Animals
Rat
Tiny beast, unaligned
- Armor Class 10
- Hit Points 1 (1d4 – 1)
- Speed 20 ft.
- Senses darkvision 30 ft., passive Perception 10
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) |
Special Traits
- 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.
About
Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.
Cat
Tiny beast, unaligned
- Armor Class 12Hit Points 2 (1d4)
- Speed 40 ft., climb 30 ft.
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
Special Traits
- 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.
About
This small creature moves with delicate grace, eyeing its surroundings with a mix of curiosity and predatory intensity.
Walrus
Large beast, unaligned
- Armor Class: 16
- Hit Points 40 (5d8+3)
- Speed: 20 ft., swim 30 ft.
- Senses: Passive Perception 10
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (0) | 16 (+3) | 2 (-4) | 10 (0) | 6 (-3) |
Special Traits
- Scent: Walruses have advantage on all wisdom checks related to their sense of smell.
Actions
- Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage.
- Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
About
Walruses are found in fairly shallow ocean water, seldom at depths below 250 feet. They spend two-thirds of their lives underwater, coming up to rest and bear young, and little else. They can weigh up to 4,000 pounds. Their ivory tusks have an un-carved value of 100 gp each.
Animal, Elk (Giant)
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 42 (5d12 + 10)
- Speed 60 ft.
- Skills Perception +4
- Senses passive Perception 14
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) |
Special Traits
- 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 Constrictor
Huge beast, unaligned
- Armor Class 12
- Hit Points 60 (8d12 + 8)
- Speed 30 ft., swim 30 ft.
- Skills Perception +2
- Senses blindsight 10 ft., passive Perception 12
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) |
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.
About
An enormous coil of muscle and scales, this giant snake flicks its arm-length tongue in the air as it scans the area for prey.
Giant Spider
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 30 ft., climb 30 ft.
- Skills Stealth +7
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) |
Special Traits
- 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).
About
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.