Beasts

Natural and dire animals — the predators, beasts of burden, and alien fauna that fill a world before the supernatural enters it.

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Overview

Normal Animals
Monsters are not exceptional without regular animals to compare them to. In most roleplaying games, animals are simply window-dressing. If statistics are needed for something simple like a cow or a dog, it is enough to use the rules for minions. Larger and more dangerous animals have their own statistics.
Legendary Animals
Much like humanoids, animals grow in power with age and experience. If you need a convenient excuse for why this happens, their greater prowess can be attributed to the subtle influence of nature spirits. This is important because it allows for the creation of fearsome predators, or animal companions that remain relevant in mid to high-level play.
Dire Beasts
Giant animals are a staple of fantasy settings. They are normally created by supernatural phenomena, fey influence, or the blessings of animal spirits. Much like Chymerics, they can spontaneously appear in any wild setting within a matter of weeks. Giant reptiles, insects, and arachnids also fall under this category.
Alien Fauna
In some settings, animals exist with no direct analog in the current world. To be categorized as a beast, a creature must fit into the natural ecosystem and not have any magical powers or traits. This is particularly important for druids, who can only wildshape into beast forms they have studied firsthand. Dinosaurs, Tyrgs, Axebeaks, Minotaur Lizards, and other creatures are all technically beasts, despite their deadliness.

Apes

4 entries
Carnivorous
Scale
HP
45
ATT
+4/+4
DMG
bite [d8+5], claws [d6+5]
DEF
13
SOK
2
INIT
+3
SPD
25[20]
ALR
14
MOR
10
F/R/W
6.5.3
IQ
2

Filthy and gruesome, these human-size apes live in forested hills or ruins. They have camouflage fur and are fast climbers, preferring to soften up targets with thrown rocks from high ground before closing in to kill those who look suitably weakened.

Those things are gonna wait till we get close to that tree, and then they’re all gonna throw all sorts of rocks and shit at us. And they’re gonna come after us tonight at camp. Get the bows out.

Dire
Scale
HP
115
ATT
+7/+7
DMG
bite/claw [2d8+12]
DEF
15
SOK
5
INIT
+5
SPD
35[25]
ALR
18
MOR
6
F/R/W
14.5.8
IQ
2

Among the largest of apes, these violent brutes supplement their great size and strength with traps and simple cunning. Most smell terrible, and hurl boulders and feces at anything intruding on their territory. Though not above hunting for meat, they prefer to chase predators away from kills or scavenge carrion.

Those things are terrifying.

Gray
Scale
HP
72
ATT
+5/+5
DMG
slam [1d12+7]
DEF
14
SOK
3
INIT
+4
SPD
30[25]
ALR
16
MOR
8
F/R/W
8.6.5
IQ
2

Massive, filthy, brutish creatures as big as an ogre. They live alone or in small family units, hurling boulders at prey and hauling off lone adventurers to be tormented and eaten. Curiously, gray apes have a bizarre love of music. A suitable performance check will convince them to leave travelers unmolested.

If you’re a bard and you fantasize about being kidnapped by giant monkeys and hauled off to a cave in the cliffs to be forced to perform for them\u2026your life is now complete. They will eventually eat you, however.

Kech
Scale
HP
32
ATT
+5
DMG
1d6+3
DEF
15
SOK
1
INIT
+4
SPD
40
ALR
16
MOR
14
F/R/W
4.5.2
IQ
2
Long LimbsLong LimbsThis creature has extra melee reach of the listed range.BrachiationBrachiationThis creature has climb speed equal to its foot speed and does not need to make climb checks.CamouflageCamouflageThis creature can hide in any environment, and gains advantage on stealth rolls.

These wiry ape-like creatures have long forelimbs and leaf-shaped camouflage scales in place of fur. They crave hot blood and are nearly invisible in the forest, preferring to drop on victims from above. They fear fire, and avoid any combat where they do not have surprise. Scholars believe they have lower planar origins.

You have to listen close at night. Their breathy voices sound like wind in the trees. If you hear that, and there’s no wind, get ready for an attack. Also, don’t camp under any branches.

View Active Trait Glossary
Brachiation
This creature has climb speed equal to its foot speed and does not need to make climb checks.
Camouflage
This creature can hide in any environment, and gains advantage on stealth rolls.
Long Limbs
This creature has extra melee reach of the listed range.

Bears

3 entries
Brown
Scale
HP
68
ATT
+4/+4
DMG
bite [d8+6], claw [1d12+6]
DEF
12
SOK
4
INIT
+1
SPD
50[10]
ALR
16
MOR
12
F/R/W
8.3.4
IQ
1

Brown bears are grizzlies, which means they attack anything that gets too close.

I hate bears. They’re just these horny, aggressive, belligerent dicks who charge and maul anything that gets close to them. Let’s get some spears and mob it, bears are good eating.

Cave
Scale
HP
105
ATT
+5/+5
DMG
bite [2d8+8], claw [1d12+8]
DEF
13
SOK
6
INIT
+2
SPD
45
ALR
15
MOR
9
F/R/W
11.4.6
IQ
1

Cave bears are huge gruesome brutes who lurk in dark crags, forested hills, and similar spooky places. They are more inclined to hunt and eat people.

Don’t wake it up if it’s hibernating.

Dire
Scale
HP
127
ATT
+6/+6
DMG
bite [3d8+12], claw [2d10+12]
DEF
14
SOK
8
INIT
+3
SPD
55
ALR
17
MOR
7
F/R/W
14.5.8
IQ
1

The largest and most primordial of bears, usually found in places of natural power where animals grow to use size. Despite their terrible strength and great size, they are the least aggressive of bears because they regard most smaller creatures as beneath their notice unless they are hungry.

Keep your distance, don’t make noise, and if it looks at you try to be chill about it. You are probably too small to bother with. Probably.

Birds & Bats

5 entries
Axebeak
Scale
HP
37
ATT
+4
DMG
beak [1d12+5]
DEF
13
SOK
2
INIT
+3
SPD
45
ALR
14
MOR
11
F/R/W
6.4.2
IQ
1
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.Fast SpeedFast SpeedThis creature moves considerably faster than other creatures of its kind.

The scourge of plains and forests, axebeaks are giant ostrich-like flightless birds with an axe-shaped beak. They roam in large flocks, stalking prey for days and watching from a distance with their superior running speed before rushing in to attack when they detect weakness or the odds are in their favor. They breed quickly and are nomadic, ranging hundreds of miles in search of good hunting grounds. Plains-dwelling herd animals are common prey. Axebeak eggs are large and delicious, and their meat is dark and rich.

You see them out there? They’ve been pacing us for the last day. They’ll wait until we make camp near some sort of cover they can sneak up behind. Let’s set a trap. Hey, Jake, how’s your wounded helpless animal act? Don’t worry, they’re dumb. They’ll buy it.

View Active Trait Glossary
Fast Speed
This creature moves considerably faster than other creatures of its kind.
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Bloodhawk
Scale
HP
M
ATT
+5
DMG
beak [d6+3]
DEF
14
SOK
0
INIT
+4
SPD
10[70]
ALR
18
MOR
13
F/R/W
2.5.1
IQ
1
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.Senses BloodSenses BloodThis creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.

These savage flock-predators are the size of large eagles, lurking in hills and mobbing victims with razor sharp beaks. Explorers have a particular hatred of them, because they like to go after prey while they are climbing or on perilous ground. Their feathers are quite beautiful, and archers like to use bloodhawk plumage to fletch arrows.

Shoot them. Don’t walk up that narrow ledge, don’t try to climb anything, just shoot them. See how they’re watching us? Shoot them.

View Active Trait Glossary
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Senses Blood
This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
Giant Owl
Scale
HP
48
ATT
+6/+6
DMG
talons [1d12+4], beak [d8+4]
DEF
15
SOK
1
INIT
+5
SPD
10[65]
ALR
22
MOR
9
F/R/W
6.7.5
IQ
2
FlyingFlyingThis creature has a given flight speed.

Many people think that owls are wise. Owls are not wise. Owls are dumb and predatory jerks, though they are perfectly adapted to hunt in silence and have amazingly keen hearing. Fantasy game owls, thankfully, are often wise and aloof creatures which sometimes have the ability to speak. Druids like to turn into giant owls because of the many advantages (silence, hearing, flight, nightvision, damage) they possess.

That thing will leave us alone. Just\u2026don’t be a young halfling out wandering a snowfield in the forest at night. Then all bets are off.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Great Eagle
Scale
HP
91
ATT
+8/+8
DMG
talons [2d8+8], beak [1d12+8]
DEF
16
SOK
3
INIT
+6
SPD
15[110]
ALR
24
MOR
8
F/R/W
9.9.7
IQ
3
FlyingFlyingThis creature has a given flight speed.

Unlike most other vicious stupid birds, the great eagles are noble and aloof creatures with advanced intelligence. They appear often in heraldry, and are held in awe by most humanoid races. They are often befriended by druids, rangers, and powerful sorcerers.

They look majestic. That’s all there is to say. They’re not gonna come down and interact with you, you’re not gonna climb that cliff and interact with them, we’re good. What? Eggs? My friend, please. They’re bigger up close.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Mobat Bat
Scale
HP
37
ATT
+10
DMG
3d8+7
DEF
17
SOK
4
INIT
+5
SPD
40*
ALR
18
MOR
17
F/R/W
8.7.6
IQ
3
FlyingFlyingThis creature has a given flight speed.EcholocationEcholocationThis creature uses sound to see, out to the given range.
View Active Trait Glossary
Echolocation
This creature uses sound to see, out to the given range.
Flying
This creature has a given flight speed.

Boars

3 entries
Dire
Scale
HP
93
ATT
+6/+6
DMG
tusks [2d10+9], trample [1d12+9]
DEF
13
SOK
8
INIT
+2
SPD
50
ALR
15
MOR
4
F/R/W
12.3.5
IQ
1
BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.

Wild boars grow huge and savage in places of natural power, becoming dangerous omnivores that kill and eat just about anything they find. Embodiments of stubbornness and rage, they are universally reviled.

It’s a squealing filthy pig the size of a haycart.

View Active Trait Glossary
Berserk
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Razor
Scale
HP
58
ATT
+4
DMG
tusks [1d12+6]
DEF
13
SOK
5
INIT
+2
SPD
45
ALR
14
MOR
5
F/R/W
8.2.3
IQ
1
Enhanced ChargeEnhanced ChargeIf it can charge at least 20 feet, the first melee attack this creature makes deals double damage.BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.

A huge pony-sized boar with mutated tusks and sharp teeth, swollen with muscle and warped by primordial energies. Most things they attack.

I don’t know why things like this even exist. It just\u2026roams around, viciously attacking things and rolling in its own dung. I refuse to melee with that thing. Burn it.

View Active Trait Glossary
Berserk
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Enhanced Charge
If it can charge at least 20 feet, the first melee attack this creature makes deals double damage.
Wild
Scale
HP
32
ATT
+3
DMG
tusks [d8+3]
DEF
12
SOK
3
INIT
+1
SPD
40
ALR
13
MOR
6
F/R/W
5.1.2
IQ
1
BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.

Wild pigs and boars are a classic staple of fantasy settings.

We kill it, we eat it, we don’t get gored by it. Solid plan.

View Active Trait Glossary
Berserk
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.

Cats

3 entries
Dire
Scale
HP
81
ATT
+7/+7
DMG
bite [2d8+8], claw [1d12+8]
DEF
16
SOK
4
INIT
+6
SPD
70
ALR
20
MOR
8
F/R/W
9.8.5
IQ
1

This category covers smilodons and other huge cats created by proximity to magical phenomena.

Oooh\u2026yeah. This moose wasn’t killed that long ago. See the claw marks? We don’t want to meet whatever made those.

Great
Scale
HP
52
ATT
+6/+6
DMG
bite [d10+5], claws [1d12+5]
DEF
15
SOK
2
INIT
+5
SPD
65[20]
ALR
19
MOR
10
F/R/W
6.7.3
IQ
1

Cats of this size are lions, tigers, jaguars, and similar.

Watch the tall grass. You’re not looking for color changes, you’re looking for spots where the wind doesn’t move the grass right. Oh, yep, there he is. See him?

Hunting
Scale
HP
22
ATT
+5/+5
DMG
bite [d6+4], claws [d4+4]
DEF
14
SOK
1
INIT
+4
SPD
60[25]
ALR
17
MOR
12
F/R/W
3.5.2
IQ
1

Cats of this size are cougars, leopards, and so forth.

Don’t let your children go down to the river alone for water.

Crabs

4 entries
Boulder
Scale
HP
47
ATT
+4
DMG
pinch [1d12+6]
DEF
10
SOK
8
INIT
+0
SPD
12[12]
ALR
12
MOR
11
F/R/W
8.0.1
IQ
0

This is the crab nobody sees coming. It looks like a rock or boulder until it suddenly sprouts claws and eyestalks and comes after you.

Maneater
Scale
HP
28
ATT
+3
DMG
pinch [d8+3]
DEF
11
SOK
5
INIT
+1
SPD
15[15]
ALR
11
MOR
13
F/R/W
5.1.0
IQ
0

A big, nasty, barbed crab about the size of a dog. One good hit will kill it, but it will go for your leg anyway. They hunt in groups.

Siege
Scale
HP
138
ATT
+6
DMG
pinch [4d10+14]
DEF
9
SOK
16
INIT
+0
SPD
15[20]
ALR
10
MOR
6
F/R/W
16.0.4
IQ
0

A gigantic crab of the deep, lurking among shipwrecks and in similar forlorn places. Covered in barnacles and bits of debris, it looks horrible. Aquatic races sometimes lure them out of the depths for use as war animals.

Tidecrawler
Scale
HP
73
ATT
+5
DMG
pinch [2d8+8]
DEF
12
SOK
10
INIT
+2
SPD
20[25]
ALR
13
MOR
9
F/R/W
11.2.2
IQ
0

This crab is very big. It eats sharks, lurks in reefs and caves, and has no qualms about emerging from the water to chase people up the beach.

Dinosaurs

11 entries
Allosaur
Scale
HP
93
ATT
+7/+7
DMG
bite [2d10+10], claws [1d12+10]
DEF
14
SOK
6
INIT
+4
SPD
40
ALR
18
MOR
9
F/R/W
12.5.6
IQ
1

A two-legged mini tyrannosaurus that runs fast and is fairly smart. Sometimes they hunt in small groups.

Ankylosaur
Scale
HP
91
ATT
+5
DMG
tail [3d10+11]
DEF
11
SOK
14
INIT
+0
SPD
20
ALR
11
MOR
9
F/R/W
14.1.5
IQ
1

A waddling tank-like armadillo thing with a spiked carapace and a long tail with a club of bone at the end. Docile and stupid unless riled.

Brontosaur
Scale
HP
281
ATT
+6/+6
DMG
tail [4d12+18], stomp [3d10+18]
DEF
8
SOK
18
INIT
+-2
SPD
18
ALR
10
MOR
8
F/R/W
20.0.6
IQ
1

A gargantuan long-necked dinosaur that eats foliage and branches, usually content to ignore everything else because it’s too big to threaten.

Deinonychus
Scale
HP
36
ATT
+6/+6
DMG
claw [1d12+3], bite [d8+3]
DEF
15
SOK
2
INIT
+6
SPD
45
ALR
18
MOR
11
F/R/W
4.6.3
IQ
2
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.

A swift pack hunter, intelligent enough to coordinate ambushes and flank prey. Small enough to slip into camps and ruins.

View Active Trait Glossary
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Dimetradon
Scale
HP
28
ATT
+4
DMG
bite [d8+3]
DEF
13
SOK
3
INIT
+2
SPD
25[15]
ALR
13
MOR
12
F/R/W
5.3.1
IQ
1

A big crocodile with bulldog jaws and a fin on its back. Stealthy, aggressive, and they work in groups.

Hadrosaur
Scale
HP
85
ATT
+4/+4
DMG
tail [2d8+7], trample [1d12+7]
DEF
12
SOK
5
INIT
+1
SPD
35
ALR
16
MOR
12
F/R/W
9.3.4
IQ
1

A two-legged duckbilled herbivore of great size, unusually intelligent and easily domesticated.

Pterosaur
Scale
HP
M
ATT
+4
DMG
beak [d6+3]
DEF
14
SOK
0
INIT
+4
SPD
10[60]
ALR
17
MOR
13
F/R/W
3.5.2
IQ
1
FlyingFlyingThis creature has a given flight speed.

Also known as a pterodactyl, a winged predator characterized by a long, sharp beak. Very aggressive and prone to attacking medium-sized creatures.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Quetzalcoatlus
Scale
HP
81
ATT
+7/+7
DMG
beak [3d8+9], trample [2d8+9]
DEF
13
SOK
4
INIT
+3
SPD
20[80]
ALR
20
MOR
9
F/R/W
11.6.5
IQ
1
FlyingFlyingThis creature has a given flight speed.

A gigantic pterosaur with a huge head and an abnormally large beak. The largest flying predator in the dinosaur world, as big as a small plane.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Stegosaur
Scale
HP
141
ATT
+5
DMG
tail [3d8+10]
DEF
12
SOK
10
INIT
+0
SPD
20
ALR
12
MOR
10
F/R/W
13.1.4
IQ
1

A massive herbivore with diamond plates on its back and a spiked tail. Very aggressive if its young are threatened.

Triceratops
Scale
HP
117
ATT
+6/+6
DMG
gore [3d10+13], trample [3d6+13]
DEF
13
SOK
12
INIT
+1
SPD
30
ALR
14
MOR
7
F/R/W
16.2.6
IQ
1

A massive herbivore with a plate-framed head and three powerful horns. This creature has a devastating charge attack.

Tyrannosaur
Scale
HP
142
ATT
+8
DMG
bite [4d10+14]
DEF
14
SOK
8
INIT
+2
SPD
35
ALR
19
MOR
8
F/R/W
17.4.8
IQ
1
TerrorTerrorThis creature is so scary it forces a morale check at the onset of combat.

The king of carnivorous dinosaurs — an enormous bipedal predator with bone-crushing jaws. Slow to provoke but unstoppable once it commits.

View Active Trait Glossary
Terror
This creature is so scary it forces a morale check at the onset of combat.

Elephants

3 entries
Mammoth
Scale
HP
187
ATT
+7/+7
DMG
gore [4d8+15], stomp [3d10+15]
DEF
13
SOK
14
INIT
+-1
SPD
35
ALR
13
MOR
8
F/R/W
18.1.7
IQ
2

The largest of the pachyderms, with thick fur and tusks the length of a polearm. Found in cold wilds and primordial places.

Normal
Scale
HP
127
ATT
+6/+6
DMG
gore [3d8+12], trample [2d10+12]
DEF
12
SOK
10
INIT
+0
SPD
40
ALR
14
MOR
10
F/R/W
14.2.6
IQ
2

A standard adult elephant — massive, social, and dangerous when provoked. Capable of trampling lighter foes and uprooting trees.

War
Scale
HP
155
ATT
+7/+7
DMG
gore [3d10+13], trample [3d8+13]
DEF
14
SOK
13
INIT
+1
SPD
35
ALR
13
MOR
6
F/R/W
16.2.8
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.

Trained and armored for battle. Used as a mobile platform and shock unit; their charge can shatter a shield line.

View Active Trait Glossary
Militant
Proficient in medium armor, shields, and martial weapons.

Horses

3 entries
Destrier
Scale
HP
61
ATT
+5/+5
DMG
hooves [2d8+8], bite [d8+8]
DEF
14
SOK
5
INIT
+1
SPD
45
ALR
13
MOR
6
F/R/W
10.2.5
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.Fast SpeedFast SpeedThis creature moves considerably faster than other creatures of its kind.

The finest of warhorses — armored, aggressive, and bred for knightly combat. Worth its weight in coin.

View Active Trait Glossary
Fast Speed
This creature moves considerably faster than other creatures of its kind.
Militant
Proficient in medium armor, shields, and martial weapons.
Riding
Scale
HP
26
ATT
+2
DMG
hooves [d6+4]
DEF
12
SOK
1
INIT
+2
SPD
55
ALR
15
MOR
14
F/R/W
5.3.1
IQ
2
Fast SpeedFast SpeedThis creature moves considerably faster than other creatures of its kind.

A standard riding horse — bred for endurance and temperament rather than combat. The workhorse of travel.

View Active Trait Glossary
Fast Speed
This creature moves considerably faster than other creatures of its kind.
War
Scale
HP
42
ATT
+4
DMG
hooves [1d12+6]
DEF
13
SOK
3
INIT
+2
SPD
50
ALR
14
MOR
9
F/R/W
7.3.4
IQ
2
MilitantMilitantProficient in medium armor, shields, and martial weapons.

A trained warhorse, taught to remain steady in combat and lash out with hooves and teeth on command.

View Active Trait Glossary
Militant
Proficient in medium armor, shields, and martial weapons.

Lizards

5 entries
Crested
Scale
HP
38
ATT
+5
DMG
bite [d6+2 plus d6 poison]
DEF
15
SOK
2
INIT
+5
SPD
40[25]
ALR
17
MOR
13
F/R/W
4.6.2
IQ
1
LeapLeapThis creature can jump the listed distance as a move action or bonus action.Bite+ClawBite+ClawIf this creature hits twice in the same round it deals the extra given damage.

A dangerous hunting lizard, known for stalking prey in packs. They are also easy to domesticate, like wolves, and their meat and hides are valuable. Crested lizards imprint on the first creature they see after hatching, like ducklings. Wild specimens are quite willing to attack travelers.

View Active Trait Glossary
Bite+Claw
If this creature hits twice in the same round it deals the extra given damage.
Leap
This creature can jump the listed distance as a move action or bonus action.
Crocodile
Scale
HP
27
ATT
+5/+5
DMG
bite [2d8+6], tail [d10+6]
DEF
14
SOK
6
INIT
+3
SPD
15[35]
ALR
16
MOR
11
F/R/W
7.3.3
IQ
1
AquaticAquaticThis creature breathes water and cannot survive on land.Locking JawLocking JawThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.

A classic staple of fantasy gaming. All bogs and ponds should have at least a few, unless they have something nastier in them.

View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Locking Jaw
This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
Minotaur
Scale
HP
91
ATT
+7/+7
DMG
gore [2d10+10], tail [2d8+10}
DEF
15
SOK
9
INIT
+2
SPD
30
ALR
15
MOR
8
F/R/W
12.4.5
IQ
1
CamouflageCamouflageThis creature can hide in any environment, and gains advantage on stealth rolls.ChargeChargeIf it can charge at least 20 feet, the first melee attack this creature makes deals double damage.

The terror of deserts, arid plains, and scrubland, these bull-sized lizards have long frontal horns that give them a deadly charge attack. They hunt singly or in mated pairs, and are renowned for being stubborn and fearless. Their hides are used to make leather armor.

View Active Trait Glossary
Camouflage
This creature can hide in any environment, and gains advantage on stealth rolls.
Charge
If it can charge at least 20 feet, the first melee attack this creature makes deals double damage.
Sarcosuchus
Scale
HP
138
ATT
+8/+8
DMG
jaws [4d10+15], tail [3d8+15]
DEF
13
SOK
14
INIT
+1
SPD
15[40]
ALR
18
MOR
9
F/R/W
17.2.6
IQ
1
AquaticAquaticThis creature breathes water and cannot survive on land.Locking JawLocking JawThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.

A giant prehistoric crocodile, capable of eating sharks and capsizing large boats. Supernatural energies sometimes cause a normal crocodile to grow into one of these monstrosities. They age very slowly, and get bigger the older they become.

View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Locking Jaw
This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
Snapjaw
Scale
HP
M
ATT
+3
DMG
bite [d8+3]
DEF
13
SOK
4
INIT
+2
SPD
20[25]
ALR
13
MOR
12
F/R/W
4.2.1
IQ
1
Locking JawLocking JawThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.FlyfeetFlyfeetThis creature can walk on walls or ceilings as though they were solid ground.

These lizards are distressingly common in dark forests and ruins. They are small and easy to kill, but breed fast and have abnormally large jaws. They hunt by overwhelming prey, and have very little self-preservation instinct.

View Active Trait Glossary
Flyfeet
This creature can walk on walls or ceilings as though they were solid ground.
Locking Jaw
This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.

Marine

4 entries
Dire Octopus
Scale
HP
71
ATT
+6
DMG
tentacle [1d12+6], beak [d10+6]
DEF
14
SOK
3
INIT
+5
SPD
5[35]
ALR
18
MOR
11
F/R/W
7.7.4
IQ
3
AquaticAquaticThis creature breathes water and cannot survive on land.GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
Dire Shark / Megalodon
Scale
HP
164
ATT
+9
DMG
jaws [4d8+13]
DEF
13
SOK
8
INIT
+3
SPD
0[50]
ALR
22
MOR
7
F/R/W
16.4.5
IQ
0
AquaticAquaticThis creature breathes water and cannot survive on land.Senses BloodSenses BloodThis creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Senses Blood
This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
Dire Squid
Scale
HP
48
ATT
+6
DMG
spiny tendrils [d10+3]
DEF
14
SOK
2
INIT
+5
SPD
0[45]
ALR
18
MOR
12
F/R/W
5.6.2
IQ
0
AquaticAquaticThis creature breathes water and cannot survive on land.GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
Normal Shark
Scale
HP
28
ATT
+4
DMG
bite [d8+2]
DEF
13
SOK
2
INIT
+4
SPD
0[45]
ALR
17
MOR
12
F/R/W
4.4.1
IQ
0
AquaticAquaticThis creature breathes water and cannot survive on land.Senses BloodSenses BloodThis creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.
View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Senses Blood
This creature has the scent abilities of a wolf. It is never surprised by bleeding opponents.

Snakes

2 entries
Dire Constrictor
Scale
HP
42
ATT
+5
DMG
bite [d8+5], constrict [1d12+5]
DEF
13
SOK
2
INIT
+4
SPD
20[25]
ALR
16
MOR
11
F/R/W
6.5.2
IQ
1
CrushingCrushingThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
View Active Trait Glossary
Crushing
This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
Dire Venomous
Scale
HP
51
ATT
+8
DMG
bite [1d12+4 plus 3d8 poison]
DEF
16
SOK
3
INIT
+7
SPD
35[20]
ALR
20
MOR
10
F/R/W
7.8.3
IQ
1
PoisonPoisonThis creature has an attack that poisons the target: [type, save, onset, damage, effects].
View Active Trait Glossary
Poison
This creature has an attack that poisons the target: [type, save, onset, damage, effects].

Wolves & Canines

4 entries
Dire
Scale
HP
63
ATT
+7
DMG
bite [2d8+8]
DEF
15
SOK
5
INIT
+4
SPD
65
ALR
20
MOR
7
F/R/W
10.6.5
IQ
2
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.

Hulking wolves that lurk in primordial wilds or places of mystic power that cause them to grow large and strong.

View Active Trait Glossary
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Dire Weasel
Scale
HP
36
ATT
+6
DMG
bite [d8+3]
DEF
16
SOK
2
INIT
+6
SPD
45[30]
ALR
19
MOR
5
F/R/W
5.7.3
IQ
2
GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
Normal
Scale
HP
M
ATT
+4
DMG
bite [d6+2]
DEF
13
SOK
1
INIT
+3
SPD
55
ALR
17
MOR
10
F/R/W
4.4.2
IQ
2
Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.

The common gray wolf — a pack predator with keen senses and disciplined hunting tactics. Rarely attacks people unless desperate.

View Active Trait Glossary
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.
Worg
Scale
HP
45
ATT
+6
DMG
bite [1d12+5]
DEF
14
SOK
3
INIT
+4
SPD
60
ALR
18
MOR
8
F/R/W
6.5.4
IQ
2
High IntelligenceHigh IntelligenceThis creature is unusually clever and capable of tactics, speech, and tool use.Pack PredatorPack PredatorThis creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.

Also known as goblin wolves, worgs are malicious and intelligent creatures capable of limited speech. They often serve as mounts and guardians for evil humanoid raiders.

View Active Trait Glossary
High Intelligence
This creature is unusually clever and capable of tactics, speech, and tool use.
Pack Predator
This creature gains advantage on attacks against a target if an ally with this ability has attacked it this round.