Sample Bestiary Credit: Lance Ferrantino

A Apple Crab Generally found in high branches of crab apple trees perfectly hidden among the large fruits the plant produces. Land Crab. Many an unlucky humanoid has found the painful grasp of an apple crab to be less than pleasant. These creatures are passive and do not bother any creatures unless a creature tries to take the fruit from the tree they are on. Then the unlucky traveler will find himself overrun with dozens of dangerous clacking claws. Hidden Gardener. It has developed one large powerful pinser that acts as a shield and one much longer and thinner limb that it uses to mimic the thin stem of the fruit it guards. Apple Crab Tiny beast, unaligned Armor Class 12 (natural armor)

12 (natural armor) Hit Points 7 (2d4 + 2)

7 (2d4 + 2) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 11 (+1) 6 (-2) 9 (-1) 5 (-3) Skills Stealth +2

Stealth +2 Senses blindsight 30 ft., passive Perception 9

blindsight 30 ft., passive Perception 9 Languages —

— Challenge 1/8 (25 XP) Canopy Camouflage. The apple crab has advantage on Dexterity (Stealth) checks made to hide in trees. Actions Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the crab can latch onto the target. While latched on, the crab moves with the target and has advantage on attack rolls against the target. The target takes 1 piercing damage at the start of each of the crab's turns. The crab can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the crab by succeeding on a DC 13 Strength check.

Aurochs Runt Unable to affect Gruumsh or the other orc gods directly Maglubiyet targeted the next best thing Bahgtru's prized war beast, the Aurochs. Twisting and warping his power Maglubiyet produced the auroch runt. The orcs call the weaker bull nothokari-kazaht, and will immediately release the creature or kill it. What about this thing makes it so crappy for orcs, it is small...but what else is going on Aurochs Runt Medium beast, unaligned Armor Class 11 (natural armor)

11 (natural armor) Hit Points 7 (2d8 - 2)

7 (2d8 - 2) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 8 (-1) 5 (-3) 14 (+2) 7 (-2) Senses passive Perception 12

passive Perception 12 Languages —

— Challenge 1/4 (50 XP) Charge. If the aurochs runt moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8+2) piercing damage.

B Beehemoth One of the largest and most annoying pests a cloud giant tending a garden would have to deal with. These massive insects plagued gardens and tenders alike. But as the secrets of cloud castles faded so to did these vicious ariel hunters. Impaling sting. Able to strike with deadly force and an even deadlier toxin that could infect even a powerful giant. Beehemoth Huge beast, neutral Armor Class 15 (natural armor)

15 (natural armor) Hit Points 152 (16d12 + 48)

152 (16d12 + 48) Speed 20 ft., fly 120 ft. STR DEX CON INT WIS CHA 27 (+8) 16 (+3) 16 (+3) 3 (-4) 10 (+0) 8 (-1) Skills Dex + 6

Dex + 6 Condition Immunities prone

prone Senses blindsight 60 ft., passive Perception 10

blindsight 60 ft., passive Perception 10 Languages —

— Challenge 12 (8,400 XP) Actions Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the beehemoth can make bite attacks only against the target and has advantage to do so. Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 39 (6d12) acid damage.

C Chillbeast Pride of the tundra. talking about their apex nature Difficult to Track these tails help hide their gait and the additional difference in paws is hard too Chillbeast Huge beast, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 164 (21d12 + 28)

164 (21d12 + 28) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 18 (+4) 7 (-2) 17 (+3) 3 (-4) Saving Throws Con +6

Con +6 Skills Stealth +8

Stealth +8 Damage Resistances cold

cold Senses passive Perception 13

passive Perception 13 Languages —

— Challenge 6 (2,300 XP) Charge. If the chillbeast moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 6 (2d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Ice Walk. The chillbeast can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Keen Sight and Smell. The chillbeast has advantage on Wisdom (Perception) checks that rely on sight and smell. Surprise Attack. If the chillbeast surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The chillbeast can make three attacks one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (3d8+4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) piercing damage. Credit: Lance Ferrantino

Combustion Mouse The combustions mouse is a skittish rodent. Found in many climates these creatures are usually found in small family groups, to many in one place is a nightmare of a fire hazard. Deceptive fur. While they look soft and cuddly the fur on a combustion mouse is rigid and rough feeling more like metallic bristles, one would be wise to pet these little guys front to back else make the creature uncomfortable and end up with a hot problem. Their exposed skin is leathery, flame resistant, and can secrete a sticky fluid that is flammable. Pocket pal. The combustions mouse is a skittish rodent. Found in many climates these creatures are usually found in small family groups, to many in one place is a niThe combustions mouse is a skittish rodent. Found in many climates these creatures are usually found in small family groups, to many in one place is a nightmare of a fire hazard. Mixed Reviews. Some like, some hate. But all accounts point to the wizards medling in the natural law of nature. Combustion Mouse Tiny beast, unaligned Armor Class 10 (natural armor)

10 (natural armor) Hit Points 2 (1d4)

2 (1d4) Speed 20 ft., burrow 10 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 4 (-3) 9 (-1) 5 (-3) Damage Immunities fire

fire Senses passive Perception 9

passive Perception 9 Languages —

— Challenge 1/8 (25 XP) Combustion. When the combustion mouse dies by force or bludgeoning damage, it explodes in a burst of fire and smoke. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one. If the combustion mouse dies by any other means only a few sparks are created. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. Ignite. As a bonus action, the combustion mouse can set ablaze or extinguish the tip of its tail by striking it on its course fur or similiar surface. While lit, the combustion mouse sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Keen Smell. The combustion mouse 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. Smoked The combustion mouse can create a blast of thick smoke in a 5 foot cube, or a thin veil of smoke in a ten foot cube. Credit: Lance Ferrantino

D Desert Blight Appears to be a cactus plant like humanoid. lives in hot dry climates and prefers to wait for its prey and then grapple them ending them like a pincushion, proceeds to suck the life via needles all over its body Desert Blight Medium plant, neutral evil Armor Class 14 (natural armor)

14 (natural armor) Hit Points 19 (3d8 + 6)

19 (3d8 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 4 (-3) 9 (-1) 3 (-4) Skills Stealth +5

Stealth +5 Condition Immunities blinded, deafened

blinded, deafened Senses blindsight 40 ft. (blind beyond this radius), passive Perception 9

blindsight 40 ft. (blind beyond this radius), passive Perception 9 Languages understands Common but can't speak

understands Common but can't speak Challenge 1/2 (100 XP) Spines. Any creature that ends it turn grappling the blight or otherwise coming into direct contact with it, including attacks, takes 7 (3d4) piercing damage. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. Drain. The blight siphons life force from a creature it is grappled by or grappling. The target takes 4 (1d8) necrotic damage and the blight regains an equal number of hit points.