Polar Bear

polar bear roaring

Large beast, unaligned

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

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

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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.




Priest

Hungarian Priest

Medium humanoid (any race), any alignment

Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Saving Throws
Skills Medicine +7, Persuasion +3, Religion +4
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): ““, ““, ““ 1st level (4 slots): ““, ““, ““ 2nd level (3 slots): ““, ““ 3rd level (2 slots): ““, ““

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.




Pony

white pony

Medium beast, unaligned

Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 10
Languages --
Challenge 44934 (25 XP)

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.




Pseudodragon

Blue pseudodragon on a stand wearing a red service collar

Tiny dragon, neutral good

Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Saving Throws
Skills Perception +3, Stealth +4
Damage Resistances
Damage Immunities
Condition Immunities
Senses . The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Languages understands Common and Draconic but can't speak
Challenge 44930 (50 XP)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

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

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.




Purple Worm

5e compatible shield

Gargantuan monstrosity, unaligned

Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Con +11, Wis +4
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages --
Challenge 15 (13000 XP)

Tunneler

. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.




Quipper

piranha

Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 8
Languages --
Challenge 0 (10 XP)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.




Raven

raven

Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Saving Throws
Skills Perception +3
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.




Remorhaz

5e compatible shield

Huge monstrosity, unaligned

Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities cold, fire
Condition Immunities 
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages --
Challenge 11 (7200 XP)

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target.

Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.




Rat

brown rat

Tiny beast, unaligned

Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.

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

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 30 ft., passive Perception 10
Languages --
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.




Riding Horse

black & white dappled horse

Large beast, unaligned

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

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

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 10
Languages --
Challenge 44930 (50 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.