B TOME OF BEASTS 2 40 Snowball Concealment. The giant snow beetle has advantage on Dexterity (Stealth) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly. Snowball Roll. The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size. ACTIONS Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage. Rotten Snowball Shove (Recharge 6). The giant snow beetle tosses feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn’t poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. Snowball Shove. The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn’t knocked prone. LANTERN BEETLE Tiny beast, unaligned Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed STR DEX CON INT WIS CHA 6 (–2) 12 (+1) 10 (+0) 1 (–5) 7 (–2) 3 (–4) Senses passive Perception 8 Languages — Challenge 0 (10 XP) Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When it dies, its body continues to glow for another 6 hours. ACTIONS Horn. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. SNIFFER BEETLE Small beast, unaligned Armor Class 12 (natural armor) Hit Points 5 (1d6 + 2) Speed STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 14 (+2) 3 (–4) 12 (+1) 7 (–2) Skills Perception +5 Senses darkvision 30 ft., passive Perception 15 Languages — Challenge 1/8 (25 XP) Keen Smell. (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
209 TOME OF BEASTS 2 I ICE BOGIE Small fey, chaotic neutral Armor Class 12 Hit Points 10 (3d6) Speed 25 ft. STR DEX CON INT WIS CHA 7 (–2) 14 (+2) 10 (+0) 8 (–1) 7 (–2) 12 (+1) Saving Throws Dex +4 Skills Sleight of Hand +4, Stealth +4 Damage Vulnerabilities Damage Immunities cold, poison Condition Immunities Senses darkvision 30 ft., passive Perception 8 Languages Primordial Challenge 1/8 (25 XP) Nimble Escape. The bogie can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The bogie has advantage on attack rolls against a creature if at least one of the bogie’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Icicle Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) cold damage. Spiteful Hail. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 2 (1d4) cold damage, and the target’s speed is reduced by 10 until the end of its next turn. REACTIONS Frosty Aid (1/Day). Whenever an allied ice bogie within 30 feet is reduced to 0 hp, this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost. ICE BOGIE
55 CREATURE CODEX B BOOKKEEPER Tiny construct, unaligned Armor Class 12 Hit Points 5 (2d4) Speed STR DEX CON INT WIS CHA 8 (–1) 14 (+2) 10 (+0) 6 (–2) 8 (–1) 3 (–4) Skills Perception +1, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities of the bookkeeper’s creation), poison, psychic Condition Immunities charmed, exhaustion, frightened, Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 1/8 (25 XP) Between the Lines. As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside indistinguishable from ink on a page. Book Bound. A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper’s hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. BOOKKEEPER When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper’s new “creator” and inherits the bookkeeper along with the book. Disintegrate. When the bookkeeper dies, the book it is bound to is also destroyed. ACTIONS Ink Splash. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 poison damage. Elusive Pages. While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book Through an altered version of the bookkeeper’s creation type of bookkeeper. Such bookkeepers are evil, are only loyal to their original creators, and have the following trait. X Marks the Spot. When the blood of a target is dropped into the bookkeeper’s book, the bookkeeper presents the viewer with a map showing the target’s general location. This map is accurate to within a 1-mile radius of the target. The creator of the bookkeeper must have had contact with the target for this ability to work. VARIANT: FIENDISH BOOKKEEPER
Catapillar Chapter 1: Fantastical Felines
License This material is being released under the Open Gaming License. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. - means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content - - - ucts contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2 that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. conveyed by this License. original Open Game Content you Distribute. except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identi- - not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. are distributing are Open Game Content. any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Distribute. Contributor unless You have written permission from the Contributor to do so. breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; END OF LICENSE
58 C • TOME OF BEASTS Tiny fey, neutral Armor Class 12 Hit Points Speed STR DEX CON INT WIS CHA Skills Damage Resistances Senses Languages Challenge Innate Spellcasting At will: speak with animals 1/day: silence ACTIONS Bite Melee Weapon Attack Hit:
64 C CREATURE CODEX CLOCKWORK ASSASSIN CLOCKWORK ASSASSIN Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 12 (+1) 12 (+1) 7 (–2) Saving Throws Dex +6, Con +4 Skills Acrobatics +6, Stealth +9, Investigation +4, Perception +4, Survival +4 Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can’t speak Challenge 6 (2,300 XP) Assassinate the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Explosive Core. When the assassin is destroyed, its core explodes, erheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving much damage on a successful one. CLOCKWORK Immutable Form. The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form. Magic Resistance. The assassin has advantage on saving throws against spells and other magical effects. Psychic Susceptibility. If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn. Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Standing Leap. ACTIONS Multiattack. The clockwork assassin makes two rapier attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute. Disassembly. The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can’t attack and attack rolls against it have advantage. CLOCKWORK SERVANT Creating or employing a clockwork assassin in the Free City of Zobeck is a capital crime. The gearforged oppose the creation of clockwork assassins not only because making an assassin requires the corruption of a soul gem, but also because the public might easily confuse honest gearforged with the look-alike assassins. The temple of Rava and the gearforged both make efforts to uncover and destroy these constructs and those who make or employ them. CLOCKWORK ASSASSINS IN MIDGARD
65 CREATURE CODEX C CLOCKWORK SERVANT Medium construct, unaligned Armor Class 11 Hit Points 22 (4d8 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (–1) 12 (+1) 7 (–2) Skills Animal Handling +3, Investigation +3, Perception +5 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 1/8 (25 XP) Domestic Retainer. The servant can cast the mending and prestidigitation cantrips at will without requiring spell components. Immutable Form. The servant is immune to any spell or effect that would alter its form. Magic Resistance. The servant has advantage on saving throws against spells and other magical effects. ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. CLOCKWORK SOLDIER CLOCKWORK SOLDIER Medium construct, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 16 (+3) 5 (–3) 10 (+0) 1 (–5) Skills Athletics +5, Intimidation –3 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) Immutable Form. The soldier is immune to any spell or effect that would alter its form. Intimidating Legions. A single clockwork soldier’s rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear. Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects. ACTIONS Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Overdrive Flurry (Recharge 6). The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.
D TOME OF BEASTS 2 108 COMPSOGNATHUS ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. SWARM OF COMPSOGNATHUS Medium swarm of Tiny beasts, unaligned Armor Class 12 Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 6 (–2) 14 (+2) 12 (+1) 4 (–3) 10 (+0) 5 (–3) Skills Perception +2, Stealth +6 Senses passive Perception 12 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, prone, restrained, stunned Languages — Challenge 1 (200 XP) The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny compsognathus. The swarm can’t regain hp or gain temporary hp. DINOSAURS Compsognathus readily bond with their pack mates, and a young compsognathus without a pack is often willing to serve a spellcaster as a familiar. Such compsognathus have the following trait. Familiar. The compsognathus can serve another creature as a familiar, forming a magic, telepathic bond with that willing COMPSOGNATHUS FAMILIARS COMPSOGNATHUS Tiny beast, unaligned Armor Class 12 Hit Points 10 (3d4 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 6 (–2) 14 (+2) 12 (+1) 4 (–3) 10 (+0) 5 (–3) Skills Perception +2, Stealth +6 Senses passive Perception 12 Languages — Challenge 1/8 (25 XP) The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass. Pack Tactics. The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus’ allies is within 5 feet of the creature and the ally isn’t incapacitated. what the compsognathus senses as long as they are within 1 mile companion, the companion shares the compsognathus’ Grassland can end its service as a familiar, ending the telepathic bond.
COMPSOGNATHUS Tiny beast, unaligned Armor Class 12 Hit Points 7 (2d4 + 2) Speed 30 ft. STR DEX CON INT WIS CHA Skills Senses passive Perception 12 Languages — Challenge 1/8 (25 XP) (Stealth) checks made to hide in tall grass Pack Tactics.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. SWARM OF COMPSOGNATHUS Medium swarm of tiny beasts, unaligned Armor Class 12 Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA Skills Senses passive Perception 12 Damage Resistances Condition Immunities charmed, frightened, grappled, prone, restrained, Languages — Challenge 1 (200 XP)
APPENDIX 390 FOREST FALCON FOREST FALCON Medium beast, unaligned Armor Class 13 Hit Points 13 (3d6 + 3) Speed STR DEX CON INT WIS CHA 6 (–2) 16 (+3) 12 (+1) 3 (–4) 14 (+2) 5 (–3) Saving Throws Dex +5, Wis +4 Skills Perception +4 Senses passive Perception 14 Languages — Challenge 1/4 (50 XP) Falcon Dive. toward a target, it has advantage on the next attack roll it makes against that target before the end of its turn. If the attack hits, it deals an extra 2 (1d4) damage to the target. Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight. ACTIONS Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. FROST MOLE FROST MOLE Small beast, unaligned Armor Class 14 (natural armor) Hit Points 71 (11d6 + 33) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 3 (–4) 13 (+1) 6 (–2) Skills Athletics +5, Perception +3, Stealth +4 Damage Resistances cold Sturdy Climber. The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces. ACTIONS Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. FENNEC FOX FENNEC FOX Tiny beast, unaligned Armor Class 11 Hit Points 7 (2d4 + 2) Speed 40 ft., burrow 5 ft. STR DEX CON INT WIS CHA 6 (–2) 12 (+1) 12 (+1) 2 (–4) 14 (+2) 10 (+0) Skills Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1/8 (25 XP) Keen Hearing and Sight. The fennec fox has advantage on Wisdom (Perception) checks that rely on hearing or sight. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
221 TOME OF BEASTS 2 K GORAO-KA GORAO-KA Tiny fey (kami), neutral good Armor Class 13 (copper coat) Hit Points 17 (5d4 + 5) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 13 (+1) 15 (+2) 17 (+3) 15 (+2) Senses passive Perception 13 Languages Common, Sylvan Challenge 1/8 (25 XP) Fool’s Gold. If a creature steals one of the gorao-ka’s money creature that steals more than one money pouch deducts an extra thief freely gives double the amount of money it stole to another creature or organization. A gorao-ka carries 1d10 pouches, each containing 1d20 gp. If the gorao-ka is killed, all the gold in its pouches turns into worthless stones after 1 minute. Silver Fountain. When the gorao-ka is reduced to 0 hp, it explodes in a spray of silver pieces. Each creature within 5 feet of the gorao-ka that participated in killing it, such as by attacking it or casting a spell on it, must make a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage. The silver pieces disappear after 1 minute. ACTIONS Sack of Coins. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Find a Penny (Recharge 5–6). The gorao-ka throws a copper piece into a space within 5 feet of it. A creature that is not hostile to the gorao-ka that picks up the copper piece is blessed with good luck. At any point within the next 1 hour, the creature can roll a d6 and add the number rolled to one attack roll, ability check, or saving throw. Alternatively, the bearer of the coin can pass it to another creature of its choice. At any point within the next 8 hours, the new bearer of the coin can roll 2d6 and add the higher result to one attack roll, ability check, or saving throw. KAMI item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More some form of grand tribute. KAMI IN MIDGARD
250 L CREATURE CODEX LEONINO LEONINO Tiny beast, unaligned Armor Class 13 Hit Points 13 (3d4 + 6) Speed STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 12 (+1) Saving Throws Wis +1, Dex +5 Skills Perception +1, Persuasion +3, Stealth +5 Senses darkvision 30 ft., passive Perception 11 Languages Elvish Challenge 1/8 (25 XP) Flyby. The leonino doesn’t provoke opportunity attacks when it Evasion make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Silent Wings ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour. A leonino will sometimes deign to serve an elven wizard as a familiar. This requires the normal casting of the feet of dyed red yarn. Once the spell is cast, the wizard makes a check with its Charisma contested by the leonino’s Charisma check. If the leonino wins, the wizard is hated and distrusted by most feline creatures for at least one month. This unfortunate wizard will be pursued by yowling packs of alley cats and leonino in most towns, farms, and villages and may be attacked by tigers, chimeras, and other feline monsters in the wilderness. LEONINO FAMILIARS Offerings to Bastet and propitiation of local alley cats, leonino, and other felines may reduce this time. If the wizard wins, the leonino becomes a familiar as normal with the following trait. Familiar. The leonino can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the leonino senses as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master shares the leonino’s Evasion trait. At any time and for any reason, the leonino can end its service as a familiar, ending the telepathic bond.
L TOME OF BEASTS 2 248 LYMARIEN Tiny fey, neutral good Armor Class 13 Hit Points 5 (2d4) Speed STR DEX CON INT WIS CHA 1 (–5) 17 (+3) 10 (+0) 7 (–2) 13 (+1) 11 (+0) Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/8 (25 XP) Distracting Swoop. If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check. Speak with Beasts. The lymarien can communicate with beasts as if they shared a language. ACTIONS Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. LYMARIEN SWARM Large swarm of Tiny fey, neutral good Armor Class 14 Hit Points 90 (12d10 + 24) Speed STR DEX CON INT WIS CHA 8 (–1) 19 (+4) 14 (+2) 7 (–2) 13 (+1) 15 (+2) Skills Perception +4, Stealth +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, Senses darkvision 60 ft., passive Perception 14 LYMARIEN Some lymarien might choose to serve a good-aligned spellcaster as a familiar. Such lymarien have the following trait. Familiar. The lymarien can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. the lymarien senses as long as they are within 1 mile of each companion shares the lymarien’s Speak with Beasts trait. At any time and for any reason, the lymarien can end its service as a familiar, ending the telepathic bond. LYMARIEN FAMILIARS