Owlbear

owlbear service animal

Large monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Saving Throws
Skills Perception +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.




Owl

owl on post

Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Saving Throws
Skills Perception +3, Stealth +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 120 ft., passive Perception 13
Languages --
Challenge 0 (10 XP)

Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.




Otyugh

5e compatible shield

Large aberration, neutral

Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

Saving Throws Con +7
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 120 ft., passive Perception 11
Languages Otyugh
Challenge 5 (1800 XP)

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.

Actions

Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.




Orc

Fem half-orc paladin in platemail with warhammer and facial scars

Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.

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

Saving Throws
Skills Intimidation +2
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 44928 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.




Oni

5e compatible shield

Large giant, lawful evil

Armor Class 16 (chain mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Deception +8, Perception +4
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 7 (2900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: ““, ““ 1/day each: ““, ““, ““, ““

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.




Panther

black panther

Medium beast, unaligned

Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

Saving Throws
Skills Perception +4, Stealth +6
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 14
Languages --
Challenge 44930 (50 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions

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

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




Phase Spider

5e compatible shield

Large monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

Saving Throws 
Skills Stealth +6
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 10
Languages --
Challenge 3 (700 XP)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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. A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.




Pegasus

pegasus, stormy background

Large celestial, chaotic good

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)

Saving Throws Dex +4, Wis +4, Cha +3
Skills Perception +6
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 16
Languages understands Celestial, Common, Elvish, and Sylvan but can't speak
Challenge 2 (450 XP)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.




Plesiosaurus

5e compatible shield

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

Saving Throws 
Skills Perception +3, Stealth +4
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses passive Perception 13
Languages --
Challenge 2 (450 XP)

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.




Poisonous Snake

king cobra

Tiny beast, unaligned

Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.

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

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses blindsight 10 ft., passive Perception 10
Languages --
Challenge 44934 (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.