Actions

Category

Creatures

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

Creatures & Monsters ported back and forth between the Potterverse and 5e D&D.


‘“You don’t use your eyes, any of you, do you?” she snapped. “Didn’t you see what it was standing on?”

“The floor?” Harry suggested. “I wasn’t looking at its feet, I was too busy with its heads.”’
Hermione Granger and Harry Potter in Harry Potter and the Philosopher's Stone, J.K. Rowling


Magical Creatures List


Abraxan Flying Horse


Acromantula

Large beast, unaligned

Armor Class 
14 (natural armor)
Hit Points 
26 (4dl0 + 4)
Speed 
30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Skills 
Stealth +7
Senses 
blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages 
Challenge 
1 (200 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: +5 to hit, reach 5 ft., one creature. Hit: 7 (ld8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
Web 
(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature.

Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen.
Habitat 
Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.


Monstrous eight-eyed, hairy spiders capable of Common human speech. Carthorse-sized and carnivorous, they have eight legs and sharp pincers. When excited or angry, they make a distinctive clicking sound and secrete poison. They fear Basilisks.[1]


Aethonan Flying Horse


Amazonian Salamander


Angry Mob (DnD)


Antipodean Opaleye Dragon


Appaloosa Puffskein


Ashwinder

"Any wizard realizing that one or more Ashwinders are loose in the house must trace them immediately and locate the nest of eggs." —Fantastic Beasts and Where to Find Them

Incendiary serpent.[2]


Augurey


Basilisk

Snake-like creature whose gaze will turn you to stone. Feared by Acromantulas.


Beetle, Giant Dung


Billywig


Black Dragon (DnD)


Black Dragon, Hebridean


Blast-Ended Skrewt


Blink Dog (DnD)


Blue Dragon (DnD)


Boggart

You have advantage over a Boggart if you can face it as a group[3]





Bogey

‘“If either of you get us caught, I'll never rest until I've learnt that Curse of the Bogies Quirrell told us about and used it on you.”’ Ron Weasley in Harry Potter and the Philosopher's Stone, J.K. Rowling

Animated booger.


Boomslang


Bowtruckle

Tree guardian. These tiny creatures are made of wood and usually live in wand-trees. They have knobbly brown arms and legs, two twig-like fingers at the end of each hand and a flat bark-like face with beetle-brown eyes. Eats woodlice.


Brass Dragon (DnD)


Briar Toad


Bronze Dragon (DnD)


Bugbear (DnD)


Bundimun


Bushtruckle


Cat, Familiar


Cat, Wampus


Centaur


Despite possessing 'human intelligence,' centaurs are classified as Beasts by the Ministry of Magic, at their own request, as they were unhappy at having to share Being status with hags and vampires.[4]


Chimaera


"He's the lizard wizard who hates a blizzard."[5]

Also, if he fumbles a fire attack, "oh how emberrasing"[6]

Missed claw attack: "Guess I'm not up to scratch!"[7]

"No need to get all fired up."[8]


Ancient Red Dragon


Chizpurfle


Clabbert


Cockatrice


Coco Rumsey Catcher


Cocoon Spider


Common Welsh Green Dragon


Companion Owl


Copper Dragon (DnD)


Crab, Fire


Crab, Giant Fire


Crup

D&D Equivalent 
Blink Dog


It strongly resembled a Jack Russell Terrier, except that a Crup had a forked tail. They were clearly wizard-bred dogs since they were extremely loyal to wizards, and ferocious toward Muggles. They eat almost anything. A group of Crups is known as a "pack".[9] Also they teleport at-will.




dogs that closely resemble Jack Russells, apart from the forked tail. The Crup’s devotion to wizards is only surpassed by its aggression towards non-magical people. 



Daraliznof Freaazer


Dementor

D&D Equivalent 
Specter


‘“It has nothing to do with weakness,” said Professor Lupin sharply, as though he had read Harry’s mind. “The Dementors affect you worse than the others because there are horrors in your past that the others don’t have.”’ Professor Lupin in Harry Potter and the Prisoner of Azkaban, J.K. Rowling


‘The revelation that his batty old cat-obsessed neighbour knew what Dementors were was almost as big a shock to Harry as meeting two of them down the alleyway.’

Harry Potter and the Order of the Phoenix, J.K. Rowling


Fighting dementors is easier if you are happy and have brought chocolate with you.[10]

Rogue dementors may be a new and frequent threat, since the former Auror Kingsly Shackelbolt (now minister for magic) will them probably remove from Azkaban (where now many of Voldemort’s supporters are, again).[11]

They fear Patronuses.





Diricawl


Dog, Blink (DnD)


Dog, Three-Headed


Doppelgänger (DnD)


Double-Ended Newt


Doxy


Dragon


Dragon, Antipodean Opaleye


Dragon, Black (DnD)


Dragon, Blue (DnD)


Dragon, Brass (DnD)


Dragon, Bronze (DnD)


Dragon, Chinese Fireball


Dragon, Common Welsh Green


Dragon, Copper (DnD)


Dragon, Fireball


Dragon, Gold (DnD)


Dragon, Green (DnD)


Dragon, Green Welsh


Dragon, Hebridean Black


Dragon, Hungarian Horntail


Dragon, Norwegian Ridgeback


Dragon, Peruvian Vipertooth


Dragon, Red (DnD)


Dragon, Ridgeback


Dragon, Romanian Longhorn


Dragon, Shortsnout


Dragon, Silver (DnD)


Dragon, Swedish Shortsnout


Dragon, Ukrainian Ironbelly


Dragon, Vipertooth


Dragon, White (DnD)


Dragon Toad


Dragonfly, Imperial


Drogodflikerous, Shelliferous


Dugbog


Dung Beetle, Giant


Elf, Half (Veela)


Elf, Half (DnD)


Elf, House


Erkling


Erumpent


Fairy


Familiar Cat


Fanged Puffskein


Fire Crab


Fire Crab, Giant


Flailtail Snail (DnD)


Flesh-Eating Slug


Flobberworm


Flying Horse


Flying Horse, Abraxan


Flying Horse, Aethonian


Flying Horse, Granian


Flying Horse, Thestral


Forest Troll (DnD)


Freaazer, Daraliznof


Frost Salamander


Fwooper


Ghoul (DnD)


Giant


Giant, Half


Giant Dung Beetle


Giant Fire Crab


Giant Goblin


Giant Orange Snail


Giant Purple Toad


Giant Rat (DnD)


Giant Spider (DnD)


Giant Squid (DnD)


Glow Worm


Glumbumble


Gnome (DnD)


Gnome


Goblin


Goblin, Giant


Goblin, Half


Goff, Gringwart


Gold Dragon (DnD)


Golden Snidget


Goliath (DnD)


Granian Flying Horse


Graphorn


Green Dragon (DnD)


Grick Statblock.png

[12]


Griffin


Griffon


Gryphon


Gryphon


Grindylow


Grindylows, Swarm of


Gringwart Goff


Half Giant


Half Goblin


Half Human


Half Ogre


Half Troll


Hebridean Black Dragon


Hippocampus


Hippogriff

Large monstrosity, unaligned

Armor Class 
11
Hit Points 
19(3dl0 + 3)
Speed 
40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
Skills 
Perception +5
Senses  
passive Perception 15
Languages 
Challenge 
1 (200 XP)
Keen Sight 
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack 
The hippogriff makes two attacks: one with its beak and one with its claws.
Beak 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (ldlO + 3) piercing damage.
Claws 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hippogriff Names

Hippogriff Name Generator

Swiftbeak Swiftquill Wildsteed Mellowbeak Tamescream Beautyscream Floweye Dartcolt Gustmane Windwing Sprymane Strongtail Steelcolt Tenderscream Ironscream Thunderquill Windtail Quiethook Swiftwing Classhook Ironplume Gracewing Stormtuft Tenderfluff Beautyeye Blitzplume Halebeak Mellowwing Flowtail Flurryscreech


Hidebehind


Hobgoblin


Horse, Flying


Horse, Abraxan Flying


Horse, Aethonian Flying


Horse, Granian Flying


Horse, Thestral Flying


House Elf


Hodag


Horklump


Horntail Dragon, Hungarian


Human


Human, Half


The D&D equivalent: Hungarian Horntail Dragon

Ancient Hungarian Horntail Dragon

Gargantuan dragon , chaotic evil

Armor Class 
22 (natural armor)
Hit Points 
367 (21d20 + 147)
Speed 
40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
Saving Throws 
Dex +9, Con +14, Wis +9, Cha +11
Skills 
Perception +16, Stealth +9
Damage Immunities 
acid
Senses 
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages 
Common, Draconic
Challenge  
21 (33,000 XP)
Amphibious 
The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack 
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite 
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d 10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw 
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail 
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence 
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath 
(Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect 
The dragon makes a Wisdom (Perception) check.
Tail Attack 
The dragon makes a tail attack.
Wing Attack 
(Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult Hungarian Horntail Dragon

Huge dragon, chaotic evil

Armor Class 
19 (natural armor)
Hit Points 
195 (17dl2 + 85)
Speed 
40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
Saving Throws 
Dex +7, Con +10, Wis +6, Cha +8
Skills 
Perception +11, Stealth +7
Damage Immunities 
acid
Senses 
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages 
Common, Draconic
Challenge  
14 (11,500 XP)
Amphibious 
The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack 
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite 
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d 10 + 6) piercing damage plus 4 (ld8) acid damage.
Claw 
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail 
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence 
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath 
(Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect 
The dragon makes a Wisdom (Perception) check.
Tail Attack 
The dragon makes a tail attack.
Wing Attack 
(Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Young Hungarian Horntail Dragon

Large dragon, chaotic evil

Armor Class 
18 (natural armor)
Hit Points 
127 (15dl0 + 45)
Speed 
40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Saving Throws 
Dex +5, Con +6, Wis +3, Cha +5
Skills 
Perception +6, Stealth +5
Damage Immunities 
acid
Senses 
blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages 
Common, Draconic
Challenge  
7 (2,900 XP)
Amphibious 
The dragon can breathe air and water.

Actions

Multiattack 
The dragon makes three attacks: one with its bite and two with its claws.
Bite 
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2dl0 + 4) piercing damage plus 4 (ld8) acid damage.
Claw 
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath 
(Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (lld8) acid damage on a failed save, or half as much damage on a successful one.

Hungarian Horntail Dragon Wyrmling

Medium dragon , chaotic evil

Armor Class 
17 (natural armor)
Hit Points 
33 (6d8 + 6)
Speed 
30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
Saving Throws 
Dex +4, Con +3, Wis +2, Cha +3
Skills 
Perception +4, Stealth +4
Damage Immunities 
acid
Senses 
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages 
Draconic
Challenge  
2 (450 XP)
Amphibious 
The dragon can breathe air and water.

Actions

Bite 
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (ldlO + 2) piercing damage plus 2 (ld4) acid damage.
Acid Breath 
(Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Imp


Imperial Dragonfly


Inferi


Jarvey


Jobberknoll


Kappa


Knarl


Large Spider


Leldendi, Miraf


Leprechaun


Lethifold


Lich (DnD)


Limax


Little People


Lobalug


Longhorn Dragon, Romanian


Mackled Malaclaw


Malaclaw, Mackled


Manticore


Marmite


Merpeople


Merpeople (DnD)


Metamorphmagus


Miraf Leldendi


Mooncalf


Murtlap


Nazzle Mumph


Newt, Double-Ended


Niffler


Nogtail


Nundu


Norwegian Ridgeback Dragon


Occamy


Ogre


Ogre, Half


Orange Snail, Giant


Orc (DnD)


Owl, Companion


Patronus


Pegasus


People, Little


Peruvian Vipertooth Dragon


Peruvian Salamander


Pixie


Pixie (DnD)


Plague Rat (DnD)


Plimpy


Pogrebin


Porlock


Puffskein


Puffskein, Appaloosa


Puffskein, Fanged


Purple Toad, Giant


Pygmy Puff


Quintaped


Quipper (DnD)


Rat, Giant (DnD)


Red Dragon (DnD)


Ramora


Re'em


Red Cap


Red Dragon (DnD)


Ridgeback Dragon, Norwegian


Romanian Longhorn Dragon


Rougarou


Salamander (DnD)


Salamander, Amazonian


Salamander, Frost


Salamander, Peruvian


Shelliferous Drogodflikerous


Shortsnout Dragon, Swedish


Shrake


Silver Dragon (DnD)


Slug, Flesh-Eating


Snail, Giant Orange


Snallygaster


Sphinx


Sphinx (DnD)


Spider, Cocoon


Spider, Giant (DnD)


Spider, Large


Squid, Giant


Snidget, Golden


Stirge (DnD)


Streeler


Swarm of Grindylows


Swedish Shortsnout


Swooping Evil


Specter (DnD)


Tebo


Thestral Flying Horse


Three-toed Tree Toad


Three-Headed Dog


Thunderbird


Toad, Dragon


Toad, Giant Purple


Toad, Three-Toed Tree


Toad, Wide-Mouth


Transforming Rabbit


Troll


Troll, Forest (DnD)


Troll, Half


Trollcleg


Trollwig


Twig Blight (DnD)


Ukrainian Ironbelly Dragon


Valcore


"Fangs for coming to dinner!"[13]


Medium undead (shapechanger), lawful evil

Armor Class 
16 (natural armor)
Hit Points 
144 (17d8 + 68)
Speed 
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

Saving Throws 
Dex +9, Wis +7, Cha +9
Skills 
Perception +7, Stealth +9
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses 
darkvision 120 ft., passive Perception 17 Languages the languages it knew in life
Challenge  
13 (10,000 XP)
Shapechanger
If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance 
(3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape 
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb 
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
The vampire has the following flaws:
Forbiddance
The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water
The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart
If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity 
The vampire takes 20 radiant damage when it starts its turn in sunlight.

While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions

Multiattack 
(Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (ld8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm
The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day)
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in ld4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Move 
The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike 
The vampire makes one unarmed strike.
Bite (Costs 2 Actions)
The vampire makes one bite attack.

Vampyr Mosp


Veela


Vipertooth Dragon, Peruvian


Wampus Cat


Werehouse


Werewolf


White Dragon (DnD)


Wide-Mouth Toad


Warg (DnD)


Welsh Green Dragon, Common


Worg (DnD)


Worm, Glow


Yeti


Yeti (DnD)


Zombie (DnD)



Magical Humanoids

Werehouse

A magical humanoid has the following features (unless otherwise noted).[14]

  • d8 Hit Die.[15]
  • Fair Fortitude, Reflex, and Will saves[16]
  • Base attack bonus equal to 3/4 total Hit Dice. Add base attack bonus to any attack modifiers listed in the Attacks column.[17]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical humanoids, but some may have others as noted: Acrobatics, Climb, Perception, Stealth, and Swim.[18]
  • Many magical humanoids do not have natural weapons but carry weapons instead.[19]

Name Size Speed Attacks Ability scores Special qualities and notes
Centaurs[20] L 60 Trample +5 (1d10) Str 20, Dex 13, Con 15, Int 9, Wis 14, Cha 9
Giants[21] H 50 Str 23, Dex 8, Con 18, Int 6, Wis 9, Cha 7
Goblins[22] S 20 Str 9, Dex 15, Con 11, Int 14, Wis 13, Cha 9
House-elves[23] S 20 Str 7, Dex 19, Con 12, Int 12, Wis 16, Cha 14
Merpeople[24] M 5, swim 50 Str 13, Dex 17, Con 16, Int 10, Wis 15, Cha 11
Ogres[25] L 40 Str 20, Dex 10, Con 15, Int 6, Wis 9, Cha 8
Trolls[26] H 50 Str 27, Dex 7, Con 19, Int 5, Wis 6, Cha 6
Vampires[27] M 40 Str 18, Dex 21, Con 18, Int 13, Wis 17, Cha 17
Veela[28] M 30 Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 22
Werewolves[29] L 40, climb 20 Str 24, Dex 12, Con 15, Int 5, Wis 10, Cha 7 The information provided in this row applies to werewolves in wolf form. Otherwise treat a werewolf exactly as a human.

Bugbear

...Is really a:

Giant Groblin (Half Giant, Half Groblin)

Chimaera as the D&D creature. Cockatrice as the D&D creature. Doppelganger as Metamorphmagus

Dragons

A dragon has the following features (unless otherwise noted).[30]

  • d12 Hit Die.[31]
  • Good Fortitude and Will saves[32]
  • Base attack bonus equal to total Hit Dice.[33]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Acrobatics, Climb, Fly, Intimidate, Perception, Stealth, and Swim.[34]
  • A breath attack that counts as a fire spell with range medium cone, except the Peruvian Vipertooth’s, which has range short cone.[35]
  • A melee attack for which the dragon may use its claws, mouth, or tail.[36]

Name Size Speed (feet) Attacks Ability scores Special qualities and notes
Antipodean Opaleye[37] G 30, fly 60 Melee +4 (4d6+12) Breath + Str 26, Dex 15, Con 21, Int 7, Wis 18, Cha 13
Chinese Fireball[38] H 40, fly 80 Melee +4 (4d6+10) Breath + Str 26, Dex 18, Con 19, Int 7, Wis 16, Cha 13
Common Welsh Green[39] H 40, fly 80 Melee +4 (4d6+10) Breath + Str 23, Dex 18, Con 24, Int 8, Wis 17, Cha 14
Hebridean Black[40] H 40, fly 80 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Hungarian Horntail[41] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Norwegian Ridgeback[42] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Peruvian Vipertooth[43] L 50, fly 100 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Romanian Longhorn[44] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Swedish Shortsnout[45] H 40, fly 80 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Ukrainian Ironbelly[46] G 30, fly 60 Melee +4 (4d6+10) Breath + Str, Dex, Con, Int, Wis, Cha
Parseltongue is Draconic.




‘Dragons are extremely difficult to slay, owing to the ancient magic that imbues their thick hides, which none but the most powerful spells can penetrate . . .’ Harry Potter and the Goblet of Fire, J.K. Rowling

D&D Dragons are intelligent beings and modern-era Potterverse dragons are simple beasts. If you’re playing in the Hogwarts founders era, you’ve got a thousand years to settle the difference. My lore excuse is: the metallics will sacrifice their lives so that chromatics lose their intelligence, language, and powers. Some metallics survived to the modern era but they’re less… shiny.



Black Dragon Hungarian Horntail Dragon
Blue Dragon Swedish Short-Snout Dragon
Green Dragon Welsh Green Dragon
Red Dragon Chinese Fireball Dragon
White Dragon Antipodean Opaleye Dragon
Brass Dragon Ukrainian Ironbelly Dragon
Bronze Dragon Ukrainian Ironbelly Dragon
Copper Dragon Norwegian Ridgeback Dragon (but metallic)
Gold Dragon Norwegian Ridgeback Dragon (but metallic)
Silver Dragon Norwegian Ridgeback Dragon (but metallic)


Category:Flying Horses Species as Pegasus http://www.fantasynamegenerators.com/hp-winged-horse-names.phpGhoul Statblock.png

[47] as the D&D creature.

Giant Rat

...Is really a:

Murtlap


Giant Spider

...Is really a Common-speaking Acromantula

Golden Snidget pets and non-aggressive creatures (1 hit point, no abilities)

Grick

...Is really a:

Boomslang Griffin as the D&D creature. Goblin as Groblin (see The Goblin Problem) Groblin as Goblin (see The Goblin Problem) == Half Giant as Goliath?

Half-Ogre

...Is really a:

Half-Troll


As the D&D Half-Ogre, Half-Troll


Hobgoblin

...Is really a:

Hobgroblin Half-Human, Half-Groblin) Hidebehind

Although it has the power of Invisibility, those who have seen it describe it as tall with silver-hair, akin to a skinny bear. It can also contort itself to lurk behind any object. (http://harrypotter.wikia.com/wiki/Hidebehind)


Hippogriff

Large monstrosity, unaligned

Armor Class 
11
Hit Points 
19(3dl0 + 3)
Speed 
40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)
Skills 
Perception +5
Senses  
passive Perception 15
Languages 
Challenge 
1 (200 XP)
Keen Sight 
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack 
The hippogriff makes two attacks: one with its beak and one with its claws.
Beak 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (ldlO + 3) piercing damage.
Claws 
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hippogriff Names

Hippogriff Name Generator

Swiftbeak Swiftquill Wildsteed Mellowbeak Tamescream Beautyscream Floweye Dartcolt Gustmane Windwing Sprymane Strongtail Steelcolt Tenderscream Ironscream Thunderquill Windtail Quiethook Swiftwing Classhook Ironplume Gracewing Stormtuft Tenderfluff Beautyeye Blitzplume Halebeak Mellowwing Flowtail Flurryscreech as the D&D creature.



House Elf ‘“Kreacher will not insult Harry Potter in front of Dobby, no he won’t, or Dobby will shut Kreacher’s mouth for him!” cried Dobby in a high-pitched voice.’ Dobby in Harry Potter and the Half-Blood Prince, J.K. Rowling


House Elf Names http://www.fantasynamegenerators.com/hp-house-elf-names.php Imp as the D&D creature.

Lich

...Is really a Wizard with Horcrux Little People (Classification) Manticore as the D&D creature. Merpeople as the D&D creature. Metamorphmagus as Doppelganger Mooncalf pets and non-aggressive creatures (1 hit point, no abilities) Niffler pets and non-aggressive creatures (1 hit point, no abilities)

Ogre

...Is really a:

Mountain Troll

Orc

...Is really a Human Marauder - Orcs take away from the HP-feel IMHO. You can use orcs with The Extinct Excuse {{:Owl]]s (Companion) http://www.springhole.net/writing_roleplaying_randomators/companionowl.htm Your owl is a small female lesser sooty owl. She can be a bit uncooperative and is fairly cautious.

Your owl is a large male scops owl. He is easily confused and is a bit noisy.

Your owl is a large female eastern grass owl. She is very fond of sleeping and is very cautious.


Patronus

‘“The Patronus is a kind of positive force, a projection of the very things that the Dementor feeds upon – hope, happiness, the desire to survive . . .”’ Professor Lupin in Harry Potter and the Prisoner of Azkaban, J.K. Rowling


Pegasus

...Is really a Same stats for different breeds: Thestral, Abraxan, Aethonan, Granian


Phoenix


‘“Fawkes is a phoenix, Harry. Phoenixes burst into flame when it is time for them to die and are reborn from the ashes.”’ Albus Dumbledore in Harry Potter and the Chamber of Secrets, J.K. Rowling Pixie as the D&D creature. Puffskein pets and non-aggressive creatures (1 hit point, no abilities) Pygmy Puff pets and non-aggressive creatures (1 hit point, no abilities)

Quipper

...Is really a:

Grindlylow (and Swarm of Grindylows) Salamander as the D&D creature. Sphinx as the D&D creature.

Stirge

...Is really a:

Doxy Swooping Evil http://harrypotter.wikia.com/wiki/Swooping_Evil

Troll

...Is really a:

Forest Troll

Twig Blight

...Is really a:

Bushtruckle Unicorn as the D&D creature. Wampus Cat Pan-therapeutic effects

Hunted for taxidermy: cat-ass-trophy but he’s feline better now

Favorite weapon: cat-ana

BREED Cat APPEARANCE Similar to a cougar or mountain lion. It has yellow eyes and can walk on its hind legs MAGIC ABILITIES Exceptionally fast and powerful. Reputed to have powers of hypnosis and Legilimency. Wampus hair can be used as a wand core TYPICAL HABITATS Appalachia ALLEGIANCE Shares its native region with the Cherokee, who have successfully managed to procure its hair. One of Ilvermorny School of Witchcraft and Wizardry's house beasts



Werewolf

‘“They are here to protect you all from something much worse . . . we all know what Black’s capable of . . .”’ -- Cornelius Fudge in Harry Potter and the Prisoner of Azkaban, J.K. Rowling

Worg

...Is really a:

Graphorn Yeti as the D&D creature.

Zombie

...Is really an Inferi


Machine-Learning-Generated Potterian Creatures

HD: Hit Dice. These are d8s. Roll them and add the numbers together to get the creature's total HP (hit points).d8

Appearance 
What it looks like.
Wants / Motive / Goal 
What it wants.
Armor Class 
None, leather, chain, plate, or plate+shield, in order from worst to best.
Movement 
Compared to a normal human.
Morale / DC to prevent it fleeing 
Roll 2d6 and try to get under Morale or the creature flees.
Damage 
How much HP damage it does on a successful hit.
Number Appearing 
How many show up or appear in a herd.

Monster names taken from Janelle Shane's neural network.



Animal, Dome

Hit Dice 
1d8
Appearance 
furry turtle
Wants / Motive / Goal 
lettuce
Armor Class 
18 (as plate + shield)
Movement 
10 ft.
Morale / DC to prevent it fleeing 
6
Damage 
1d4 bite
Number Appearing 
2d6

Dome Animals roam the steppes. They resemble miniature yaks trapped under a furry soup bowl. They are very hard to tip or crack. Delicious if boiled, but people tend to trip over them.


Barber

Hit Dice 
1d8
Appearance 
human in a white apron. Long black moustache, bald head.
Wants / Motive / Goal 
to shave all men who do not shave themselves. Will shave not-men for reasonable rates.
Armor Class 
none
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 slashing
Number Appearing 
2d4

Thanks to a loophole, only another Barber can shave a Barber. They travel in pairs.


Beeple, Desert

Hit Dice 
6d8
Appearance 
an emaciated camel with a long pointed snout
Wants / Motive / Goal 
delicious beetles, water, attractive lady- or gentlemen- beeples
Armor Class 
as leather
Movement 
3x normal
Morale / DC to prevent it fleeing 
6
Damage 
1d8 piercing/1d6 kicking
Number Appearing 
1

Roaming the desert, Beeples plunge their heads into the sand to search for buried beetles. Their snout filters out sand and dust. They are cautious creatures, eager to run away on their huge gangly legs.


Brain, Fire

Hit Dice 
8d8
Appearance 
a flying brain hovering on 4 blue-white jets of fire
Wants / Motive / Goal 
to devour the mental energy of intelligent creatures
Armor Class 
none
Movement 
2x normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 psychic blast/2d6 fire/2d6 fire
Number Appearing 
1

The dreaded Fire Brain seems to be a less stealthy variant of the Intellect Devourer. It flies around setting things on fire and eating minds. You can usually hear it coming, but finding a place to hide is difficult.


Burglestar

Hit Dice 
0 (2 HP)
Appearance 
a starfish with five limbs, each ending in a branching bone-like tree
Wants / Motive / Goal 
to open locks, eat sea urchins

Armour: none

Movement 
1/8th normal
Morale / DC to prevent it fleeing 
12
Damage 
0
Number Appearing 
1

The Burglestar evolved to pick the locks of sunken treasure chests. No one is sure why. Perhaps it's one of the Creator's little jokes, like the platypus and male-pattern baldness. It can pick any lock submerged in sea water.


Cloud of Chaos

Hit Dice 
5d8
Appearance 
a 30' wide cloud of pink-purple-green sparkles
Wants / Motive / Goal 
to adjust everything. May not actually want anything.
Armor Class 
as plate
Movement 
1/2 normal
Morale / DC to prevent it fleeing 
12
Damage 
see below.
Number Appearing 
1

The Cloud of Chaos attacks every creature inside it. If it hits, it shifts all numerical values on a PC's character sheet (stats, number of inventory items, age, etc) one slot to the left. If a PC has over 20 in any stat, they explode.


Dog, Goblin

Hit Dice 
2d8
Appearance 
a hairless misshapen dog. Too many teeth. No two legs are the same length. Tufts of bristles and patches of warts. Drool and big goggle eyes.
Wants / Motive / Goal 
to lick things, smell things, chew on things, obey masters

Armour: as leather

Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 biting
Number Appearing 
2d10

Goblin Dogs, like goblins, are misshapen toothy creatures. Slobbery and excitable. Not really vicious, but very hungry. The goblins have figured out how to make them to attack. They have yet to figure out how to make them attack the enemy.


Dragon, Purple Fang

Hit Dice 
4d8
Appearance 
a whip-thin dragon with a crocodile head and two huge purple fangs. Little tiny bat wings; flies anyway.
Wants / Motive / Goal 
to bite people, hoard panic.
Armor Class 
18 (as plate + shield).
Movement 
2x normal
Morale / DC to prevent it fleeing 
8
Damage 
0, or 1d6 claw if really annoyed.
Number Appearing 
1d6

Purple Fang Dragons bites have a peculiar effect. Their venom makes people think they are dying from flesh-corroding poison. Victims scream, twitch, roll around, lop off limbs, drink potions, and attempt to avert their (perceived) impending death. Purple Fang Dragons hoard panic and like to watch. They also hoard hourglasses, official documents, and wigs.


Durp Snake

Hit Dice 
1d8
Appearance 
a pale green snake with a perpetually worried expression
Wants / Motive / Goal 
to live a long and happy life
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
4
Damage 
10d6 poison damage
Number Appearing 
2d6

The most peaceful of all snakes, for a very good reason. They lie in forest groves with their mouths open, hoping birds or insects land inside to bite their red wiggly tongues. The Durp Snake cannot attack, for if it does, it inevitably bites itself and dies. It's tragic. If provoked, it will forget, try to strike you, bite itself in the middle, and die in agony. The venom would be worth a fortune but harvesting it is impossible without provoking the Durp Snake.


Fish, Astro-

Hit Dice 
1d8
Appearance 
silvery-blue fish with very hard scales.
Wants / Motive / Goal 
no one knows. Fish things, presumably.
Armor Class 
as chain
Movement 
2x normal in water
Morale / DC to prevent it fleeing 
5
Damage 
2d8 on impact, 1d4 biting
Number Appearing 
showers of 3d100

Beyond the crystal spheres that contain the planets and stars there is a great deal of water. The holy books are fairly certain on this point. They don't mention fish, but when it rains fishes they have to come from somewhere, right? Astro-fishes strike the earth from time to time in meteoric swarms. They rarely live long (our water is too warm), but they are quite valuable.


Fish, Sun of

Hit Dice 
4d8
Appearance 
a radiating sun of herrings. Tails in, gawping mouths out.
Wants / Motive / Goal 
to shine benevolently
Armor Class 
as chain
Movement 
1x normal (floating)
Morale / DC to prevent it fleeing 
8
Damage 
none
Number Appearing 
1

Rats have kings, owls have parliaments. Herring, it seems, have suns. Suns of Fish float peacefully over the ocean, casting a lovely silver light onto the waters below. No one knows why. They are harmless, beautiful, and delicious. Occasionally boats mistake them for a lighthouse or the moon and get lost.


Fraithwarp, Giant

Hit Dice 
8d8
Appearance 
a giant fraithwarp. Fraithwarps are a kind of wading bird, I think.
Wants / Motive / Goal 
to pick people up, turn them upside-down, and shake them to see what falls out.
Armor Class 
as chain.
Movement 
2x normal (flying)
Morale / DC to prevent it fleeing 
7
Damage 
1d6 from the shaking, 2d6 if it stomps on you or bites your head.
Number Appearing 
1d6

They roam the shoreline, picking up people and shaking them. They swallow anything shiny. Their guts must be full of treasure.


Giant, Dunebat

Hit Dice 
4d8
Appearance 
a giant khaki bat with a huge scoop mouth
Wants / Motive / Goal 
to eat delicious beetles, ostrich eggs, young camels, small children
Armor Class 
as leather
Movement 
3x normal, or 5x normal if diving
Morale / DC to prevent it fleeing 
8
Damage 
1d6 bludgeoning on a miss, 1d6 per round if swallowed
Number Appearing 
1

The solitary Dunebat Giants (as opposed to the Giant Dunebats, a similar though not identical species distinguished, according to scholars, by a small black dot behind the eye and a slightly higher pitched screech), dive from great heights and swallow sand, searching for a meal. Their eerie whine, followed by a loud thump and a huge spray of sand, is a nightly occurrence.


Golem, Rain

Hit Dice 
1d8
Appearance 
a human figure made of rain. Drops appear where the figure's outline starts and vanish where it ends. Like a hole cut in a sheet, but in reverse. Leaves soggy footprints.

Armour: none

Movement 
normal
Morale / DC to prevent it fleeing 
12
Damage 
0. Can drown an unconscious creature with 10 rounds of constant effort.
Number Appearing 
1

A bit of summoned storm. Cannot lift anything or deal any damage. Mostly useless, but good at putting out small fires, frightening the credulous, and watering the garden.


Hatfright

Hit Dice 
4d8
Appearance 
a wonderful and expensive wizard's hat. Red silk, a tassel, sequins around the brim, a stars, and gold frogging (made from real gold frogs).

Armour: as leather

Movement 
1/2 normal (hopping).
Morale / DC to prevent it fleeing 
12
Damage 
1d6 per round biting. Difficult to remove once it bites.

A variety of mimic. The hat appears normal (and possibly even magical) until someone puts it on. The Hatfright then screams, shines blue light everywhere, and tries to eat the unfortunate victim's head. It usually succeeds. Dried hatfright larvae make excellent appetizers for fancy wizard parties.


Horse (Spider, Brain)

Hit Dice 
2d8
Appearance 
a giant brain with hairy eight spider legs... and a saddle.

Armour: none

Movement 
2x normal on all surfaces (even upside-down)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 piercing

Who in their right mind would sit on this so-called horse? You can feel it thinking. It invades your thoughts, your dreams. You need to call it out of your nightmares in the first place to ride it; small wonder it lurks there when not required.


Hound, Plant

Hit Dice 
2d8
Appearance 
a wolf made of vines with a venus flytrap head
Wants / Motive / Goal 
to eat rabbits, mice, small children. To digest happily in the sun.
Armor Class 
none.
Movement 
1/2 normal.
Morale / DC to prevent it fleeing 
8
Damage 
1d6 biting, swallows target on a 3 or more. 1d6 acid each round to swallowed targets.
Number Appearing 
2d6

They urch out of the woods, pink mouths open and sticky. They can't chase you down, but they can corner you. They aren't quick but they are very, very good at blocking escape routes.


Jabberwont

Hit Dice 
4d8
Appearance 
a blue rabbit with elk horns, fangs, and a snake's tail
Wants / Motive / Goal 
riddles
Armor Class 
as plate
Movement 
1x normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 lightning from its horns. Will not attack unless cornered.
Number Appearing 
1

The Jabberwont sits on a stump in the woods and asks for riddles. It promises rewards (it lies).Tell it a riddle and it laughs and laughs. Once you run out of riddles or patience it runs away. 1 day later, you'll retch and cough up a Jabberwont egg for each riddle you told. The eggs hatch quickly.


Kick Spirit

Hit Dice 
2d8
Appearance 
a ghost with a malicious grin. Only visible when it wants to be visible.
Wants / Motive / Goal 
to kick people in the backside

Armour: none (but it is a ghost)

Movement 
2x normal, can pass through solid objects
Morale / DC to prevent it fleeing 
8
Damage 
1d4 from being kicked in the pants
Number Appearing 
1

A jerk-ass ghost. Created when a real jerk dies and people say too many nice things at the funeral. Rises up and starts kicking people in the pants. Inconvenient. While you're trying to get on a horse. While you're getting out of bed. Loves tipping people over or causing a scene. Will punt a baby with glee. If you piss it off it will follow you around, kicking you and your friends until you deal with it or it gets bored.


Lycanthrope, Wereladoo

Hit Dice 
2d8
Appearance 
most of the time, a normal person. By the light of the moon, a dreaded Ladoo. The Ladoo is so fucking weird that it cannot be described, sketched, or photographed.
Wants / Motive / Goal 
in Ladoo form, to bite people and stack delicate pottery into pyramids.
Armor Class 
as chain.
Movement 
2x normal (bounding)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 (suckers), 1d6 (claws), 1d8 (eye beams). Maybe.
Number Appearing 
1

People have fought the Ladoo and lived to tell the tale, but nobody can describe it. It's a weird creature. People who think about it too much become Wereladoos.


Man-Can

Hit Dice 
2d8
Appearance 
a cylinder of metal with holes for arms and legs to pop out and a narrow vision slit.
Wants / Motive / Goal 
to live in peace, roll down soft hills, acquire gold.
Armor Class 
as plate
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 punching
Number Appearing 
10x1d10

Some believe the Man-Cans are a type of hermit crab. Some believe they are mad knights from a distant nation. Their young are born in cans (in fact, they need air-holes punched with specialized tools). No one knows if they are human-shaped inside or, worryingly, can-shaped. They reportedly taste of smoked salted pork.


Memeball

Hit Dice 
4 (chan)d8
Appearance 
cat

Armour: as chain (letter)

Movement 
it move it. You like to move it move it. We like to move it move.
Morale / DC to prevent it fleeing 
the memeball has no morales because it is Chaotic Evil
Damage 
1d6 directly to the soul, 3d6 lazor, etc.
Number Appearing 
100 - 1 for every meme the players can list in under a minute and I'm very sorry about this.

Deployed via a series of tubes.


Ogre, Space

Hit Dice 
6d8
Appearance 
huge muscled humanoid in a burnt white suit with a cracked bowl-like helmet
Wants / Motive / Goal 
to collect samples, go back into space
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
8
Damage 
1d6 bludgeoning (with a sample collection trowel).
Number Appearing 
1d6

There must be a civilization of ogres up there somewhere. Maybe they live on the moon? Anyway, some of them occasionally crash into the Earth, try to scoop earth people and earth dirt into strange not-silk bags, and wander around aimlessly. If you find one, try not to be near it on a moonless night or a strange silver disk might appear and carry it away, into the upper air or beyond.


Owlborn

Hit Dice 
2d8
Appearance 
human body, owl head, little tufts of feathers
Wants / Motive / Goal 
to eat raw meat, get silver, form conspiracies
Armor Class 
none
Movement 
normal (flight)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 claw/1d6 claw
Number Appearing 
10d10

Like dragonborn, but for hieracosphinxes or possible owlbears. They eat live marmots and hoot noisily at people from treetops. They aren't very bright but they love to conspire. They have a false reputation for great and solemn wisdom.


Pigaloth

Hit Dice 
8d8
Appearance 
an enormous pig. Lives in the water. Small trees grow on its back.
Wants / Motive / Goal 
food
Armor Class 
as plate. Reduces all incoming damage by 6.
Movement 
1/2 normal
Morale / DC to prevent it fleeing 
12
Damage 
2d6 biting or trampling
Number Appearing 
1

The Pigaloth is nearly impossible to kill. It lives in swamps, eating crocodiles and fish and fishermen indiscriminately. Some swamp-dwellers worship it as a god. Its manure fertilizes an entire ecosystem.


Serpent Shark

Hit Dice 
5d8
Appearance 
A snake with fins and a zipper of teeth halfway down both sides.
Wants / Motive / Goal 
to eat things
Armor Class 
as chain
Movement 
2x normal in water
Morale / DC to prevent it fleeing 
10
Damage 
1d6 biting. On a 6, does an additional 1d6 damage, etc.
Number Appearing 
1d10

Serpent Sharks unzip down the middle and wrap around a creature, tightening and sawing. Like a snake if the mouth went aaaaall the way back and was full of serrated sawblade teeth. Snips off limbs and swims away with them. Small ones go for fingers and toes.


Shadowstaffer

Hit Dice 
1d8
Appearance 
a black shadow, an ethereal nightmare humanoid
Wants / Motive / Goal 
to file, sort, collate, staple, copy, transcribe, and fetch hot drinks
Armor Class 
none (but it is a ghost)
Movement 
normal
Morale / DC to prevent it fleeing 
12 (drops 1 point per hour if unpaid)
Damage 
0
Number Appearing 
1

Summoned by a wizard's spell to do paperwork. Consumes one silver piece per hour. If unpaid, slowly fades. Diligent but not brilliant. Wizard universities have vast halls full of summoned shadowstaffers.


Spectral Woof Greepy

Hit Dice 
0 (2 HP)d8
Appearance 
a floating tongue. You know how the Cheshire Cat fades to leave just a grin? The Spectral Woof Greepy fades to leave just a tongue.
Wants / Motive / Goal 
scritches, steak
Armor Class 
none (as a ghost)
Movement 
normal
Morale / DC to prevent it fleeing 
12
Damage 
0
Number Appearing 
1

The ghost of a dog named Greepy. Haunts a village graveyard. Woofs softly at people, drips ectoplasmic goop on their socks. Wants belly rubs; has no belly. Only the tongue and the bark are left.


Undead Lake Man, Fire

Hit Dice 
12d8
Appearance 
RUN! What are you doing?! A corpse in full armour walked out of the lake and burst into flames and he's coming for the village! Flee! Fleee for your liiiiiives!
Wants / Motive / Goal 
He's at the gates! He's come for us!
Armor Class 
Our arrows do nothing!
Movement 
Relentless, implacable, unstoppable!
Morale / DC to prevent it fleeing 
Knows no pain, remorse, or fear.
Damage 
Each stroke of his iron sword is a killing blow. To attack him you must brave the column of flame roaring around his body.
Number Appearing 
1. Thankfully, blessedly, there is only 1.

Or is there?


Unicorn, Bat

Hit Dice 
1d8
Appearance 
a white bat with soft iridescent wings and a glowing horn the size of a nail
Wants / Motive / Goal 
to flit mysteriously through the moonlit wood
Armor Class 
as leather
Movement 
2x normal (flying)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 magic (rainbow horn-beam). Can also curse you and make all your teeth fall out.
Number Appearing 
1

Regular unicorns can only be tamed by virgins. Bat Unicorns can only be tamed by cheesemongers. No one knows why.


Unicorn, Black Willow

Hit Dice 
12d8
Appearance 
a twisted black tree with long hanging silver tendrils. In its crown, a silver horn.
Wants / Motive / Goal 
to shelter virtuous people

Armour: as plate+chain. It's a tree.

Movement 
it's a tree.
Morale / DC to prevent it fleeing 
it's a tree.
Damage 
0. Can curse you to wander forever.
Number Appearing 
1

The Black Willow Unicorn shelters virtuous souls. No one under its leaves can die, even if sorely wounded. Lost knights, princesses, and woodsmen form a little group of mortally wounded residents.


Unicorn, Fumble

Hit Dice 
2d8
Appearance 
a hoser with bubber lags & a honr
Wants / Motive / Goal 
parnce a round merilee
Armor Class 
lather
Movement 
x2 nermal
Morale / DC to prevent it fleeing 
dozen
Damage 
6d1 blugdoning
Number Appearing 
!

Birds smack into trees. Deer leap gracefully into bushes. When the Fumble Unicorn comes to town everyone tries to stay very still until it leaves. Everything about the Fumble Unicorn, and everything around it, goes wrong. All attacks are automatically critical failures. It likes to wander into the middle of fights.


Vampire Bear

Hit Dice 
6d8
Appearance 
an emaciated bear with patchy grey fur, red eyes, and huge fangs
Wants / Motive / Goal 
to drain the blood of the living. Needs a lot of blood.
Armor Class 
as plate
Movement 
2x normal, fly 2x normal
Morale / DC to prevent it fleeing 
12
Damage 
1d6 claw (drains 2 levels), 1d6 bite. Targets bitten and killed will rise as vampires at sunset.
Number Appearing 
1 (plus 1d6 vampire horses, 1d6 vampire squirrels, and 1d6 vampire humans)

Has all the usual vampire spell-like abilities, except it turns into a really big ugly-looking bat or wolf on steroids. Needs to sleep in its cave during the day.


Vampire


Vampire, Putter

Hit Dice 
1d8
Appearance 
a perfectly normal golf club
Wants / Motive / Goal 
to drain the blood of the living
Armor Class 
as plate
Movement 
1/2x normal (hopping), normal (flying)
Morale / DC to prevent it fleeing 
12
Damage 
1d6 bite (from the handle). Targets bitten and killed will rise as vampires at sunset.
Number Appearing 
1

The dreaded Club of the Night (not a Night Club, those are different). A cursed, forsaken sports implement. Some say it was forged from a silver cross and bound in vampire leather. Some say it's a myth meant to keep those darn teenagers away from my golf clubs. Who can say? I can. It's real. And stay away from my golf clubs, you hear?


Walfablang

Hit Dice 
3d8
Appearance 
head of a snake, legs of a sheep, body of a leopard, neck of a horse, eyes of a chameleon, teeth of a person, fingers and toes of an ape, tail of a lion, and the neuroses of a novelist.
Wants / Motive / Goal 
to bite people
Armor Class 
as leather
Movement 
normal
Morale / DC to prevent it fleeing 
6
Damage 
1d6 biting. Parts bitten by the Walfablang change to parts of a different creature (roll randomly). If it bites your hand, you might get a wolf's paw, a horse's leg, etc.
Number Appearing 
1

Some say a wizard did it. They are probably right.


Wendless Woll

Hit Dice 
2d8
Appearance 
a twisting snake of smoke and oil, long forgotten, lost in toil
Wants / Motive / Goal 
sliding smoothly through the soil
Armor Class 
cutting, curling in a coil
Movement 
shimmer-speed, an arching arrow
Morale / DC to prevent it fleeing 
wounding widows, melting marrow
Damage 
a killing kiss, a barren barrow
Number Appearing 
mark your mantle, ward your wall; creeping closer, Wendless Woll.

Will O’Dragon

Hit Dice 
4d8
Appearance 
a ball of mist and lightning, crackling softly like a dying fire.
Wants / Motive / Goal 
to touch metal things, particularly iron and silver.
Armor Class 
none
Movement 
1/2x normal (flying)
Morale / DC to prevent it fleeing 
4
Damage 
1d6 lightning, drains 1 level on a hit.
Number Appearing 
1

The king of the will-o'-the-wisps. Flies like a rising moon over the swamps, draining life from frogs, rats, and unfortunate travelers.


Wolfworm

Hit Dice 
3d8
Appearance 
a long dog with tiny legs, large claws, and a face like a wedge full teeth. No eyes, huge snout, folded ears.
Wants / Motive / Goal 
to eat moles, voles, rats, sheep, and people if it can get them.
Armor Class 
as leather
Movement 
normal (on surface or burrowing)
Morale / DC to prevent it fleeing 
6
Damage 
1d6 bite/1d6 claw
Number Appearing 
2d6

The Wolfworm, or the Emperor Mole, is an adapted hound. It hunts in thick soil, shuffling along, digging rapidly, searching for prey. It tries to herd travelers into rock-free plains and devour their horses. Campsites have been found with the fire still burning and each tent neatly plucked into the earth. The Wolfworm, though blind, is as cunning as any surface wolf. Beware its infrasonic bass-thrum howl.




———

Magical Creatures by Classification

[48]

X Flobberworm · Horklump


XX Augurey · Bowtruckle · Chizpurfle · Clabbert · Diricawl · Fairy · Ghoul · Gnome · Grindylow · Imp · Jobberknoll · Mooncalf · Porlock · Puffskein · Ramora · Winged Horse


XXX Ashwinder · Billywig · Bundimun · Crup · Doxy · Dugbog · Fire Crab · Fwooper · Glumbumble · Hippocampus · Hippogriff · Hodag · Jarvey · Knarl · Kneazle · Leprechaun · Lobalug · Mackled Malaclaw · Moke · Murtlap · Niffler · Nogtail · Pixie · Plimpy · Pogrebin · Red Cap · Salamander · Sea Serpent · Shrake · Streeler · Winged Horse


XXXX Centaur · Demiguise · Erkling · Erumpent · Golden Snidget · Graphorn · Griffin · Hidebehind · Kappa · Kelpie · Merpeople · Occamy · Phoenix · Re'em · Runespoor · Snallygaster · Sphinx · Tebo · Thestral · Thunderbird · Troll · Unicorn · Winged Horse · Yeti


XXXXX Acromantula · Basilisk · Chimaera · Dragon · Horned Serpent · Lethifold · Manticore · Nundu · Quintaped · Wampus Cat · Werewolf




Bantling
Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Crying attracts wandering monsters Move: 6 Challenge Level/XP: A/5 When encountered, the bantling will appear as a dirty, scraped up human infant. On seeing adventurers it will begin crying loudly. These shrieks are likely to bring wandering monsters. If picked up or given something to drink it will stop crying briefly. If given any kind of food it will fall into a peaceful slumber for about an hour. After that time has passed it will wake again and begin wailing for more food. As the bantling sleeps it grows. On first encountering it it will barely be able to crawl, after a first feeding it will be able to toddle haltingly on it's own. Each meal and sleep cycle will add an apparent 2 years to the bantling's age. This bantling never speaks, just cries and eats. It will not attack and if threatened with harm will scutter off into the darkness to find safety where it will lose age each hour until it is again an infant, waiting for another party. [49]
Blind Agnes
Armor Class: 9 [10] Hit Dice: 1d4 Attacks: .Saving Throw:18 Special: Sight will steal vision Move: 12 Appearing as a young woman, pale and eyeless, stumbling through dark passages, a blind Agnes is an ill omen for those that see her. Anyone close enough to see the white holes of her eyes will have their own eyes stolen by Agnes. She will gain her victims eyes and with them sight. Once she is able to see, blind Agnes will attempt to flee. The poor soul that loses their eyes to blind Agnes will still see, but through the eyes set in Agnes' face. Their vision will follow wherever Agnes goes, while they must negotiate their actual surroundings sightless. Stories tell of men crying out about wondrous treasures only to step unknowingly off of ledges to their death. There are at least two ways for the victim of a blind Agnes to regain their sight. The first is by waiting, after a matter of hours they will regain their eyes and see as normal. The second is by slaying the blind Agnes. But as she falls dead, her eyes see things no one was meant to see, and a victim that regains their sight in this way is often reduced to whimpering and moaning of the horrible sights they were forced to witness. [50]
Blue Blob
Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: Spells cause it to grow Move: 3 Challenge Level/XP: A/5 A rare occurrence, these pale, aquamarine amoebae seem to be the result of intense arcane energies. They are often the size of a cat and harmless if left alone. If any form of arcane magic is used on them, however, they will approach the caster and try to devour it. Arcane energy causes blue blobs to grow: they add a hit die for approximately every spell level cast at them. Sages seem unsure if there is an upper limit to this growth. [51]
Cave Locust
Armor Class: 4 [15] Hit Dice: 1d6 Attacks: Bump (1d4) or Spit Saving Throw:18 Special: Spittle causes nausea Move: 6/18 (flying) Challenge Level/XP: 1/15 These skittish herbivores the size of a dog, are a mottled-grey that blends into cavern walls. If seen, they appear to be a large statue of a locust. If bothered, their first inclination is to flee, which entails leaping with their powerful hind legs. Unfortunate adventurers in the path of such a jump will not soon forget it. Cave locusts unable to flee unhindered begin emitting a piercing, shriek-like noise that may draw wandering monsters. As a last resort, a cornered cave locust will spew brown spittle on attackers. This sticky mess is so noisome as to cause anyone smelling it to become nauseous enough to hinder their ability to move and fight. [52]
Cave Tarsier
Armor Class: 6[13] Hit Dice: 1d4 Attacks:1 (Bite 1-2) Saving Throw:18 Special: Make parties more likely to be surprised Move: 18 Challenge Level/XP: A/5 These small scavengers dwell in dark caves and have learned to associate noise and light with potential food. They will follow an adventuring party in hopes of fresh meat, whether it is the remains of some wandering monster the party dispatches, or the party itself. While no direct threat to adventurers, the peril is the noise and movement they produce just out of torch light. Cave tarsiers scrambling over the rocky floor and bounding from stalagtite to stalagmite make it very hard for a party to hear what other creatures may be lurking down a tunnel. Parties beset by cave tarsiers are unlikely to surprise and much more likely to be surprised. Their great eyes shine in the dark. [53]
Facula
Armor Class: 2[17] Hit Dice: 1d4 Attacks: .Saving Throw: 15 Special: Only hurt by magic Move: 18 Challenge Level/XP: A/5 No one is sure if this phenomenon is a living organism, some by-product of intense arcane energies, or a thinness in the barriers between the planes of existence. Faculae are encountered only in the darkest depths. They appear hovering over the heads of living creatures. There is generally a single light that flickers from head to head in a group of creatures. There are tales of faculae even flitting back and forth between men and humanoids fighting each other. They cause no direct harm to their host. The danger arises from the inescapable light of the facula. As bright as a torch, it is an ill occurrence indeed for a scouting thief or a wounded mage trying to find cover in a battle. Dispersing a facula is a difficult task requiring magic. [54]
False Fortune
Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Attack (1d6) Saving Throw:18 Special: .Move: .Challenge Level/XP: A/5 This small organism is able to perfectly mimic a valuable item of a few pounds in weight. This item when placed in a dark, enclosed place assumes it's motile form and begins feeding. Looking like a tarry, black mess, the motile form will digest everything non-metallic in a backpack in one turn, everything else in two turns (Magic items may prove indigestible). After consuming everything in its enclosed space the false fortune will return to the shape of the item it had when found. It will not attack, but if it encounters a living creature where it is feeding, it's digestive acids will do 1d6 damage a round. [55]
Glass Golem
Armor Class: 9 [10] Hit Dice: 3hp Attacks: Glass (1d8) Saving Throw:18 Special: Releases poison cloud on shattering Move: 6 Challenge Level/XP: A/5 A glass golem appears as a hollow glass figure half again as tall as a man. Inside its clear shape, green-black swirls curl like foul smoke. Often a representation of a dignitary or civil servant, they are created to watch a doorway or prevent access to an area, and are found holding glass tablets inscribed with these instructions. Though these tablets have a razor sharp edge to them, a glass golem will only attack if forced to in fulfilling its orders. Glass golems are silent but may try communicating their orders through gestures. If the golem is shattered the noxious vapors trapped inside it will be freed to the doom of all onlookers. [56]
Greater Crested Potionguide
Armor Class: 8 [11] Hit Dice: 1d4 Attacks: Flurry (1d3) Saving Throw:18 Special: Can detect potions Move: 4/18 (when flying) Challenge Level/XP: A/5 This bird looks much like a small, dark-grey owl, except for it's finely feathered double crest. On encountering a potionguide, it will generally put on a display-- riffling its crest, unfurling its wings-- and then take flight a small distance away to repeat the process. Its intent is to get onlookers to follow it and to travel towards its eventual goal-- a cache of potions. Potionguides can sense potions through doors, through walls, even in locked chests. If any obstacles appear in the path toward their goal, they will hang back, only to continue leading once the obstacles have been dealt with by those they guide. On achieving the potion cache, the potionguide will attempt a surprise attack on anyone with a potion in hand. Using a flurry of wings, its aim is for the potion to be dropped and shattered, where it can lap up, with its broad grey tongue, the magical liquid it so desires. [57]
Grey Tortoise
Armor Class: 2[17] Hit Dice: 1d6 Attacks: 1 (Touch ages) Saving Throw: 15 Special: Ages victim 5 yrs. per hit Move: 6" Challenge Level/XP: B/10 Exceedingly rare, these ancient creatures appear as large, mundane tortoises, with the exception of a bowl-like concavity in their shell. When filled naturally, water in the depression is said to function as a window into the future. Elves will often quest to find these tortoises before difficult decisions in order to consult their divinatory pools. A side affect of the touch of the tortoise almost unnoticed by elves, is the aging of the one being touched by 5 years. Some sages speculate that grey tortoises do not, in fact, breed but that a fixed number maintain their existence through continual rejuvenation. On being encountered grey tortoises will slowly close and seek to touch. If attacked they pull into the safety of their shells. The shell and carcass is most likely very magical and valuable, although any elves learning of their destruction would be none too pleased. [58]
Torporous Worms
Armor Class: 9 [10] Hit Dice: 1hp each Attacks: 1hp per turn Saving Throw:18 Special: Touch causes numbness & drowsiness Move: 3 Challenge Level/XP: A/5 These worms are actually a kind of caterpillar that dwells in the small cracks and crevices of underground passages. They are covered in fine bristles which numb flesh even through clothing. On seeing a motionless creature, torporous worms will beginning crawling towards it, slowly, by the hundreds. Once this silent tide of grey worms is moving it can seem as if the very stone of a floor is undulating. A creature covered in torporous worms will drowse, undisturbed, while the hungry caterpillars begin feeding. Stories tell of adventuring parties foolish enough to bivouac underground, waking to the wet sound of flesh being stripped from their comrades' bones. The worms themselves are defenseless if not handled, and on any movement or commotion around their prey, will begin retreating. [59]


————

Mundane Creatures

An animal has the following features (unless otherwise noted).[60]

  • d8 Hit Die.[61]
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).[62]
  • Good Fortitude and Reflex saves.[63]
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.[64]

Name Size Speed Attacks Ability scores Special qualities and notes
Anaconda[65] M 20, climb 20, swim 20 Melee bite +5 (1d4+4 plus grab) Special Attacks constrict (1d4+4) Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2 Senses scent; Fort +4, Ref +6, Will +2; SD: 15; Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11;
Antelope[66] M 60 Melee gore +1 (1d4) Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7 Senses low-light vision; Fort +4, Ref +7, Will +1; SD: 14; Skills Perception +5
Armadillo[67] T 30 Melee claw +0 (1d2–3) Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9 Senses scent; Fort +2, Ref +4, Will +1; SD: 16; Skills Perception +8, Swim +1; armadillos can roll up into a ball, increasing their natural SD bonus by +1 but decreasing their speed to 0.
Badger[68] S 30, burrow 10 Melee bite +1 (1d3), 2 claws +1 (1d2) Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Escape Artist +5, Perception +5; when a badger takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Might, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
Bat[69] D 5, fly 40 Melee bite +6 (1d3–5) Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5 Senses blindsense 20 ft., low-light vision; Fort +0, Ref +4, Will +2; SD: 16; Skills Fly +16, Perception +6;
Bear[70] M 40 Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +8, Ref +5, Will +2; SD: 16; Skills Perception +6, Survival +5, Swim +14;
Bee[71] F fly 10 Melee sting +9 (1d4-5 plus 1 Dex damage [DC 15 Fort save]) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +0, Ref +9, Will +1; SD: 19; Skills Perception +1, Fly +11
Buffalo[72] L 40 Melee gore +10 (2d6+12) Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4 Senses low-light vision, scent; Fort +8, Ref +4, Will +1; SD: 17; Skills Perception +8
Butterfly[73] F fly 10 none Str 1, Dex 13, Con 10, Int 1, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 19; Skills Perception +1, Fly +12
Camel[74] L 50 Melee bite +4 (1d4+6) Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Senses low-light vision, scent; Fort +5, Ref +6, Will +0; SD: 13; Skills Perception +5
Cat[75] T 30 Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +1, Ref +4, Will +1; SD: 16; Skills Climb +6, Perception +5, Stealth +14;
Cheetah[76] M 50 Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3) Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); sprint (Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.)
Chimp[77] M 30, climb 30 Melee 2 slams +2 (1d4+7) Str 24, Dex 19, Con 10, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +19, Perception +8
Crocodile[78] M 20, swim 30 Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 Senses low-light vision; Fort +6, Ref +4, Will +2; SD: 14; Skills Perception +8, Stealth +5 (+13 in water), Swim +12; sprint (once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.); a crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Crow[79] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Deer[80] M 40 Melee gore +2 (1d6+1), 2 hooves –3 (1d4); gore is only available to males with antlers Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Senses low-light vision, scent; Fort +4, Ref +5, Will +2; SD: 14; Skills Acrobatics +2 (+6 jump), Perception +10, Stealth +10 (+14 in forests), Swim +5
Dog[81] S 40 Melee bite +2 (1d4+1) Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +4, Ref +3, Will +1; SD: 13; Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking);
Dolphin[82] M swim 80 Melee slam +3 (1d4+1) Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6 Senses blindsight 120 ft., low-light vision; Fort +4, Ref +5, Will +1; SD: 13; Skills Perception +9, Swim +13; a dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Dove[83] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 2, Wis 15, Cha 10 Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6
Eagle[84] M 10, fly 80 Melee 2 talons +3 (1d4), bite +3 (1d4) Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +3, Ref +4, Will +2; SD: 14; Skills Fly +8, Perception +10;
Elephant[85] H 40 Melee gore +16 (2d8+10), slam +16 (2d6+10) Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +13, Ref +7, Will +6; SD: 17; Skills Perception +21
Fox[86] S 40 Melee bite +1 (1d3-1) Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +3, Ref +4, Will +1; SD: 14; Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);
Gorilla[87] L 30, climb 30 Melee 2 slams +9 (1d6+10); Str 27, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Senses low-light vision, scent; Fort +7, Ref +5, Will +2; SD: 14; Skills Acrobatics +6, Climb +20, Perception +8
Hippo[88] L 40 Melee bite +8 (2d8+6) Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5 Senses low-light vision, scent; Fort +8, Ref +5, Will +3; SD: 17; Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; a hippo’s reddish sweat protects it from nonlethal damage from hot environments; a hippo can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Horse[89] L 50 Melee 2 hooves –2 (1d4+1) Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +6, Ref +5, Will +1; SD: 11; Skills Perception +6;
Ibex[90] M 30 Melee gore +2 (1d4+2) Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 5 Senses low-light vision; Fort +4, Ref +3, Will +0; SD: 13; Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food);
Leopard[91] M 30, climb 20 Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) Special Attacks pounce, rake (2 claws +6, 1d3+3) Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 Senses low-light vision, scent; Fort +5, Ref +7, Will +2; SD: 15; Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth);
Lion[92] L 40 Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +6, Ref +7, Will +2; SD: 15; Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth);
Lizard[93] T 20, climb 20 Melee bite +4 (1d4–4) Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2 Senses low-light vision; Fort +1, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Stealth +14;
Monkey[94] S 30, climb 30 Melee bite +4 melee (1d3–4) Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 5 Senses low-light vision; Fort +2, Ref +4, Will +1; SD: 14; Skills Acrobatics +10, Climb +10, Perception +5; for most purposes, a monkey can use its prehensile tail as an additional hand
Mosquito[95] F fly 10 Melee bite +10 (1 Dex damage after 1 minute, heals after a long rest) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12
Mountain Goat[96] M 30 Melee gore +2 (1d4+2) Str 14, Dex 13, Con 12, Int 2, Wis 11, Cha 5 Senses low-light vision; Fort +3, Ref +4, Will +0; SD: 14; Skills Acrobatics +2 (+6 when jumping), Climb +6, Survival +0 (+4 to find food);
Mouse[97] D 15, climb 15, swim 15 Melee bite +5 (1d3–5) Str 1, Dex 17, Con 11, Int 2, Wis 13, Cha 2 Senses low-light vision, scent; Fort +2, Ref +5, Will +1; SD: 17; Skills Climb +10, Stealth +19, Swim +10;
Otter[98] S 20, swim 30 Melee bite +5 (1d3-4) Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5 Senses low-light vision; Fort +2, Ref +5, Will +1; SD: 15; Skills Escape Artist +4, Swim +10
Owl[99] T 10, fly 40 Melee 2 talons +5 (1d4–2) Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6 Senses low-light vision; Fort +2, Ref +5, Will +2; SD: 15; Skills Fly +7, Perception +10, Stealth +15;
Parrot[100] S 10, fly 40 Melee bite +2 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Penguin[101] S 10, swim 40 Melee bite +0 (1d3–1) Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7 Senses low-light vision; Fort +3, Ref +1, Will +1; SD: 11; Skills Perception +8, Swim +7; hold breath; toboggan - on snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.
Pig[102] S 30 Melee bite +1 (1d4) Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Perception +5
Pigeon[103] D 10, fly 40 Melee bite +6 (1d3–4) Str 2, Dex 16, Con 8, Int 3, Wis 15, Cha 8 Senses low-light vision; Fort +1, Ref +5, Will +2; SD: 16; Skills Fly +7, Perception +6
Rabbit[104] T 50 Melee bite –2 (1d3–4) Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5 Senses low-light vision; Fort +1, Ref +5, Will +1; SD: 15; Skills Acrobatics +3 (+11 jump), Stealth +15;
Raccoon[105] T 20, climb 20 Melee bite +4 (1d3-1) Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5 Senses low-light vision, scent; Fort +2, Ref +4, Will +3; SD: 15; Skills Climb +10, Sleight of Hand +3
Rat[106] D 15, climb 15, swim 15 Melee bite +4 (1d3–4) Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2 Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 14; Skills Climb +10, Stealth +18, Swim +10;
Raven[107] T 10, fly 40 Melee bite +4 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Senses low-light vision; Fort +1, Ref +4, Will +2; SD: 16; Skills Fly +6, Perception +6
Rhinoceros[108] L 40 Melee gore +8 (2d6+9) Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5 Senses scent; Fort +10, Ref +4, Will +2; SD: 16; Skills Perception +12
Scorpion[109] D 30 Melee sting +5 (1d2–4 plus poison: save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.) Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 Senses darkvision 60 ft.; Fort +2, Ref +3, Will +0; SD: 20; Skills Climb +7, Perception +4, Stealth +15;
Seabird[110] S 10, fly 40 Melee bite +3 (1d3–4) Str 2, Dex 15, Con 8, Int 2, Wis 16, Cha 6 Senses low-light vision; Fort +1, Ref +4, Will +3; SD: 16; Skills Fly +6, Perception +7
Tarantula[111] D 15, climb 15 Melee bite -1 (1d2-5 plus poison: save Fort DC 10; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.) Str 1, Dex 20, Con 6, Int 1, Wis 10, Cha 2 Senses darkvision 60 ft., tremorsense 60 ft.; Fort +0, Ref +7, Will +0; SD: 21; Skills Climb +19, Perception +4, Stealth +23;
Tiger[112] L 40 Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) Special Attacks pounce, rake (2 claws +10, 1d8+6) Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +8, Ref +7, Will +3; SD: 14; Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11;
Tortoise[113] S 5, swim 20 Melee bite –2 (1d3–4) Str 3, Dex 6, Con 15, Int 2, Wis 12, Cha 3 Senses low-light vision; Fort +4, Ref +0, Will +1; SD: 16; Skills Perception +4, Swim +10; a tortoise can retreat within its shell as a swift action, gaining a +2 bonus to its existing natural armor. While in its shell, a tortoise cannot take any action except to end the retreat. The tortoise can end its retreat with a free action on its turn.
Viper[114] T 20, climb 20, swim 20 Melee bite +5 (1d2–2 plus poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.) Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 Senses low-light vision, scent; Fort +1, Ref +5, Will +1; SD: 16; Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Vulture[115] M 10, fly 50 Melee bite +2 (1d6+1) Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7 Senses low-light vision, scent; Fort +6, Ref +3, Will +1; SD: 13; Skills Fly +7, Perception +9;
Wasp[116] F fly 10 Melee sting +8 (1d4-4 nonlethal + 1 Dex damage) Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 Fort +1, Ref +9, Will +2; SD: 20; Skills Perception +1, Fly +12
Weasel[117] T 20, climb 20 Melee bite +4 (1d3–4 plus attach) Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5 Senses low-light vision, scent; Fort +2, Ref +4, Will +1; SD: 15; Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;
Wolf[118] M 50 Melee bite +2 (1d6+1 plus trip) Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Senses low-light vision, scent; Fort +5, Ref +5, Will +1; SD: 14; Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);

Subcategories

This category has the following 3 subcategories, out of 3 total.