 26 (4d10 + 4)

**Speed** 50 ft.

| STR     | DEX     | CON     | INT    | WIS     | CHA    |
|---------|---------|---------|--------|---------|--------|
| 16 (+3) | 13 (+1) | 13 (+1) | 7 (−2) | 11 (+0) | 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.

A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
