Creature Statistics

Spells and glass features allow characters to transform into animals, summon creatures to serve as familiars, and create undead. Statistics for such creatures are grouped in this appendix for your convenience. For information on how to read a stat block, see the Monster Manual.

Bat

Tiny beast, unaligned

  • Armor Class 12
  • Hit Points 1 (1d4 — 1)
  • Speed 5 ft, fly 30 ft.
Str Dex Con Int Wis Cha
2 (—4) 15 (+2) 8 (—1) 2 (—4) 12 (+1) 4 (—3)
  • Senses blindsight 60 ft, passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Echolocation. While it can’t hear, the bat has no blindsight.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Black Bear

Medium beast, unaligned

  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft., climb 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 14 (+2) 2 (—4) 12 (+1) 7 (—2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

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

Actions

Multiattack. The bear makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Boar

Medium beast, unaligned

  • Armor Class 11 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
Str Dex Con Int Wis Cha
13 (+1) 11 (+0) 12 (+1) 2 (—4) 9 (—1) 5 (-3)
  • Senses passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Charge. If the boar moves at least 20 feet straight toward a creature right before hitting it with a tusk attack, the target takes an extra 3 (1d6) slashing damage and must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless. (Recharges after the Boar Finishes a Short or Long Rest). If the boar takes damage that reduces it to 0 hit points, unless the damage is 7 or more or from a critical hit, it drops to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 it, one target. Hit: 4 (1d6 +1) slashing damage.

Brown Bear

Large beast, unaligned

  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 40 ft., climb 30 ft.
Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 16 (+3) 2 (—4) 13 (+1) 7 (—2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

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

Actions

Multiattack. The bear makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 11 (2d6 + 4) slashing damage.

Cat

Tiny beast, unaligned

  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
Str Dex Con Int Wis Cha
3 (—4) 15 (+2) 10 (+0) 3 (—4) 12 (+1) 7 (—2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

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

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Constrictor Snake

Large beast, unaligned

  • Armor Class 12
  • Hit Points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 14 (+2) 12 (+1) 1 (—5) 10 (+0) 3 (—4)
  • Senses blindsight 10 it, passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 it, one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled. Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Crocodile

Large beast, unaligned

  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 20 ft., swim 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 13 (+1) 2 (—4) 10 (+0) 5 (—3)
  • Skills Stealth +2
  • Senses passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

Dire Wolf

Large beast, unaligned

  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d10 +10)
  • Speed 50 ft.
Str Dex Con Int Wis Cha
17 (+3) 15 (+2) 15 (+2) 3 (—4) 12 (+1) 7 (—2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

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

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6 + 3) piercing damage. if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Frog

Tiny beast, unaligned

  • Armor Class 11
  • Hit Points 1 (1d4- 1)
  • Speed 20 ft., swim 20 ft.
Str Dex Con Int Wis Cha
1 (—5) 13 (+1) 8 (—1) 1 (—5) 8 (—1) 3 (—4)
  • Skills Perception +1, Stealth +3
  • Senses darkvision 30 it, passive Perception 11
  • Languages ——
  • Challenge 0 (0 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. As part of its movement and without a running start, the frog can long jump up to 10 feet and high jump up to 5 feet.

Giant Eagle

Large beast, neutral good

  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 80 ft.
Str Dex Con Int Wis Cha
16 (+3) 17 (+3) 13 (+1) 8 (—1) 14 (+2) 10 (+0)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant Eagle, understands Common but doesn’t speak it
  • Challenge 1 (200 XP)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks, one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Giant Spider

Large beast, unaligned

  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 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 (1d8 +3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or halfas 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, and paralyzed while poisoned in this way.

Web (Recharge 5—6). Ranged Weapon Attack: +5 to hit, range 30 ft./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).

Hawk (Falcon)

Tiny beast, unaligned

  • Armor Class 13
  • Hit Points 1 (1d4 — 1)
  • Speed 10 ft., fly 60 ft.
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 0 (10 XP)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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

Imp

Tiny fiend (devil, shapechanger), lawful evil

  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven form; 20 ft., climb 20 ft. in spider form)
Str Dex Con Int Wis Cha
6 (—2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a spider, or into its devil form. Its statistics are the same in each form, although its attack is different in some of them. Any equipment it carries is not transformed. If slain, the imp reverts to its devil form.

Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.

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

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or halfas much damage on a successful one.

Invisibility. The imp turns invisible until it attacks or until its concentration ends. Anything the invisible imp is carrying or wearing is invisible as long as it remains in contact with the imp.

Lion

Large beast, unaligned

  • Armor Class 12
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.
Str Dex Con Int Wis Cha
17 (+3) 15 (+2) 13 (+1) 3 (—3) 12 (+1) 8 (—1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

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

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

Pounce. If the lion moves at least 20 feet straight toward a target right before hitting it with a claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can take a bonus action to make one bite attack against it.

Running Leap. As part of its movement and after a 10-foot running start, the lion can long jump up to 25 feet.

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) slashing damage.

Mastiff

Medium beast, unaligned

  • Armor Class 12
  • Hit Points 5 (1d8 +1)
  • Speed 40 ft.
Str Dex Con Int Wis Cha
13 (+1) 14 (+2) 12 (+1) 3 (—4) 12 (+1) 7 (—2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) piercing damage. lfthe target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Mule

Medium beast, unaligned

  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (—3)
  • Senses passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. Whenever the mule would be knocked prone, it stays on its feet if it succeeds on a DC 10 Dexterity saving throw.

Actions

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

Owl

Tiny beast, unaligned

  • Armor Class 11
  • Hit Points 1 (1d4 — 1)
  • Speed 5 it, fly 60 ft.
Str Dex Con Int Wis Cha
3 (—4) 13 (+1) 8 (—1) 2 (—4) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +3
  • Senses darkvision 120 ft, passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Flyby. The owl provokes no opportunity attacks when it flies out of an enemy’s reach.

Keen Sight. The owl has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 1 slashing damage.

Panther

Medium beast, unaligned

  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft, climb 40 ft.
Str Dex Con Int Wis Cha
14 (+2) 15 (+2) 10 (+0) 3 (—4) 14 (+2) 7 (-2)
  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages
  • Challenge 1/4 (50 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) Checks that rely on smell.

Pounce. If the panther moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. lithe target is prone, the panther can take a bonus action to make one bite attack against it.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 it, one target. Hit: 4 (1d4 + 2) slashing damage.

Poisonous Snake

Tiny beast, unaligned

  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft, swim 30 ft.
Str Dex Con Int Wis Cha
2 (4) 15 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (—4)
  • Senses blindsight 10 ft., passive Perception 10
  • Languages ——
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Pseudodragon

Tiny dragon, neutral good

  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 15 it, fly 60 ft.
Str Dex Con Int Wis Cha
6(—2) 15(+2) 13(+1) 10(+0) 12(+1) 10(+0)
  • Skills Perception +3, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft, passive Perception 13
  • Languages understands Common and Draconic but doesn’t speak
  • Challenge 1/4 (50 XP)

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

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

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

Actions

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

Sting. Melee Weapon Attack: +4 to hit, reach 5 it, one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Quasit

Tiny fiend (demon, shapechanger), chaotic evil

  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft., swim 40 ft. in toad form)
Str Dex Con Int Wis Cha
5 (—3) 17 (+3) 10 (+0) 7 (—2) 10 (+0) 10 (+0)
  • Skills Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into the beast form ofa bat, centipede, or toad, or into its demon form. Its statistics are the same in each form, although its attack is different in some of them. Any equipment it carries is not transformed. If slain, the quasit reverts to its demon form.

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

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ifthe target is a creature, it must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The creature can repeat the saving throw at the end ofeach ofits turns, ending the effect early on a success.

Scare (1/Day). One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect early on a success.

Invisibility. The quasit turns invisible until it attacks or uses Scare, or until its concentration ends. Anything the invisible quasit is carrying or wearing is invisible as long as it remains in contact with the quasit.

Rat

Tiny beast, unaligned

  • Armor Class 10
  • Hit Points 1 (1d4 — 1)
  • Speed 20 ft.
Str Dex Con Int Wis Cha
2 (—4) 11 (+0) 9 (—1) 2 (-4) 10 (+0) 4 (—3)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

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

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Raven

Tiny beast, unaligned

  • Armor Class 12
  • Hit Points 1 (1d4 — I)
  • Speed 10 ft., fly 50ft.
Str Dex Con Int Wis Cha
2 (—4) 14 (+2) 8 (—1) 2 (—4) 12 (+1) 6 (—2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages —-
  • Challenge 0 (10 XP)

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

Actions

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

Reef Shark

Medium beast, unaligned

  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 0 ft., swim 40 ft.
Str Dex Con Int Wis Cha
14 (+2) 13 (+1) 13 (+1) 1 (—5) 10 (+0) 4 (—3)
  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Languages
  • Challenge 1/2 (100 XP)

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

Water Breathing. The shark can breathe only while underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Riding Horse

Large beast, unaligned

  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
Str Dex Con Int Wis Cha
16 (+3) 10 (+0) 12 (+1) 2 (—4) 11 (+0) 7 (—2)
  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Actions

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

Skeleton

Medium undead, lawful evil

  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.
Str Dex Con Int Wis Cha
10 (+0) 14 (+2) 15 (+2) 6 (——2) “8 (-1)” 5 (—3)  
  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft, passive Perception 9
  • Languages understands languages it knew in life but can’t speak
  • Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 it, one target. Hit: 5 (1d6 + 2) piercing damage.

Sprite

Tiny fey, neutral good

  • Armor Class 15 (leather armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
Str Dex Con Int Wis Cha
3 (—4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
  • Skills Perception +3, Stealth +8 (the check is made with disadvantage if the sprite is flying)
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 it, one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160 ft., one target. Hit: 1 piercing damage. Ifthe target is a creature, it must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. Ifits saving throw result is 5 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Heart Sight. The sprite touches a creature and knows the creature’s current emotional state. Ifthe target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite turns invisible until it attacks or casts a Spell, or until its concentration ends. Anything the invisible Sprite is carrying or wearing is invisible as long as it remains in contact with the sprite.

Tiger

Large beast, unaligned

  • Armor Class 12
  • Hit Points 37 (5d10 +10)
  • Speed 40 ft.
Str Dex Con Int Wis Cha
17 (+3) 15 (+2) 14 (+2) 3 (—4) 12 (+1) 8 (—1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

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

Pounce. If the tiger moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can take a bonus action to make one bite attack against it.

Actions

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

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

Warhorse

Large beast, unaligned

  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.
Str Dex Con Int Wis Cha
18 (+4) 12 (+1) 13 (+1) 2 (—4) 12 (+1) 7 (—2)
  • Senses passive Perception 11
  • Languages ——
  • Challenge 1/2 (100 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

Actions

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

Armor

An armored warhorse has an Armor Class based on the type of barding worn (see chapter 5 for more information on barding). Its Armor Class includes the horse’s Dexterity modifier, where applicable.

AC Barding
12 Leather
13 Studded
14 Ring mail
15 Scale mail
16 Chain mail
17 Split
18 Plate

Wolf

Medium beast, unaligned

  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
Str Dex Con Int Wis Cha
12 (+1) 15 (+2) 12 (+1) 3 (—4) 12 (+1) 6 (—2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages ——
  • Challenge 1/4 (50 XP)

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

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Ifthe target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Zombie

Medium undead, neutral evil

  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft.
13 (+1) 6 (—2) 16 (+3) 3 (—4) 6 (—2) 5 (—3)
  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can’t speak
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) bludgeoning damage.