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SRD

Baboon

Small beast, unaligned
Armor Class: 12
Hit Points: 3
Speed: 30 ft , climb: 30 ft

STR

8 -1

DEX

14 +2

CON

11 +0

INT

4 -3

WIS

12 +1

CHA

6 -2

Senses: Passive Perception 11
Proficiency Bonus: +2

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.

SRD

Badger

Tiny beast, unaligned
Armor Class: 10
Hit Points: 3
Speed: 20 ft , burrow: 5 ft

STR

4 -3

DEX

11 +0

CON

12 +1

INT

2 -4

WIS

12 +1

CHA

5 -3

Senses: Darkvision 30ft., Passive Perception 11
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

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.

BR (p.118)

Banshee CR: 4

Medium undead, chaotic evil
Armor Class: 12
Hit Points: 58
Speed: 0 ft , fly: 40 ft , can hover

STR

1 -5

DEX

14 +2

CON

10 +0

INT

12 +1

WIS

11 +0

CHA

17 +3

Saving Throws: WIS +2, CHA +5
Damage Resistances: Acid, Fire, Lightning, Thunder; Nonmagical Bludgeoning, Slashing, and Piercing
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60ft, Passive Perception 10
Languages: Common, Elvish
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.   Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.   Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.   Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.   Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.   Undead Nature. A banshee doesn’t require air, food, drink, or sleep.

SRD (p.268)

Basilisk CR: 3

Medium monstrosity, unaligned
Armor Class: 15
Hit Points: 52
Speed: 20 ft

STR

16 +3

DEX

8 -1

CON

15 +2

INT

2 -4

WIS

8 -1

CHA

7 -2

Senses: Darkvision 60ft., Passive Perception 9
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet.
Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.  
"No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open." -X the Mystic's 4th rule of Dungeon Survival
  Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.
A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.
  Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a basilisk’s supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk’s gullet.
Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.

Suggested Environments

Mountain

SRD

Bat

Tiny beast, unaligned
Armor Class: 12
Hit Points: 1
Speed: 5 ft , fly: 30 ft

STR

2 -4

DEX

15 +2

CON

8 -1

INT

2 -4

WIS

12 +1

CHA

4 -3

Senses: Blindsight 60ft., Passive Perception 11
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

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.

SRD (p.268)

Behir CR: 11

Huge monstrosity, neutral evil
Armor Class: 17
Hit Points: 168
Speed: 50 ft , climb: 40 ft

STR

23 +6

DEX

16 +3

CON

18 +4

INT

7 -2

WIS

14 +2

CHA

12 +1

Skills: Perception +6, Stealth +7
Damage Immunities: Lightning
Senses: Darkvision 90ft., Passive Perception 16
Languages: Draconic
Challenge Rating: 11 ( 7200 XP)
Proficiency Bonus: +4

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Bonus Actions

The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.   A behir’s monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.   Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.
Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.
  Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.
A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir’s lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.

Suggested Environments

Underdark

MM (p.28)

Beholder CR: 13

Large aberration, lawful evil
Armor Class: 18
Hit Points: 180
Speed: 0 ft , fly: 20 ft , can hover

STR

10 +0

DEX

14 +2

CON

18 +4

INT

17 +3

WIS

15 +2

CHA

17 +3

Saving Throws: INT +8, WIS +7, CHA +8
Skills: Perception +12
Condition Immunities: Prone
Senses: Darkvision 120ft., Passive Perception 22
Languages: Deep Speech, Undercommon
Challenge Rating: 13 ( 10000 XP)
Proficiency Bonus: +5

Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the Antimagic Field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  • Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  • Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.
  • Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  • Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

Lair Actions

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:

  • A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.

As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.

Regional Effects

A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10 days.

One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.   A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.  
"Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong." -Valkara Ironfell, dwarf sage
  Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.
The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies.
  Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf.

Suggested Environments

Underdark

SRD

Black Bear CR: 1/2

Medium beast, unaligned
Armor Class: 11
Hit Points: 19
Speed: 40 ft , climb: 30 ft

STR

15 +2

DEX

10 +0

CON

14 +2

INT

2 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3
Senses: Passive Perception 13
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

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: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Blights


MM (p.32)

Needle Blight CR: 1/4

Medium plant, neutral evil
Armor Class: 12
Hit Points: 11
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

13 +1

INT

4 -3

WIS

8 -1

CHA

3 -4

Condition Immunities: Blinded, Deafened
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 9
Languages: Understands Common but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.

When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes’ location, needle blights converge from all sides to drench their roots in blood.

Suggested Environments

Forest

MM 2024 (p.44)

Tree Blight CR: 7

Huge plant, neutral evil
Armor Class: 15
Hit Points: 115
Speed: 30 ft

STR

23 +6

DEX

10 +0

CON

20 +5

INT

6 -2

WIS

10 +0

CHA

3 -4

Condition Immunities: Deafened
Senses: Blindsight 60ft., Passive Perception 10
Languages: Understands Common and Druidic but can't speak
Challenge Rating: 7 ( 2900 XP)
Proficiency Bonus: +3

Actions

Multiattack. The blight makes two Branch attacks and uses Grasping Root.

Branch. Melee Attack Roll: +9, reach 15 ft. Hit: 16 (3d6 + 6) Bludgeoning damage.

Grasping Root. Strength Saving Throw: DC 17, one Large or smaller creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition (escape DC 16) from one of six roots. Until the grapple ends, the target takes 13 (2d6 + 6) Bludgeoning damage at the start of each of its turns.

Bonus Actions

Gnash. Dexterity Saving Throw: DC 17, one creature grappled by the blight. Failure: 19 (3d8 + 6) Piercing damage. Success: Half damage.

Tree blights look like ancient, dead trees with gnarled limbs and splintered hollows. Imbued with bloodlust, these blights feed on the living. Evidence of their past meals is often tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter.
Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they’re usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.

Suggested Environments

Forest

MM (p.43)

Twig Blight CR: 1/8

Small plant, neutral evil
Armor Class: 13
Hit Points: 4
Speed: 20 ft

STR

6 -2

DEX

13 +1

CON

12 +1

INT

4 -3

WIS

8 -1

CHA

3 -4

Skills: Stealth +3
Damage Vulnerabilities: Fire
Condition Immunities: Blinded, Deafened
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 9
Languages: Understands Common but can't speak
Challenge Rating: 1/8 ( 25 XP)
Proficiency Bonus: +2

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

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

A twig blight is an awakened plant that resembles a woody shrub that can pull its roots free of the ground. Its branches twist together to form a humanoid-looking body with a head and limbs.
Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight’s branches twist together to form a humanoid-looking body with a head and limbs.   Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area’s natural vegetation or with piles of debris or firewood.   Given how dry they are, twig blights are particularly susceptible to fire.

Suggested Environments

Forest

MM (p.32)

Vine Blight CR: 1/2

Medium plant, neutral evil
Armor Class: 12
Hit Points: 26
Speed: 10 ft

STR

15 +2

DEX

8 -1

CON

14 +2

INT

5 -3

WIS

10 +0

CHA

3 -4

Skills: Stealth +1
Condition Immunities: Blinded, Deafened
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 10
Languages: Common
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can’t constrict another target.   Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking.   Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master’s voice, taunting victims or bargaining with powerful foes.

Suggested Environments

Forest


SRD

Blink Dog CR: 1/4

Medium fey, lawful good
Armor Class: 13
Hit Points: 22
Speed: 40 ft

STR

12 +1

DEX

17 +3

CON

12 +1

INT

10 +0

WIS

13 +1

CHA

11 +0

Skills: Perception +3, Stealth +5
Senses: Passive Perception 13
Languages: Blink Dog, understands Sylvan but can't speak it
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

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.

SRD

Blood Hawk CR: 1/8

Small beast, unaligned
Armor Class: 12
Hit Points: 7
Speed: 10 ft , fly: 60 ft

STR

6 -2

DEX

14 +2

CON

10 +0

INT

3 -4

WIS

14 +2

CHA

5 -3

Skills: Perception +4
Senses: Passive Perception 14
Challenge Rating: 1/8 ( 25 XP)
Proficiency Bonus: +2

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.

SRD

Boar CR: 1/4

Medium beast, unaligned
Armor Class: 11
Hit Points: 11
Speed: 40 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

2 -4

WIS

9 -1

CHA

5 -3

Senses: Passive Perception 9
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

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.

SRD

Brown Bear CR: 1

Large beast, unaligned
Armor Class: 11
Hit Points: 34
Speed: 40 ft , climb: 30 ft

STR

19 +4

DEX

10 +0

CON

16 +3

INT

2 -4

WIS

13 +1

CHA

7 -2

Skills: Perception +3
Senses: Passive Perception 13
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

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: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

SRD (p.269)

Bugbear CR: 1

Medium humanoid, chaotic evil
Armor Class: 16
Hit Points: 27
Speed: 30 ft

STR

15 +2

DEX

14 +2

CON

13 +1

INT

8 -1

WIS

11 +0

CHA

9 -1

Skills: Stealth +6, Survival +2
Senses: Darkvision 60ft., Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched.
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.   Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.   Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek’s side. They try to prove themselves worthy by defeating as many foes as possible.   Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.

Suggested Environments

Forest, Grassland, Underdark

SRD (p.269)

Bulette CR: 5

Large monstrosity, unaligned
Armor Class: 17
Hit Points: 94
Speed: 40 ft , burrow: 40 ft

STR

19 +4

DEX

11 +0

CON

21 +5

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Perception +6
Senses: Darkvision 60ft., Tremorsense 60ft., Passive Perception 16
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

A bulette is a massive predator that terrorizes any lands it inhabits. Also called a “land shark,” it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.   Underground Hunters. Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.   Wandering Monster. A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.
A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.
All creatures shun bulettes, which treat anything that moves as food — even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male’s death and consumption.
  Arcane Creation. Some sages believe the bulette is the result of a mad wizard’s experiments at crossbreeding snapping turtles and armadillos, with infusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.

Suggested Environments

Grassland, Hill, Mountain


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