Beasts (farmland) in Craton II | World Anvil
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Beasts (farmland)

Hawk

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SRD

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

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

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)


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.
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Mule

Medium beast, unaligned
Armor Class 10
Hit Points 11 2d8+2
Speed 40ft

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

Senses passive Perception 10
Challenge 1/8 (25 XP)


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.


 
SRD

Draft Horse

Large beast, unaligned
Armor Class 10
Hit Points 19 3d10+3
Speed 40ft

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

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 2d4+4 bludgeoning damage.


 
SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

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

Senses passive Perception 10
Challenge 1/4 (50 XP)


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.
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SRD

Rat

Tiny beast, unaligned
Armor Class 10
Hit Points 1 1d4-1
Speed 20ft

STR
2 -4
DEX
11 0
CON
9 -1
INT
2 -4
WIS
10 0
CHA
4 -3

Senses darkvision 30 ft., passive Perception 10
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.


 
SRD

Swarm of Rats

Medium swarm of tiny beasts, unaligned
Armor Class 10
Hit Points 24 7d8-7
Speed 30ft

STR
9 -1
DEX
11 0
CON
9 -1
INT
2 -4
WIS
10 0
CHA
3 -4

Skills darkvision 30 ft., passive Perception 10
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
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.


 
 

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.
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Glyptodont

Large beast, unaligned
Armor Class 16 (natural armor)
Hit Points 74 (14d6 + 25) 14d6+25
Speed 20ft

STR
18 +4
DEX
11 0
CON
16 +3
INT
2 -4
WIS
12 +1
CHA
7 -2

Senses Passive Perception 10
Challenge 4 (1,100 XP)


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.
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Lizard

Tiny beast, unaligned
Armor Class 10
Hit Points 2 (1d4) 1d4
Speed 20ft Climb: 20ft

STR
2 -4
DEX
11 0
CON
10 0
INT
1 -5
WIS
8 -1
CHA
3 -4

Senses darkvision 30 ft., passive Perception 9
Challenge 0 (10 XP)


Actions

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


 
SRD

Giant Lizard

Large beast, unaligned
Armor Class 12
Hit Points 19 3d10+3
Speed 30ft Climb: 30ft

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

Senses darkvision 30 ft., passive Perception 10
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.

 

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.
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Riding Sloth (Thalassocnus)

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 45 (6d8+18) 6d8+18
Speed 20ft Swim: 20ft

STR
18 +4
DEX
10 0
CON
18 +4
INT
3 -4
WIS
12 +1
CHA
10 0

Saving Throws Str+7
Skills Athletics +7, Perception +4
Senses darkvision 120 ft., passive Perception 14
Challenge 1 (200 XP)


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

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Chupacabra

Small monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 36 (8d6+80 8d6+8
Speed 30ft

STR
16 +3
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Acrobatics +4, Perception +3, Stealth +4
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 xp)


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

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SRD

Deer

Medium beast, unaligned
Armor Class 13
Hit Points 4 1d8
Speed 50ft

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

Senses passive Perception 12
Challenge 0 (10 XP)


Actions

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


 
SRD

Elk

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 50ft

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

Senses passive Perception 10
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) 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.


 
SRD

Giant Elk

Huge beast, unaligned
Armor Class 14
Hit Points 42 5d12+10
Speed 60ft

STR
19 +4
DEX
16 +3
CON
14 +2
INT
7 -2
WIS
14 +2
CHA
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 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.
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SRD

Poisonous Snake

Tiny beast, unaligned
Armor Class 13
Hit Points 2 1d4
Speed 30ft Swim: 30ft

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

Senses blindsight 10 ft., passive Perception 10
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.


 
 

Bat

Often larger fruit bats like flying foxes, but I suppose you could try fighting a weensy little insect eater.
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SRD

Bat

Tiny beast, unaligned
Armor Class 12
Hit Points 1 1d4-1
Speed 5ft Fly: 30ft

STR
2 -4
DEX
15 +2
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
4 -3

Senses blindsight 60 ft., passive Perception 11
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 target. Hit: 1 piercing damage.


 
 

Frog or Toad

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SRD

Frog

Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1) 1d4-1
Speed 20ft Swim: 20ft

STR
1 -5
DEX
13 +1
CON
8 -1
INT
1 -5
WIS
8 -1
CHA
3 -4

Skills Perception +1 , Stealth +3
Senses darkvision 30 ft., passive Perception 11
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.

SRD

Giant Frog

Medium beast, unaligned
Armor Class 11
Hit Points 18 4d8
Speed 30ft Swim: 30ft

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

Skills Perception +2 , Stealth +3
Senses darkvision 30 ft., passive Perception 12
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.


 

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