Beasts (farmland)
Hawk
Hawk
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Llama
Kept for all purposes, riding, meat, or pack.Mule
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry 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.
Draft Horse
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 2d4+4 bludgeoning damage.
Riding Horse
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Cavy
Often kept as meat or pets.Rat
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.
Swarm of Rats
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.
Chicken or Turkey
Kept for meat, eggs and feathers.Glyptodont
Giant, armadillo-like beings who are often kept for meat, leather and shell. Their tough shells can be used for road cobble, armor, and building tile, or even a small hut if one preserves a whole one.Glyptodont
Actions
Multiattack.[b/] The Glyptodon makes two attacks: one with its claws and one with its Giant Tail Club. It can't make both attacks against the same target. Giant Tail Club: Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity Saving Throw or be knocked back 5 feet. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) slashing damage.
Reactions
Shift Armor.[b/] The Glyptodon turns just right so its armor blocks an incoming attack. The attacking creature has disadvantage on its attack roll.
Domestic Lizard
Sometimes kept for meat instead of glyptodonts, or for pest control. Typically brown and green. Eat insects and small animals.Lizard
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Giant Lizard
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.
Thallasocnus (Riding Sloth)
These giant, semi-aquatic sloths are often used by lizardfolk as beasts of burden to pull boats or carry goods upon their backs in lieu.Riding Sloth (Thalassocnus)
Actions
Multiattack. The giant sloth makes two attacks: one with its claw and one with its bite. If the giant sloth is grappling a creature, it can also use its Sloth’s Embrace once. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the sloth doesn’t have another creature grappled. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Chupagallo
Chupacabra
Keen Hearing and Smell. The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell. Running Leap. With a 10-foot running start, the chupacabra can long jump up to 25 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn’t attack. Instead, at the start of each of the chupacabra’s turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra. Fearful Gaze. The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the chupacabra’s Fearful Gaze for the next 24 hours.
Reactions
Malodorous Stench. When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.
Deer
Deer
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 piercing damage.
Elk
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) 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.
Giant Elk
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 form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
Venomous Snake
This block represents venomous species of snakes, such as vipers (eyelash viper, bushmaster, lancehead, forest pitviper) and coral snakes.Poisonous Snake
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.
Bat
Often larger fruit bats like flying foxes, but I suppose you could try fighting a weensy little insect eater.Bat
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 target. Hit: 1 piercing damage.
Frog or Toad
Frog
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.
Giant Frog
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.
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