Ranger The Ranger Level Proficiency Bonus Features 1st +2 Favored Enemy, Natural Explorer 2nd +2 Fighting Style 3rd +2 Ranger Conclave, Traps 4th +2 ─ 5th +3 Extra Attack 6th +3 Primeval Awareness 7th +3 Ranger Conclave Feature 8th +3 ─ 9th +4 Greater Favored Enemy 10th +4 Fleet of Foot 11th +4 Ranger Conclave Feature 12th +4 ─ 13th +5 Hide in Plain Sight 14th +5 Vanish 15th +5 Ranger Conclave Feature 16th +5 ─ 17th +6 Feral Senses 18th +6 Foe Slayer 19th +6 Ranger Conclave Feature 20th +6 ─ Class Features As a Ranger, you gain the following class features Hit Points Hit Dice: 1d10 per ranger level

1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per manicurist level after 1st Proficiencies Armor: Light armor, medium armor, shields.

Light armor, medium armor, shields. Weapons: All weapons.

All weapons. Tools: None Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a scale mail (b) leather armor

(a) two shortswords (b) two simple melee weapon

(a) a dungeoneer's pack or (b) an explorer's pack

A longbow and a quiver of 20 arrows Favored Enemy At 1st level, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice. Natural Explorer At 1st level, you have the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style At 2nd level, choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

You gain a +2 bonus to attack rolls you make with ranged weapons. Defense: While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting: When in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Traps Beginning at 3d level you can prepare traps, provided that you have the tools necessary and that conditions are satisfied (time required to prepare, proper terrain, material components). Usually dexterity saving throw can nullify a trap, but sometimes it's constitution or the strenght one. The DM will decide from cas to case how to relate. Noose Trap Who triggers the trap has speed equal to 0 against a strenght saving throw to repeat each round.

Who triggers the trap has speed equal to 0 against a strenght saving throw to repeat each round. Bear Trap Who triggers the trap takes 2d6 slashing damage and can't move away from the position.

Who triggers the trap takes 2d6 slashing damage and can't move away from the position. Pitfall Trap Depending on the time spent into building it the pitfall is deeper. Enemies who fall inside take falling damage and are trapped inside.

30 minutes ofr 1 meter deep of 1 squared meter of ground.

Depending on the time spent into building it the pitfall is deeper. Enemies who fall inside take falling damage and are trapped inside. 30 minutes ofr 1 meter deep of 1 squared meter of ground. Impaling trap Who triggers this trap takes 1d8 piercing damage for each 10 minutes spent on preparing the trap, maximum is 4d8, and can't move away from the trap more than 2 meters. On a successful strenght saving throw the creature is freed. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Primeval Awareness Beginning at 6th level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Greater Favored Enemy At 9th level, choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy Beginning at 10th level, you can use the Dash action as a bonus action on your turn. Hide in Plain Sight Starting at 13th level, when you attempt to hide on your turn, you can opt to not move. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone. You are automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Feral Senses At 17th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. Foe Slayer At 18th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves Ranger chooses a conclave to belong, this will grant some features at levels 3, 7, 11 and 15. Monster Slayer, Nature Fellow and Wild Walker will also get access to spellcasting from level 3 onward. The spellcasting modifier is Wisdom. Here there is the table of progression Ranger Spellcasting Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st — — — — — — — 2nd — — — — — — — 3rd 2 2 1 — — — — 4th 2 3 2 1 — — — 5th 2 3 3 1 — — — 6th 3 4 4 2 1 — — 7th 3 4 4 2 1 — — 8th 3 5 4 2 1 — — 9th 4 5 4 3 2 1 — 10th 4 6 4 3 2 1 — 11th 4 6 4 3 2 1 — 12th 4 7 4 3 2 1 — 13th 5 7 4 3 3 2 1 14th 5 8 4 3 3 2 1 15th 5 8 4 3 3 2 1 16th 5 9 4 3 3 2 1 17th 5 9 4 3 3 3 2 18th 5 10 4 3 3 3 2 19th 5 10 4 3 3 3 2 20th 5 11 4 3 3 3 2 Warden A wanderer warrior who patrols the land Horde Breaker Starting at level 3 once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Honed Endurance At level 3 you gain Proficiency in Constitution Savng throws Escape the Horde Starting at level 7 opportunity attacks or the first attack of a counterattack against you are made with disadvantage. Long Step At level 7 your movement speed increases by 7 meters Steel Will At level 11 you have advantage on saving throws against being frightened. Improved Fighting Style When you reach level 11 your Fighting Style improves Arcery : If you make two ranged attacks you can make a third one as part of the attack action

: If you make two ranged attacks you can make a third one as part of the attack action Defense : Armor penalities are decreased by 1

: Armor penalities are decreased by 1 Dueling : You gain +2 also to attack rolls. Also dueling will apply to versatile weapons.

: You gain +2 also to attack rolls. Also dueling will apply to versatile weapons. Two-Weapon Fighting: Instead of attacking once during the bonus action with the second weapon you can attack twice Uncanny Dodge Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Improved Traps At level 15 you gain new traps to deal with enemies Explosive mine : Deals 3d10 fire damage and 2d10 force damage. Nearby units take only the fire damage (Within a sphere of 2 meters full damage, within 3 meters only fire damage)

: Deals 3d10 fire damage and 2d10 force damage. Nearby units take only the fire damage (Within a sphere of 2 meters full damage, within 3 meters only fire damage) Barbed Wire : Enemies who move trough it must make a dexterity saving throw. On a fail they take 1d4 piercing damage. Nonethless it counts as difficult terrain.

: Enemies who move trough it must make a dexterity saving throw. On a fail they take 1d4 piercing damage. Nonethless it counts as difficult terrain. Stunning Trap: Enemies hit are stunned for 30 seconds against a constitution saving throw. Multiattack Defense Beginning at level 19 when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Prey Stalker A specialized hunter able to track and kill its prey Tracking down Starting at level 3 if you fight a creature and it flees away you gain advantage into tracking it and also if you fail the throw you still have a general idea on its position (distance and direction). If you are aproaching this creature you have advantage on stealth checks against it. Improved traps Beginning at level 3 your traps are spotted with disadvantage by your favored enemies. Thrill of the hunt Starting at level 7 for up to three times in a row you gain the benefits of a long rest with only four hours. To use again this feature you must have a proper 8 hours long rest. More than this if you are following a track of someone or something you have already met or your favored enemy you gain 7 meters extra of movement speed.

Improved traps At level 7 you develop new traps to help your hunting: Bleeding trap : If a target is hit by this trap takes 1d4 piercing or slashing damage, then takes 1d4 damage from bleeding (necrotic damage) every 100 meters it makes.

: If a target is hit by this trap takes 1d4 piercing or slashing damage, then takes 1d4 damage from bleeding (necrotic damage) every 100 meters it makes. Poisonous bait : The target that eats the bait moves as if in difficult terrain and each hour must make a constitution saving throw or fall unconscious. After four hours the effect ends.

: The target that eats the bait moves as if in difficult terrain and each hour must make a constitution saving throw or fall unconscious. After four hours the effect ends. Tracking mixture: Targets who touch this mixture will be tracked without fail. Know your enemy At level 11 if you are fighting your favored enemy you have advantage into finding it if it hides. Also if it gets invisible you can still spot its position with advantage. Improved Fighting style At level 11 your fighting style improves Arcery : The range for your ranged weapon attack increases by 10 meters

: The range for your ranged weapon attack increases by 10 meters Defense : Armor penalities are decreased by 1

: Armor penalities are decreased by 1 Dueling : You gain +2 also to attack rolls. Also dueling will apply to versatile weapons.

: You gain +2 also to attack rolls. Also dueling will apply to versatile weapons. Two-Weapon Fighting: You can dual wield two non light weapons and benefit from the two weapon fighting feature. Presence canceling From level 15 onward enemies spot you with disadvantage and you are never spotted by passive perception. Mutilating At level 15, if you score a critical or if you hit a precision attack the target of that attack takes 1d4 necrotic damage each turn. If not healed this will keep on out of combat, every 100 meters. Stealth aproach Beginning at level 19, as long as you are not spotted by your enemies you have advantage on attack rolls and crit also on 19. Everytime you make an attack roll enemies can make a perception roll to spot you. On a fail you are still unspotted. Beast Master Bonds with a companion trough the adventure Beast Companion At level 3 you gain a beast companion from the Beast master Table. If you are at least one size smaller than it you can mount it. The beast companion follows your orders as well as it can, understands you and in case will act to defend your life. You understand him well, you can understand if it's angry, or fears something or senses someone etc. If your companion senses someone but doesn't spot it you gain advantage into perception checks against that someone or something. The beast master and beast companion keep in touch up till the "Contact Range", detailed for each beast. Given this they can always track each other as long as they are in the same plane of existence. Weapons When Mounted As a rule short weapons, like a dagger, attack with disadvantage if you on a mount. This doesn't apply if you are trying to mount onto the enemy you are attacking. Coordinated Attack Level 7. Once per round. During the turn of your beast companion you can use your reaction to only (no movement, no other actions, but spellcasting is ok) attack the same target of your beast companion. You can do before, after or beetween the attack action of your beast companion. The opposite can work too (Your beast companion attacking during your attack action) Wheter the case this can be done only once in a round. This means that if you use your reaction to attack with your beast companion your beast companion WON'T be able to attack in your turn. And viceversa Mounted Combat When you reach level 11 you gain benefits when you mount your companion. Expert maneuver : You gain the reach of your mount.

: You gain the reach of your mount. Born to the Saddle: You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Cooperation At level 11, if your beast companion has the "social" feature you and him gain advantage while attacking the same target (once per turn) Fighting Together Starting at level 15, if you and your beast companion are flanking the same target it has disadvantage against both of you.

Coordination Beginning at level 15, if your beast companion has the "social" feature "Coordinated Attack" works twice per round (once per turn) Mounted Improvements At level 19, when mounting you gain these benefits: Difficult to hit : For enemies within the reach of your mount your AC takes also the dexterity modifier of your mount. Armor penalities don't apply to this bonus, but if your mount is armored then they apply.

: For enemies within the reach of your mount your AC takes also the dexterity modifier of your mount. Armor penalities don't apply to this bonus, but if your mount is armored then they apply. Warding Maneuver: If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Bonding Beginning at level 19 if your you and your beast companion are attacking the same enemy and your companion has the social feature the last attacking gains +2 to the rolls to attack that enemy. Monster Slayer Specialized into killing certain monstrosities Supernatural defense At level 3 you roll an additional d4 in saving throws and when trying to escape a grapple against your favored enemies. This becomes 1d6 at level 7. Improved traps Burning trap : Covers enemies in oil and ignites them dealing 1d8 fire damage + 1d8 fire damage each turn if not put down the fire. To put it down the target must make a dexterity saving throw with disadvantage.

: Covers enemies in oil and ignites them dealing 1d8 fire damage + 1d8 fire damage each turn if not put down the fire. To put it down the target must make a dexterity saving throw with disadvantage. Holy water pool: Traps creatures in a pool of holy water that deals 2d8 radiant damage to undeads, demons, fiends, vampires etc… costs 1 spell slot + enough water Magic user's nemesis At 7th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Cosmic Favored Enemy When you reach level 11 you can choose another favored enemy among feys, fiends, demons, undeads, celestials, monstrosities, aberrations, vampires. Evasion Beginning at 15th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Slayer's counter At 15th level, if a favored enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. Exterminator Beginning at level 19 you score a critical also with a 19 if the attack is against a favored enemy. Nature Fellow Understands the depths of nature and its magic Perception of the Wild Beginning at level 3, if your favored enemy is within 60 meters from you it has disadvantage on stealth. Tremor sense At level 3 you feel and know the position of nearby creatures touching the ground. (10 meters) Improved traps Instant traps : You can use a spell slot to make a trap instantly. Large size traps require spell slot of second level.

: You can use a spell slot to make a trap instantly. Large size traps require spell slot of second level. Link with the earth : You know if your traps are triggered.

: You know if your traps are triggered. Magical disguise : You can spend one spell slot to disguise your traps so that they are not automatically spotted trough magical means (roll is still required) and also the rolls against it are made with disadvantage.

: You can spend one spell slot to disguise your traps so that they are not automatically spotted trough magical means (roll is still required) and also the rolls against it are made with disadvantage. Enveloping torns : Fast growing thorns and climbing plants sprout and entangle everything that touches the area

: Fast growing thorns and climbing plants sprout and entangle everything that touches the area Spider Web: Creates an area of difficult terrain. Each 5 meters of movement in this area force a dexterity or strenght saving throw. On a fail the creature's speed is 0. Creatures can repeat the saving throw each hour. Creatures can cut their way trough, if they have means to do so. Healing properties of nature Starting at level 7 when you make a short rest you can tend to up to your wisdom modifier creatures restoring 1d8 HP or removing an effect (like a poison, an exhaustion level or a sickness). This costs 1 spell slot of third level and cannot be done again until you finish a long rest. Superior primeval awareness Beginning at 11th level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 6 miles from you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. Nature's Ward When you reach 15th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease.

Pass without trace At level 19 you are permanently under the effect of the spell pass without trace, except if you decide to leave a trail on purpose. Wild Walker Explored the strangest places in the world Planar Warrior At 3rd level, as a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Umbral sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Improved traps Banishing trap : Works as banish on the creature that triggers it.

: Works as banish on the creature that triggers it. Linking trap: Targets hit by this trap take 1d6 force damage and cannot travel trough planes or teleport for 8 hours. If they try to they simply fail to teleport or pass trough portals. Also you know that the trap is triggered and yu know their position for 8 hours. Ethereal Step At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Thin air At 7th level, as a bonus action, you can cast Gaseous form with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Plane expert Beginning at 11th level you detect if any magic of conjuration, teleporting, interdimensional or related to portals is used within one km from you. Forbidden portal At 11th level, when you see a creature casting a conjuration spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Spectral defense At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. Distant Strike At 19th level, when you take the Attack action, you can teleport up to 5 meters before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Beast Master Table Here there are some beasts that the Beast Master can have as Beast companions. The DM may allow other beasts or creatures as companions and may not allow others (like flying mounts). Anyway they are presented here in two tables, one for terrestrial and aerial creatures and the other one for creatures that live mainly in the water. The Beast Master companion doesn't have the same stats of a wild creature, therefore they are detailed after the table. Beasts (Terrestrial and Aerial) Size Beasts Tiny Mouse, Weasel, Snake Small Otter, Eagle, Hawk, Owl, Bat, Monkey, Seagull, Fox, Snake, Crow Medium Lion, Wolf, Tiger, Leopard, Bear, Ape, Hound, Crocodile / Alligator Large Giant Lizard, Giant Wolf Spider, Giant Tarantula, Horse, Rhinoceros, Camel, Dromedary, Moose, Bison, Giant Boar, Giant Scorpion, Giant Snail, Giant Tortoise, Giant Ostrich, Giant Goat, Giant Wolf Beasts (Marine) Size Beasts Tiny Generic Fish, Blue Ringed Octopus, Squid, Cuttlefish, Crab, Cone Snail, Scorpion Fish Small Sea Snake, Generic Fish Medium Giant Grouper, Giant Moray, Shark, Sea Lion / Seal, Giant Octopus, Giant Cuttlefish, Giant Crab, Common Dolphin, Sea Tortoise, Barracuda Large Large Shark, Tursiop, Marine Elephant, Narval, Beluga, Oarfish, Giant Squid, Swordfish How to read the following stat blocks Statistics for beast companions work in the same way as for characters: HP is hit die + cons modifier.When a character takes 2 Ability Points the beast companion takes one. Each level the beast companion increases the HP. Common attacks are the full attack expression. For example the Giant Lizard can attack three times since it has three common attacks. Special actions are detailed and at the beginning they can be used only once per short rest each. A beast companion can use its special acions twice per short rest at level 7, three times at level 11, four times at level 15 and 5 times at level 19 The travelling time is the total time a creature can travel at its full speed, at a sustained pace, without getting a level of exhaustion. All creatures can forgo one of their attack to try to grapple or imobilize. As many times as they have attacks. Balancing the Beast Companion The DM should consider the Beast Companion as an allied NPC on its own and the CR of encounters should be increased as a consequence.

Giant Lizard Reptile Armor Class 11 + Dex

11 + Dex Hit Points 20 (d6 + Con)

20 (d6 + Con) Walking Speed 15m

15m Swimming Speed 10m

10m Climbing Speed 15m

15m Travelling Time 6h

6h Size Large

Large Contact Range 100m STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 7 (-2) 10 (0) 9 (-1) Actions Bite : 1d4 + Str piercing damage (Becomes 1d6 at level 5)

: 1d4 + Str piercing damage (Becomes 1d6 at level 5) Claw Attack : 1d4 + Str slashing damage

: 1d4 + Str slashing damage Tail Whip:1d4 + Str bludgeoning damage (becomes 1d6 at level 5) Giant Wolf Spider Arachnid Armor Class 10 + Dex

10 + Dex Hit Points 20 (d6 + Con)

20 (d6 + Con) Walking Speed 17m

17m Swimming Speed 1m

1m Climbing Speed 17m

17m Travelling Time 6h

6h Size Large

Large Contact Range 100m STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 7 (-2) 9 (-1) 10 (0) Senses Darkvision (10m) Actions Bite: 2d4 + Str piercing damage + 1d4 poison damage (Becomes 2d6 + 1d6 at level 5) Special Actions Long Jump : Can Jump 30m away

: Can Jump 30m away Spider Web: If grappling a unit can imobilize it and leave it imobilized. As a bonus action Giant Tarantula Arachnid Armor Class 11 + Dex

11 + Dex Hit Points 22 (d6 + Con)

22 (d6 + Con) Walking Speed 15m

15m Swimming Speed 1m

1m Climbing Speed 15m

15m Travelling Time 6h

6h Size Large

Large Contact Range 50m STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 7 (-2) 9 (-1) 10 (0) Senses Darkvision (10m) Attacks Bite: 2d4 + Str piercing damage + 1d4 poison damage(Becomes 2d6 + 1d6 at level 5, 4d6 + 1d6 at level 8) Special Actions Long Jump : Can jump 10m away.

: Can jump 10m away. Spider Web :If grappling a unit can imobilize it and leave it imobilized. As a bonus action

:If grappling a unit can imobilize it and leave it imobilized. As a bonus action Web Shelter:Can build a web shelter 10 meters wide. Creatures who touch the web are sensed. Horse Mammalian Armor Class 10 + Dex

10 + Dex Hit Points 30 (d8 + Con)

30 (d8 + Con) Walking Speed 20m

20m Swimming Speed 5m

5m Climbing Speed 1m

1m Travelling Time 8h

8h Size Large

Large Contact Range 1km STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 9 (-1) 10 (0) 10 (0) Attacks Hooves : 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Special Actions

: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Charge:Can charge at 30 meters speed as part of an hooves attack and eventually shove the enemy. If shove succeds can shove other enemies. Takes the full attack action.

Rhinoceros Mammalian Armor Class 12 + Dex

12 + Dex Hit Points 40 (d10 + Con)

40 (d10 + Con) Walking Speed 11m

11m Swimming Speed 1m

1m Travelling Time 6h

6h Size Large

Large Contact Range 200m STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 7 (-2) 9 (-1) 10 (0) Resistances Bludgeoning Actions Goring : 2d4 + Str piercing damage (Becomes 2d6 at level 5, 3d6 at level 8, 3d8 at level 12)

: 2d4 + Str piercing damage (Becomes 2d6 at level 5, 3d6 at level 8, 3d8 at level 12) Stomp: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8, 2d8 at level 12) Special Actions Charge:Can charge at 16 meters speed as part of a goring + stomping attack and eventually shove the enemy. If shove succeds can hit other enemies. Takes the full attack action. Camel/Dromedary Mammalian Armor Class 10 + Dex

10 + Dex Hit Points 32 (d8 + Con)

32 (d8 + Con) Walking Speed 18m

18m Swimming Speed 1m

1m Climbing Speed 5m

5m Travelling Time 12h

12h Size Large

Large Contact Range 300m STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 9 (-1) 10 (0) 10 (0) Attacks Stomp : 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Special Actions

: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Charge:Can charge at 25 meters speed as part of a stomp attack and eventually shove the enemy. If shove succeds it can shove other enemies. Moose Mammalian Armor Class 10 + Dex

10 + Dex Hit Points 30 (d8 + Con)

30 (d8 + Con) Walking Speed 16m

16m Swimming Speed 10m

10m Climbing Speed 1m

1m Travelling Time 6h

6h Size Large

Large Contact Range 300m STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 9 (-1) 10 (0) 10 (0) Attacks Headbash : 1d4 + Str bludgeoning + 1d4 piercing damage (Becomes 1d6 + 1d4 at level 5, 2d6 + 1d4 at level 8)

: 1d4 + Str bludgeoning + 1d4 piercing damage (Becomes 1d6 + 1d4 at level 5, 2d6 + 1d4 at level 8) Stomp: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Special Actions Charge:Can charge at 20 meters speed as part of an headbash + stomping attack and eventually shove the enemy. If shove succeds can hit other enemies. Takes the full attack action.

Bison Mammalian Armor Class 11 + Dex

11 + Dex Hit Points 35 (d8 + Con)

35 (d8 + Con) Walking Speed 15m

15m Swimming Speed 5m

5m Climbing Speed 1m

1m Travelling Time 6h

6h Size Large

Large Contact Range 200m STR DEX CON INT WIS CHA 16 (+2) 12 (+1) 18 (+4) 9 (-1) 10 (0) 10 (0) Resistances Cold Attacks Headbash : 2d4 + Str bludgeoning damage (Becomes 2d6 at level 5, 2d8 at level 8)

: 2d4 + Str bludgeoning damage (Becomes 2d6 at level 5, 2d8 at level 8) Stomp: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Special Actions Charge:Can charge at 18 meters speed as part of an headbash + stomping attack and eventually shove the enemy. If shove succeds can hit other enemies. Takes the full attack action. Giant Boar Mammalian Armor Class 11 + Dex

11 + Dex Hit Points 35 (d8 + Con)

35 (d8 + Con) Walking Speed 13m

13m Swimming Speed 3m

3m Travelling Time 8h

8h Size Large

Large Contact Range 200m STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 7 (-2) 10 (0) 10 (0) Resistances Piercing Attacks Bite : 1d4 + Str piercing damage (Becomes 2d4 at level 5, 2d6 at level 8)

: 1d4 + Str piercing damage (Becomes 2d4 at level 5, 2d6 at level 8) Headbash : 1d4 + Str bludgeoning damage (Becomes 2d4 at level 5, 2d6 at level 8)

: 1d4 + Str bludgeoning damage (Becomes 2d4 at level 5, 2d6 at level 8) Stomp: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5) Special Actions Charge: Can charge at 16 meters speed as part of a headbash attack and eventually shove the enemy. Takes away the headbash attack Giant Scorpion Arachnid Armor Class 12 + Dex

12 + Dex Hit Points 22(d6 + Con)

22(d6 + Con) Walking Speed 12m

12m Swimming Speed

Flying Speed

Climbing Speed 12m

12m Travelling Time 6h

6h Size Large

Large Contact Range 30m STR DEX CON INT WIS CHA 16 (+3) 10 (0) 14 (+2) 7 (-2) 9 (-1) 10 (0) Resistances

Senses Darkvision (10m) Attacks Pincers : 1d4 + Str Slashing damage (Becomes 2d4 at level 5, 2d6 at level 8, 4d6 at level 12)

: 1d4 + Str Slashing damage (Becomes 2d4 at level 5, 2d6 at level 8, 4d6 at level 12) Stinger: 1d4 + Str piercing + 1d4 poison damage (Becomes 2d4 + 1d4 at level 5, 2d6 + 1d6 at level 8, 2d8 + 1d8 at level 12)

Giant Snail Mollusc Armor Class 13 + Dex

13 + Dex Hit Points 45(d12 + Con)

45(d12 + Con) Walking Speed 15m.

15m. Climbing Speed 5m

5m Travelling Time 24h

24h Size Large

Large Contact Range 400m STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 18 (+4) 8 (-2) 9 (-1) 10 (0) Senses Advantage on perception checks relying on smell Attacks Body Impact: 4d6 piercing damage, 1d6 poison damage Special Actions Shelter : As a bonus action can retire in the shell, gaining +4 to AC and resistence to bludgenoning, piercing and slashing damage, but losing the ability to move and attack and the dexterity bonuses. Takes a bonus action to come out of the shell.

: As a bonus action can retire in the shell, gaining +4 to AC and resistence to bludgenoning, piercing and slashing damage, but losing the ability to move and attack and the dexterity bonuses. Takes a bonus action to come out of the shell. Sticky body: Advantage in grappling Giant Tortoise Reptile Armor Class 13 + Dex

13 + Dex Hit Points 50 (d12 + Con)

50 (d12 + Con) Walking Speed 7

7 Travelling Time 24h

24h Size Large

Large Contact Range 200m STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 20 (+5) 9 (-1) 10 (0) 9 (-1) Attacks Bite : 1d4 + Str slashing damage (Becomes 2d4 at level 5, 2d6 at level 8, 2d8 at level 12) Special Actions

: 1d4 + Str slashing damage (Becomes 2d4 at level 5, 2d6 at level 8, 2d8 at level 12) Shelter: As a bonus action can retire in the shell, gaining +4 to AC and resistence to bludgenoning, piercing and slashing damage, but losing the ability to move and the dexterity bonuses. Takes a bonus action to come out of the shell. Giant Ostrich Bird Armor Class 10 + Dex

10 + Dex Hit Points 20 (d6 + Con)

20 (d6 + Con) Walking Speed 19m

19m Swimming Speed 5m

5m Climbing Speed 5m

5m Travelling Time 4h

4h Size Large

Large Contact Range 200m STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 12 (+1) 9 (-1) 12 (+1) 9 (-1) Attacks Kick : 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 2d6 at level 8, 3d5 at level 12)

: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 2d6 at level 8, 3d5 at level 12) Peck: 1d4 + Str piercing damage (Becomes 1d6 at level 5) Giant Goat Mammalian Armor Class 11 + Dex

11 + Dex Hit Points 30 (d8 + Con)

30 (d8 + Con) Walking Speed 15m

15m Swimming Speed 1m

1m Climbing Speed 15m

15m Travelling Time 10h

10h Size Large

Large Contact Range 500m STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 9 (-1) 10 (0) 10 (0) Resistances Cold, Bludgeoning Attacks Headbash : 1d4 + Str bludgeonning damage (Becomes 1d6 at level 5, 2d6 at level 8, 2d8 at level 12)

: 1d4 + Str bludgeonning damage (Becomes 1d6 at level 5, 2d6 at level 8, 2d8 at level 12) Stomp: 1d4 + Str bludgeoning damage (Becomes 1d6 at level 5, 1d8 at level 8) Special Actions Charge: Can charge at 18 meters speed as part of a headbash attack and eventually shove the enemy. Takes away the headbash attack

Giant Wolf Mammalian Armor Class 10 + Dex

10 + Dex Hit Points 35 (d8 + Con)

35 (d8 + Con) Walking Speed 16m

16m Swimming Speed 10m

10m Climbing Speed 3m

3m Travelling Time 10h

10h Size Large

Large Contact Range 10km STR DEX CON INT WIS CHA 18 (+4) 14(+3) 18 (+4) 8(-1) 12(+1) 10(0) Senses Darkvision (10m), advantage on perception checks not relying on sight. Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12)

: 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Claw: 2d4 + Str slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Special Actions Cooperation: Can perform simple tasks if left alone, like guarding a place, bringing an item to someone etc Bear Mammalian, Social Armor Class 11 + Dex

11 + Dex Hit Points 35 (d8 + Con)

35 (d8 + Con) Walking Speed 13m

13m Swimming Speed 10m

10m Climbing Speed 6m

6m Travelling Time 8h

8h Size Medium

Medium Contact Range 1km STR DEX CON INT WIS CHA 16 (+3) 10 (0) 18 (+4) 9 (-1) 10 (0) 10 (0) Senses Darkvision (10m) Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 4, 4d6 at level 8, 4d8 at level 12)

: 2d4 + Str piercing damage (Becomes 4d4 at level 4, 4d6 at level 8, 4d8 at level 12) Claw: 2d4 + Str slashing damage (Becomes 4d4 at level 4, 4d6 at level 8, 4d8 at level 12) Lion Mammalian, Social Armor Class 10 + Dex

10 + Dex Hit Points 22 (d6 + Con)

22 (d6 + Con) Walking Speed 18m

18m Swimming Speed 10m

10m Climbing Speed 9m

9m Travelling Time 4h

4h Size Medium

Medium Contact Range 8km STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 9 (-1) 12 (+1) 12 (+1) Senses Darkvision (10m) Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12)

: 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Claw: 2d4 + Str slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Special Actions Roar: As a bonus action can threaten nearby units. (Sphere 7 meters radius, heard up to 5km) Charisma saving throw or frightened until the end of their next turn.

Wolf Mammalian, Social Armor Class 10 + Dex

10 + Dex Hit Points 25 (d6 + Con)

25 (d6 + Con) Walking Speed 17m

17m Swimming Speed 12m

12m Climbing Speed 9m

9m Travelling Time 12h

12h Size Medium

Medium Contact Range 10km STR DEX CON INT WIS CHA 14 (+2) 16(+3) 16 (+3) 9 (-1) 12 (+1) 10 (0) Senses Darkvision (10m), advantage on perception checks not relying on sight. Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8)

: 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8) Claw: 2d4 + Str slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Special Actions Cooperation : Can perform simple tasks if left alone, like guarding a place, bringing an item to someone etc.

: Can perform simple tasks if left alone, like guarding a place, bringing an item to someone etc. Sneak Attack: Gets Advantage on any attack rolls while hidden. Tiger Mammalian, Social Armor Class 10 + Dex

10 + Dex Hit Points 22(d6 + Con)

22(d6 + Con) Walking Speed 16m

16m Swimming Speed 12m

12m Climbing Speed 9m

9m Travelling Time 6h

6h Size Medium

Medium Contact Range 5km STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 9 (-1) 12 (+1) 10 (0) Senses Darkvision (10m) Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12)

: 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Claw: 2d4 + Str slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Special Actions Sneak Attack: Gets Advantage on any attack rolls while hidden. Leopard/Jaguar Mammalian, Social Armor Class 10 + Dex

10 + Dex Hit Points 22 (d6 + Con)

22 (d6 + Con) Walking Speed 18m

18m Swimming Speed 12m

12m Climbing Speed 12m

12m Travelling Time 4h

4h Size Medium

Medium Contact Range 5km STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 14 (+2) 9 (-1) 12 (+1) 10 (0) Senses Darkvision (10m) Attacks Bite : 2d4 + STR piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12)

: 2d4 + STR piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Claw : 2d4 + STR slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Special Actions

: 2d4 + STR slashing damage (Becomes 4d4 at level 5, 4d6 at level 8) Sneak Attack: Gets Advantage on any attack rolls while hidden.

Giant Moray Fish, Social Armor Class 10 + Dex

10 + Dex Hit Points 20 (d6 + Con)

20 (d6 + Con) Swimming Speed 10m

10m Travelling Time 7h

7h Size Medium

Medium Contact Range 100m STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 12 (+1) 9 (-1) 10 (0) 10 (0) Senses Water Sense (5m), Darkvision (10m) Attacks Bite : 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Special Actions

: 2d4 + Str piercing damage (Becomes 4d4 at level 5, 4d6 at level 8, 4d8 at level 12) Strong Maws: If a bite succesfully hits, can make a grapple with advantage as a bonus action. Giant Octopus Mollusc, Social Armor Class 10 + Dex

10 + Dex Hit Points 20 (d6 + Con)

20 (d6 + Con) Walking Speed 7m

7m Swimming Speed 7m

7m Climbing Speed 7m

7m Travelling Time 4h

4h Size Medium

Medium Contact Range 100m STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 12 (+1) 10 (0) 10 (0) 10 (0) Senses Darkvision (10m) Attacks Bite : 2d4 + Str slashing damage (Becomes 2d6 at level 5, 2d8 at level 8) + 1d4 poison damage Special Actions

: 2d4 + Str slashing damage (Becomes 2d6 at level 5, 2d8 at level 8) + 1d4 poison damage Suckers and mussels : Gets Advantage on Grappling.

: Gets Advantage on Grappling. Camouflage : Advantage and proficiency in stealth.

: Advantage and proficiency in stealth. Inkjet : Creates a 3 meters radius spehre of black ink. Creatures within are blinded until one round passes or they get out of the sphere. Creatures trying to spot the octopus have to roll with disadvantage. (once per long rest)

: Creates a 3 meters radius spehre of black ink. Creatures within are blinded until one round passes or they get out of the sphere. Creatures trying to spot the octopus have to roll with disadvantage. (once per long rest) Flexible : Can fit and move into a space that a creature of a size smaller would fit into without any disadvantage.

: Can fit and move into a space that a creature of a size smaller would fit into without any disadvantage. Regenerate: Cut limbs regrow slowly. Giant Shark Fish Armor Class 10 + Dex

10 + Dex Hit Points 30 (d8 + Con)

30 (d8 + Con) Swimming Speed 15m

15m Travelling Time 8h

8h Size Large

Large Contact Range 5km STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 9 (-1) 10 (0) 12 (0) Senses Water Sense (10m), Darkvision (10m), advantage on perception relying on smell. Attacks Bite : 2d6 + Str piercing damage (Becomes 2d8 at level 5, 2d10 at level 8, 5d10 at level 12) Special Actions

: 2d6 + Str piercing damage (Becomes 2d8 at level 5, 2d10 at level 8, 5d10 at level 12) Charge: if makes a bite attack can move at double speed before it does the attack. Giant Swordfish Fish Armor Class 10 + Dex

10 + Dex Hit Points 30 (d8 + Con)

30 (d8 + Con) Swimming Speed 18m

18m Travelling Time 8h

8h Size Large

Large Contact Range 500m STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 16 (+3) 9 (-1) 10 (0) 10 (0) Senses Water Sense (10m) Attacks Slash : 2d4 + Str slashing damage (Becomes 3d4 at level 5, 3d6 at level 8, 3d8 at level 12)

: 2d4 + Str slashing damage (Becomes 3d4 at level 5, 3d6 at level 8, 3d8 at level 12) Thrust : 2d4 + Dex slashing damage (Becomes 2d6 at level 5, 4d6 at level 8, 4d8 at level 12) Special Actions

: 2d4 + Dex slashing damage (Becomes 2d6 at level 5, 4d6 at level 8, 4d8 at level 12) Charge: as part of a thrust attack can charge at 30 meters speed and sum to the damage also Str modifier.