Saber-Toothed Tiger

Saber-Toothed Tiger

Large beast, unaligned

Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Saving Throws
Skills Perception +3, Stealth +6
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages --
Challenge 2 (450 XP)

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

Pounce. If the tiger 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 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.




Stirge

5e compatible shield

Tiny beast, unaligned

Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities 
Senses darkvision 60 ft., passive Perception 9
Languages --
Challenge 44934 (25 XP)

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.




Sea Horse

teal seahorse

Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

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

Water Breathing. The sea horse can breathe only underwater.




Scorpion

black scorpion in sand

Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 1 (1d4 - 1)
Speed 10 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses blindsight 10 ft., passive Perception 9
Languages --
Challenge 0 (10 XP)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.




Vulture

vulture

Medium beast, unaligned

Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

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

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

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

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




Weasel

weasel with bared teeth

Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Saving Throws
Skills Perception +3, Stealth +5
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 13
Languages --
Challenge 0 (10 XP)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

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




Tiger

tiger face

Large beast, unaligned

Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Saving Throws
Skills Perception +3, Stealth +6
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 1 (200 XP)

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

Pounce. If the tiger 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 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.




Spider

A black and brown hairy tarantula

Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Saving Throws
Skills Stealth +4
Damage Resistances
Damage Immunities
Condition Immunities
Senses darkvision 30 ft., passive Perception 10
Languages --
Challenge 0 (10 XP)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.




Warhorse

knight on armored horse

Large beast, unaligned

Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 11
Languages --
Challenge 44928 (100 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

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




Tyrannosaurus Rex

A mostly coniferous forest with a tyrannosaurus rex standing in the middle, facing the camera, roaring

Huge beast, unaligned

Armor Class 13 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

Saving Throws
Skills Perception +4
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 14
Languages --
Challenge 8 (3900 XP)

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.