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Published by ticcitoby600, 2023-10-09 17:53:02

Bergin’s Book of Beasts

Caiman Small Beast, Unaligned Armor Class 12 (natural armor) Hit Points 9 (2d6 + 2) Speed 15 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 13 (+1) 4 (−3) 10 (+0) 6 (−2) Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Hold Breath. The caiman can hold its breath for 10 minutes. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Caiman These relatively small crocodilians generally inhabit marshes, swamps, and mangrove rivers and lakes. Though their usual diet consists of fish, they will also hunt insects, birds, and small mammals and reptiles. Chapter 3: Beasts 101 Caiman C


Camel Spider Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 10 (4d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 10 (0) 1 (-5) 11 (0) 3 (-4) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Spider Climb. The camel spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Camel Spider Despite the common misconception, the camel spider is neither a true scorpion nor a true spider, but a solifuge. While not poisonous, the camel spider has two exceptionally large chelicerae which serve as a form of jaw, biting and crushing its prey. Measuring close to 5 to 6 inches in length (including legs), camel spiders are mostly found in desert regions and will hunt insects, mice, reptiles, and even birds. Giant Camel Spider Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 90 (12d10+24) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 5 (-3) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60ft., passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Spider Climb. The giant camel spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the giant camel spider cannot Bite another target. 102 Bergin’s Book of Beasts C


Cane Toad The cane toad is a popular familiar amongst witches and hags, those who practice the dark arts, and those who seek mysterious signs through the toad’s hallucinogenic secretions. The cane toad is deadly to those who don’t take precautions when handling it, especially predators. Cane Toad Tiny Beast, Unaligned Armor Class 11 Hit Points 3 (2d4 − 2) Speed 20 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 9 (−1) 1 (−5) 8 (−1) 3 (−4) Skills Perception +2 Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The cane toad can breathe air and water. Toxic Secretions. The cane toad releases a toxic secretion when threatened. A creature that touches the cane toad must make a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failure, or half as much damage on a success. 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 unconscious while poisoned in this way. While unconscious, the target has vivid hallucinations. Chapter 3: Beasts 103 Cane Toad C


Capuchin Tiny Beast, Unaligned Armor Class 13 Hit Points 5 (2d4) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 5 (–3) 16 (+3) 10 (+0) 6 (–3) 12 (+1) 8 (-1) Skills Sleight of Hand +5 Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Prehensile Tail. The capuchin can’t be knocked down from trees or similar structures as long as it is conscious. Nimble Escape. The capuchin can take the Disengage or Dodge action as a bonus action on each of its turns. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Throw Faeces (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 10/20ft., one target. Hit: The target must succeed on a DC 12 Dexterity saving throw or be blinded until the end of their next turn. Capuchin The capuchin is an arboreal monkey that is commonly found in and around tropical forests and can the live in groups of up to 30 individuals. Capuchins sustain themselves on a wide variety of foods, including fruits, nuts, flowers, insects, and even small birds. A favorite familiar amongst street performers, many capuchins have been trained as entertainers and pick pockets. 104 Bergin’s Book of Beasts Capuchin C


Capybara The largest member of the rodent family, these herbivores feed mainly on grasses, aquatic plants, fruits, and tree bark. They can commonly be found in rainforests near water, such as rivers and lakes, or flooded savanna plains. Capybara Small Beast, Unaligned Armor Class 10 Hit Points 4 (1d6 + 1) Speed 20 ft., swim 10 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 3 (−4) 11 (+0) 4 (−3) Senses dark vision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The capybara has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Giant Capybara Medium Beast, Unaligned Armor Class 10 Hit Points 5 (1d8 + 1) Speed 30 ft., swim 15 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 3 (−4) 11 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The giant capybara has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The giant capybara 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: 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Chapter 3: Beasts 105 Capybara C


Caracal The caracal is a fierce feline predator that roams the deserts and savannas in search of prey. Its powerful legs and muscular build make it a formidable opponent in battle, and its sharp claws and teeth can tear through flesh and bone with ease. The caracal is known for its speed and agility, able to move with lightning-fast reflexes to outmaneuver its prey. Its keen senses make it a skilled hunter, able to track its prey by scent over miles of difficult terrain. Caracal Small Beast, Unaligned Armor Class 12 Hit Points 18 (4d6 + 4) Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 8 (−1) Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Smell. The caracal has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the caracal 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 Strength saving throw or be knocked prone. If the target is prone, the caracal can make one Bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the caracal can long jump up to 15 feet. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. 106 Bergin’s Book of Beasts Caracal C


Cassowary A flightless bird commonly found in tropical forests, the cassowary feeds mostly on fruit but will eat small animals should the opportunity arise. When threatened, these birds will attack with their beaks as well as with a 5-inch daggerlike claw on their inner toe. Cassowary Medium Beast, Unaligned Armor Class 13 Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 4 (−3) 10 (+0) 3 (−4) Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack tactics. The cassowary has advantage on an attack roll against a creature if at least one of the cassowary’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Chapter 3: Beasts 107 Cassowary C


Giant Caterpillar The giant caterpillar is a popular familiar amongst those who prize change, especially transmutation wizards. These large insects feast on the leaves of poisonous plants and then make their cocoons from the leaves and silk of said plants. Many an ingenious assassin has gone to great lengths to gather the tiny poisonous hairs from the giant caterpillar and use it as an ingestion or inhalant poison. Giant Caterpillar Tiny Beast, Unaligned Armor Class 10 Hit Points 1 (1d4 − 1) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 1 (−5) 10 (0) 8 (−1) 1 (−5) 8 (−1) 1 (−5) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Setae. If a creature touches the giant caterpillar, the creature must make a DC 12 Constitution saving throw. On a failure, a creature takes 2 (1d4) poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and is not poisoned. While the target is poisoned in this way, it suffers from itching, weeping sores, can’t take reactions, and has disadvantage on Constitution saving throws made to maintain concentration on spells. 108 Bergin’s Book of Beasts Giant Caterpillar C


Catfish Small Beast, Unaligned Armor Class 12 Hit Points 4 (1d6 + 1) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 12 (+1) 2 (−4) 7 (−2) 2 (−4) Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Water Breathing. The catfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and if the target is Medium or smaller, it is grappled (escape DC 10). Until this grapple ends, the target is restrained, and the catfish can’t Bite another target. Swallow. The catfish makes one Bite attack against a Tiny or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the catfish, and it takes 3 (1d6) acid damage at the start of each of the catfish’s turns. The catfish can have only one target swallowed at a time. If the catfish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Catfish A bottom-feeding fish that digs through lakebeds using its flat head. Its long whiskers are used to detect food. These creatures can grow to large sizes. Giant Catfish Medium Beast, Unaligned Armor Class 12 Hit Points 13 (2d8 + 4) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 15 (+2) 2 (−4) 7 (−2) 2 (−4) Senses blindsight 60 ft., passive Perception 8 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The giant catfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant catfish can’t Bite another target. Swallow. The giant catfish makes one Bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the catfish, and it takes 10 (3d6) acid damage at the start of each of the giant catfish’s turns. The giant catfish can have only one target swallowed at a time. If the giant catfish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Chapter 3: Beasts 109 Catfish C


Giant Centipede A predatory arthropod with a pair of antennae on their flattened heads. These creatures use both their bite and stinger in order to hunt, paralyzing their prey with venom. Giant Centipede Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 52 (8d10 + 8) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 3 (−4) 8 (−1) 4 (−3) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Actions Multiattack. The giant centipede makes 2 attacks: one with its Bite and one with its Sting. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 16 (3d10) poison damage on a failure, or half as much damage on a success. 110 Bergin’s Book of Beasts Giant Centipede C


Chambered Nautilus An ocean-dwelling carnivore, this creature is mainly a scavenger, feeding on carrion although it will still hunt shellfish and crabs. Its shell functions both as protection and as a buoyancy control. Chambered Nautilus Tiny Beast, Unaligned Armor Class 14 (natural armor) Hit Points 5 (2d4) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 10 (+0) 5 (−3) 10 (+0) 4 (−3) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The chambered nautilus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. If the target is a Tiny or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained, and the nautilus can’t use its tentacles on another target. Giant Chambered Nautilus Medium Beast, Unaligned Armor Class 16 (natural armor) Hit Points 19 (3d8 + 6) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 5 (−3) 10 (+0) 4 (−3) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Water Breathing. The giant chambered nautilus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the nautilus can’t use its tentacles on another target. Chapter 3: Beasts 111 Chambered Nautilus C


Chameleon Chameleons are adept at disguising themselves by changing the pigmentation in their skin. Primarily, they feed on insects by shooting out their long tongues in order to capture the bugs. Chameleon Tiny Beast, Unaligned Armor Class 12 Hit Points 1 (1d4 − 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 1 (−5) 14 (+2) 8 (−1) 4 (−3) 12 (+1) 2 (−4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Camouflage. The chameleon has advantage on Dexterity (Stealth) checks made to hide. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Chameleon Medium Beast, Unaligned Armor Class 12 Hit Points 18 (4d8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 2 (−4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Camouflage. The giant chameleon has advantage on Dexterity (Stealth) checks made to hide. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the chameleon can’t Bite another target. Swallow. The chameleon makes one Bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the chameleon, and it takes 5 (2d4) acid damage at the start of each of the chameleon’s turns. The chameleon can have only one target swallowed at a time. If the chameleon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 112 Bergin’s Book of Beasts Chameleon C


Cheetah The cheetah is a lightly-built member of the cat family and one of the fastest land animals, using its speed to chase down prey. Its favored quarry is the antelope. Cheetah Medium Beast, Unaligned Armor Class 13 Hit Points 22 (4d8 + 4) Speed 60 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 4 (−3) 12 (+1) 8 (−1) Skills Perception +3, Stealth +7 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The cheetah has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the cheetah 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 13 Strength saving throw or be knocked prone. If the target is prone, the cheetah can make one Bite attack against it as a bonus action. 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. Sprint (1/Day). The cheetah increases its speed to 100 feet for 1 minute. Chapter 3: Beasts 113 Cheetah C


Giant Clam These massive, shelled creatures inhabit the ocean floor, feeding on algae as well as leeching nutrients from the water in order to continue its growth and eventually reproduce. Giant Clam Huge Beast, Unaligned Armor Class 18 (natural armor) Hit Points 95 (10d12 + 30) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 2 (−4) 8 (−1) 4 (−3) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Amphibious. The giant clam can breathe air and water. Stable. Whenever an effect knocks the giant clam prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone clam is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. Breathing Room. One Medium or smaller creature can use its action to climb inside the clam and breathe using the air pocket inside. While sealed inside the clam’s shell, a creature can breathe for 1d4 + 1 hours. Actions Clamp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the giant clam can’t use its Clamp on another target. Cockatoo The cockatoo is a beautiful bird, known for its vibrant plumage, sharp beak, and powerful talons. Cockatoo Tiny Beast, Unaligned Armor Class 11 Hit Points 7 (2d4 + 2) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 6 (−2) 13 (+1) 12 (+1) 8 (−1) 12 (+1) 8 (−1) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 114 Bergin’s Book of Beasts Cockatoo Giant Clam C


Death’s-Head Hawkmoth The death’s-head hawkmoth is a favored familiar amongst necromancers and those who commune with dark forces. It is easily recognized by the skull-like marking on its thorax and the ability to squeak when threatened. This insect is traditionally seen as an omen of death. Death’s-Head Hawkmoth Tiny Beast, Unaligned Armor Class 12 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 8 (−1) 1 (−5) 9 (−1) 6 (−2) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The death’s-head hawkmoth has advantage on Wisdom (Perception) checks that rely on smell. Flyby. The death’s-head hawkmoth doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Swarm of Death’s-Head Hawkmoths Medium Swam of Tiny Beasts, Unaligned Armor Class 12 Hit Points 1 (5d8 − 5) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 8 (−1) 1 (−5) 9 (−1) 6 (−2) Damage Resistance bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The swarm of death’s-head hawkmoths has advantage on Wisdom (Perception) checks that rely on smell. Flyby. The swarm of death’s-head hawkmoths doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Swarm. The swarm of death’s-head hawkmoths can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny insect. The swarm can’t regain hit points or gain temporary hit points. Distracting Wings. The swarm of death’s-head hawkmoths’ space is considered heavily obscured and any creature in this space is considered deafened. Chapter 3: Beasts 115 Death’s-Head Hawkmoth D


Desert Fox Also known as the fennec fox, this vulpine is a favorite familiar amongst those who hail from the scorching deserts. The desert fox has cream-colored fur, camouflaging it against the dry sands they call home, and a black-tipped tail. Their massive ears not only give them exceptional hearing, but also allow them to dissipate heat in the hot desert winds. Desert Fox Tiny Beast, Unaligned Armor Class 13 Hit Points 10 (3d4 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 6 (−2) 17 (+3) 12 (+1) 3 (−4) 14 (+2) 8 (−1) Skills Stealth +5 Senses passive Perception 14 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Hearing and Smell. The desert fox has advantage on Wisdom (Perception) checks that rely on hearing or smell. Desert Creature. The desert fox has advantage on Constitution saving throws against the negative effects of extreme heat. Desert Camouflage. The desert fox has advantage on Dexterity (Stealth) skill checks while in a desert environment. Standing Leap. The desert fox’s long jump is up to 10 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 116 Bergin’s Book of Beasts Desert Fox D


Dingo The dingo is a wild canine that roams barren deserts and grasslands. Its keen senses and sharp teeth make it a skilled hunter, able to take down prey much larger than itself. Dingos are known for their speed and agility, and often hunt in packs. Dingo Medium Beast, Unaligned Armor Class 13 Hit Points 33 (6d8 + 6) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+2) 16 (+3) 12 (+1) 4 (−3) 12 (+1) 6 (−2) Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Hearing and Smell. The dingo has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The dingo has advantage on an attack roll against a creature if at least one of the dingo’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Chapter 3: Beasts 117 Dingo D


Dodo A large, flightless bird that feeds on fruits or nuts. They are renowned as a delicacy, and, as a result, are nearing extinction. Dodo Tiny Beast, Unaligned Armor Class 10 Hit Points 1 (1d4 − 1) Speed 20 ft. STR DEX CON INT WIS CHA 4 (−3) 10 (+0) 8 (−1) 1 (−5) 6 (−2) 6 (−2) Senses passive Perception 8 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. As our boots pressed into the virgin sands, we were greeted by this wondrous creature, blissfully unaware of the perils it faced. The huge bird’s guileless eyes met mine, and in that instant, I knew its fate rested in the hands of my kind–the humans who have brought forth both marvels and miseries upon these distant shores. The dodo’s flightlessness, born from the island’s freedom from aerial predators, has also made it vulnerable to us, the interlopers from foreign lands. Oblivious to danger, the bird approached us, curious and friendly. Yet, the crew, who had been sailing on empty stomachs for several days, didn’t hesitate to draw back their bow strings. Before I could object, the poor bird was feathered with arrows. While I had heard of the dodo, who wandered fearless in the perceived safety of its remote island habitat, I had yet to encounter one, which is testament to how scarce their species has become. As horrified as I was at its demise, there was no saving it, and I am not so sentimental to pass up flame grilled meat after several days of hunger pains. I took the opportunity to educate the crew on maximising the value of the kill, in a vain attempt to honor the creature’s death. We plucked it clean of feathers to sell as ornamentation, stripped it of its beak to make a unique curved horn, and dried its bones to carve them into weapons. The following morning, I set out alone through the swathes of palm trees in the hopes of encountering another, and I was not disappointed. As I rested against a tree, watching palm squirrels skittering up the trunks and through the canopy, another dodo wandered curiously up to me. With no fear, no caution, it hopped over and gently pecked at my arms, as if in supplication. I saw a deep sadness in its gleaming eye. Perhaps, these gentle creatures are not so oblivious to their plight as I had thought. The next day, as the crew prepared to set sail, I fell back. With every wave they crested, leaving me behind, my resolve strengthened. For the dodo’s survival now rested upon my shoulders. I would be their guardian, protecting this lonely island until it was a safe haven, a breeding ground for the endangered bird. - Excerpt from Bergin’s Journal 118 Bergin’s Book of Beasts D


Chapter 3: Beasts 119 Dodo D


To call this person a jackass would be an insult to all the fine donkeys whose good sense and sturdy legs have seen me safely through many a journey. Indeed, on many occasions I would argue they had the greatest common sense of all of us, seeing as it was never their idea to go traipsing across unfriendly wilderness and cold mountain roads. No, this person was no donkey. They were simply an arse. - Excerpt from Bergin’s Journal Donkey A smaller member of the horse family and traditionally used as a pack animal. These animals are usually solitary, coming together only to breed. Donkey Large Beast, Unaligned Armor Class 10 Hit Points 15 (2d10 + 4) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 2 (−4) 8 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 4) bludgeoning damage. 120 Bergin’s Book of Beasts Donkey D


Dragonfish A small predatory fish with inordinately large jaws and fanglike teeth. Their unique jaw design allows them to open their mouths incredibly wide and consume prey larger than themselves. Dragonfish Tiny Beast,Unaligned Armor Class 12 Hit Points 1 (1d4 − 1) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 8 (−1) 1 (−5) 8 (−1) 2 (−4) Senses passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The dragonfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Dragonfish Medium Beast, Unaligned Armor Class 12 Hit Points 11 (2d8 + 2) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 1 (−5) 8 (−1) 2 (−4) Senses passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Water Breathing. The giant dragonfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage. Swarm of Dragonfish Medium Swarm of Tiny Beasts, Unaligned Armor Class 12 Hit Points 28 (8d8 − 8) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 8 (−1) 1 (−5) 8 (−1) 2 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 9 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Water Breathing. The dragonfish can breathe only underwater. 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 fish. The swarm can’t regain hit points or gain temporary hit points. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Chapter 3: Beasts 121 D


Dragonfly An insect with a long, thin body and two sets of wings held horizontally from its body. This unique wing alignment allows the insect to hover while hunting smaller insects. Dragonfly Tiny Beast, Unaligned Armor Class 11 (natural armor) Hit Points 1 (1d4 − 1) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (−4) 11 (+0) 8 (−1) 4 (−3) 8 (−1) 2 (−4) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Flyby. The dragonfly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The dragonfly has advantage on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Dragonfly Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 52 (7d10 + 14) Speed 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 4 (−3) 8 (−1) 2 (−4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Flyby. The giant dragonfly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The giant dragonfly has advantage on Wisdom (Perception) checks that rely on sight Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) piercing damage. 122 Bergin’s Book of Beasts Dragonfly D


Duck An aquatic bird that swims on the water’s surface and feeds on a variety of food sources such as grasses, aquatic plants, fish, insects, and other tiny creatures. Duck Small Beast, Unaligned Armor Class 11 Hit Points 3 (1d6) Speed 20 ft., swim 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (−3) 13 (+1) 10 (+0) 4 (−3) 10 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Chapter 3: Beasts 123 Duck D


Giant Earthworm A tube-like worm that digs through the ground, feeding on organic matter in the soil. This simple creature moves through the earth with rippling movements, digging out vast networks of tunnels. Giant Earthworm Gargantuan Beast, Unaligned Armor Class 12 Hit Points 92 (8d20 + 8) Speed 50 ft., burrow 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 4 (−3) Senses blindsight 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. Giant Dung Fly Similar to their diminutive cousins, the giant dung fly is often encountered in areas of garbage, litter, or refuse, feeding on the waste and carrion of civilization. The giant dung fly is roughly 6 to 8 feet in length and yellow in color with large black or red compound eyes and is covered in brownish—black hairs. However, variations of the species may sometimes appear as all black or all brown in color. The dung fly is a notorious carrier of myriad harmful diseases. Giant Dung Fly Medium Beast, Unaligned Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 2 (−4) 10 (+0) 3 (−4) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Diseased. A creature that touches the dung fly must succeed on a DC 10 Constitution saving throw or be diseased until the condition is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. Rot Senses. The dung fly has advantage on Wisdom (Perception) checks made to locate carrion or waste. Actions Regurgitate. One creature within 5 feet of the dung fly must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage. 124 Bergin’s Book of Beasts Giant Earthworm D E


Echidna The echidna is a spiny mammal that inhabits forests and grasslands. It has a long snout for rooting out insects and other small prey and sharp spines to help it defend itself. It is also known for its unique ability to lay eggs, a rarity among mammals. Echidna Tiny Beast, Unaligned Armor Class 10 Hit Points 3 (1d4 + 1) Speed 20 ft. STR DEX CON INT WIS CHA 3 (−4) 11 (+0) 11 (11) 6 (−2) 10 (+0) 7 (−2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spiked. A creature that touches the echidna or hits it with an unarmed strike takes 1 point of piercing damage. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Spur. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eel An elongated fish that swims by making sinuous waves with its body and is generally found living in burrows of sand, mud, or rock. Generally, they are predators, feeding on fish and other small animals. Some species can generate electrical discharges. Eel Medium Beast, Unaligned Armor Class 14 Hit Points 11 (2d8 + 2) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 3 (−4) 12 (+1) 3 (−4) Senses passive Perception 11 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Water Breathing. The eel can breathe only underwater. Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Chapter 3: Beasts 125 Eel Echidna E


Electric Ray These broad, flattened fish have an enlarged front fin that moves in sinuous waves as the ray swims through the water. It possesses the unique ability to generate an electric discharge, which it uses to stun prey or defend itself. Electric Ray Medium Beast, Unaligned Armor Class 13 Hit Points 5 (1d8 + 1) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 12 (+1) 2 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The electric ray can breathe only underwater. Actions Shock. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) lightning damage. Elephant Seal The elephant seal is a large marine mammal that primarily lives in coastal and arctic regions. The elephant seal is slow and sluggish on land, but quick and agile in the water. Adult males use their large, inflatable noses during the breeding season to threaten each other and establish dominance. Elephant Seal Large Beast, Unaligned Armor Class 12 (natural armor) Hit Points 76 (9d10 + 27) Speed 10 ft., swim 40ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 3 (−4) 12 (+1) 8 (−1) Senses darkvision 60ft., passive Perception 11 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Hold Breath. The elephant seal can hold its breath for 30 minutes. Agile Swimmer. The elephant seal has advantage on Strength (Athletics) checks and Dexterity saving throws while underwater. In addition, the elephant seal can Dash as a bonus action while swimming. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet in the direction of the elephant seal’s choosing. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. It glided through the tides as if it were a wave itself, pulsing with a glow that was little to do with the moon above. As if there were not enough to contend with already—the pirates, the storm, the shipwreck, and the sharks. Yet, now to top off my first voyage to sea, a pesky flat fish with a pointed tail. Any other time I may have found it a fascination but clinging to life as desperately as I clung to a shattered scrap of the ship’s mast, the fish was, in that moment, my mortal enemy. The tail brushed against my arm, sending a surge of electric pain ripping through my body. I shuddered and slapped it away. Yet, as the ocean laps the shore, so the fish returned, once and again, shocking me over and over, until I could barely hold onto consciousness. Just as I had lost all hope of fending it off, the currents proffered deliverance in the form of a splinter of shipwreck bobbing past on the waves. I grasped it and as the fish returned for a final blow, I pinioned it against the mast. I cannot say much for the flavor of raw electric ray but there was a vindictive satisfaction in regaining some lifeforce from the body of the very creature that had sapped it from me. - Excerpt from Bergin’s Journal 126 Bergin’s Book of Beasts Elephant Seal E


Falcon A smaller bird of prey, the falcon’s greatest weapon is its speed. Diving from great heights, they generate enough velocity to kill their prey. Falcon Tiny Beast, Unaligned Armor Class 12 Hit Points 2 (1d4) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (−2) 15 (+2) 10 (+0) 6 (−2) 12 (+1) 8 (−1) Skills perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Flyby. The falcon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight. Dive. If the falcon is flying, it can dive 120 feet as an action. If it does so, its base flying speed becomes 100 feet for the next minute. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Giant Falcon Large Beast, Unaligned Armor Class 13 Hit Points 26 (4d10 + 4) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 6 (−2) 12 (+1) 8 (−1) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Flyby. The giant falcon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The giant falcon has advantage on Wisdom (Perception) checks that rely on sight. Dive. If the giant falcon is flying, it can dive 120 feet as an action. If it does so, its base flying speed becomes 120 feet for the next minute. Actions Multiattack. The falcon makes two attacks: one with its Beak and one with its Talons. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Chapter 3: Beasts 127 Falcon F


Ferret This small rodent has a long, slender body and tends to hunt other small creatures, including rodents and birds. Ferrets are generally playful with their own kind. Ferret Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 20 ft. STR DEX CON INT WIS CHA 3 (−4) 12 (+1) 8 (−1) 6 (−2) 10 (+0) 6 (−2) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The ferret 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. Giant Ferret Small Beast, Unaligned Armor Class 13 Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 7 (−2) 16 (+3) 10 (+0) 6 (−2) 10 (+0) 6 (−2) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Smell. The giant ferret has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage. 128 Bergin’s Book of Beasts Ferret F


Giant Fishing Spider The giant fishing spider is an arachnid known for its unique ability to walk across the surface of water as if it were solid ground. They hunt from the edge of a still body of water, detecting small ripples from their prey and scurrying across the water’s surface to attack, subduing its target with its clawed front legs before overcoming it with a venomous bite. Giant Fishing Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 32 (5d10 + 5) Speed 40 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 2 (−4) 12 (+1) 4 (−3) Skills Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Amphibious. The giant fishing spider can breathe air and water. Hunter. During its first turn, the giant fishing spider has advantage on attack rolls against any target that hasn’t taken a turn. Any hit that it scores against a surprised target is a critical hit. Reactive. The giant fishing spider can take one reaction on every turn in a combat. Spider Climb. The giant fishing spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Water Walk. The giant fishing spider can move across water as if it were harmless solid ground. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must make a DC 12 Constitution saving throw or have its Strength score reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Neither fish, nor people, make a habit of looking up when swimming under water, instead focusing on the depths below and the dangers that could lurk there. This is exactly what makes the giant fishing spider so dangerous, as it strikes from above. - Excerpt from Bergin’s Journal Chapter 3: Beasts 129 F


Flamingo The flamingo is a graceful bird with vibrant pink plummage, often seen wading through the shallow waters of lakes and lagoons in search of food. Its long neck and legs make it a skilled hunter, able to reach into the water to catch fish and other aquatic prey. Flamingo Medium Beast, Unaligned Armor Class 11 Hit Points 5 (1d8 + 1) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (−2) 13 (+1) 13 (+1) 8 (−1) 10 (+0) 8 (−1) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 130 Bergin’s Book of Beasts Flamingo F


Swarm of Fleas A small, wingless insect that feeds on blood. They have the amazing ability to jump huge distances relative to their size. Swarm of Fleas Medium Swarm of Tiny Beasts, Unaligned Armor Class 12 Hit Points 14 (4d8 − 4) Speed 20 ft., climb 15 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (−1) 1 (−5) 8 (−1) 2 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 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 insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. I have seen a great many unpleasant things in my time wandering the wild spaces. Normally, I can hold these separate within my mind, remind myself that it is not them who are disgusting, but merely my perception of them. Yet, even I was sorely pressed upon seeing the blood-gorged thing clinging to the side of that mammoth’s hide. - Excerpt from Bergin’s Journal Giant Flea Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 26 (4d10 + 4) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 1 (−5) 8 (−1) 2 (−4) Damage Resistances bludgeoning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Standing Leap. The giant flea’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Chapter 3: Beasts 131 Giant Flea F


Fly A small flying insect capable of great maneuverability. Flies feed on a variety of things, depending on their species. Fly Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 15 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 8 (−1) 2 (−4) 10 (+0) 3 (−4) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Flyby. The fly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The air hums with the gentle buzz of a winged beast, layering its harmony into the symphony that is nature’s love song unto us. Some may disparage the simple fly, label it a pest, a nuisance, swot at it and shoo it away. These are the ones who are deaf to nature’s song and blind to its beauty. Harbinger of disease though a fly may be, still it has a vital thread to weave in the tapestry of life. Without the humble fly, flitting on iridescent wings from blossom to blossom, helping the flowers to seed and bloom, how bare might our wild gardens be? Without the fly how many of its predators may perish of starvation? Without the fly, how many carcasses would fester, instead of returning its energy into the earth? A pest? Perhaps. But let us at least appreciate its beauty before we put an end to its song. - Excerpt from Bergin’s Journal 132 Bergin’s Book of Beasts Fly F


Flying Fox The flying fox is a large bat with an incredible wingspan of up to six feet. It usually inhabits dense forests and humid jungles, navigating with ease through the thick canopy using its keen senses. It is a nocturnal animal, hunting its prey using echolocation and attacking with its razor sharp teeth. Flying Fox Small Beast, Unaligned Armor Class 12 Hit Points 27 (6d6 + 6) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 10 (+1) 15 (+2) 13 (+1) 2 (−4) 12 (+1) 4 (−3) Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Echolocation. The flying fox can’t use its blindsight while deafened. Keen Hearing. The flying fox has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Chapter 3: Beasts 133 Flying Fox F


Flying Squirrel These small rodents, while not capable of true flight, are adept at gliding, using a flap of skin connecting its front and back limbs to fly between trees and feed on fruits, nuts, and fungi. Flying Squirrel Tiny Beast, Unaligned Armor Class 11 Hit Points 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 10 (+0) 5 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Glide. When the flying squirrel falls and isn’t incapacitated, it descends at 60 feet per round and can move up to its movement speed horizontally. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Flying Squirrel Small Beast, Unaligned Armor Class 12 Hit Points 7 (2d6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 7 (−2) 14 (+2) 10 (+0) 5 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Glide. When the giant flying squirrel falls and isn’t incapacitated, it descends at 60 feet per round and can move up to its movement speed horizontally. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 134 Bergin’s Book of Beasts Flying Squirrel F


Fossa The fossa is a cat-like creature with a sleek form and a tail as long as its body. Generally found in tropical forests, it preys on smaller mammals. Fossa Small Beast, Unaligned Armor Class 13 Hit Points 9 (2d6 + 2) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 4 (−3) 11 (+0) 4 (−3) Skills Perception +2, Stealth +5 Senses passive Perception 12 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Pounce. If the fossa 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 12 Strength saving throw or be knocked prone. If the target is prone, the fossa can make one Bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Chapter 3: Beasts 135 Fossa F


Gazelle Gazelles are swift animals, generally found in deserts, grasslands, and savannas. Even while grazing on grass, these skittish creatures are alert for predators. Gazelle Medium Beast, Unaligned Armor Class 12 Hit Points 4 (1d8) Speed 50 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 4 (−3) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Standing Leap. The gazelle’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. Sure-Footed. The gazelle has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Giraffe This long-necked mammal grazes on treetops using its long, dark tongue to strip branches of their leaves. When needing to defend itself, it uses its hooves to lash out. Giraffe Large Beast, Unaligned Armor Class 10 Hit Points 15 (2d10 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 4 (−3) 12 (+1) 4 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage. 136 Bergin’s Book of Beasts Gazelle Giraffe G


Goose A larger waterfowl that chiefly feeds on grasses as well as water plants. They tend to be found in groups, near water. Goose Small Beast, Unaligned Armor Class 11 Hit Points 4 (1d6 + 1) Speed 20 ft., swim 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) 4 (−3) 10 (+0) 8 (−1) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Grasshopper Mouse Contrary to its appearance, the grasshopper mouse is an extremely aggressive desert predator. Known for its immunity to most venoms, the grasshopper mouse will hunt and kill a variety of highly venomous creatures, including tarantulas, centipedes, and scorpions. Grasshopper Mouse Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4− 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 1 (−5) 13 (+1) 8 (−1) 3 (−4) 11 (+0) 5 (−3) Skills Perception +2 Damage Immunity poison Condition Immunities poisoned Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Hearing and Smell. The grasshopper mouse has advantage on Wisdom (Perception) checks that rely on hearing or smell. Desert Creature. The grasshopper mouse has advantage on Constitution saving throws against the negative effects of extreme heat. Desert Camouflage. The grasshopper mouse has advantage on Dexterity (Stealth) checks while in a desert environment. Reactions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Moonlit Screech (1/Day). The grasshopper mouse emits a startling screech. Each creature that is size Small or smaller within 5 feet of it and that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the grasshopper mouse’s next turn. Chapter 3: Beasts 137 Goose G


Gull The gull is a seabird found across many of the planes of the multiverse. It primarily lives on a diet of fish and any other prey it can snatch from the water’s surface with its sharp beak, but can also be found scavenging for food scraps amidst trash heaps or dirty alleyways. Gull Small Beast, Unaligned Armor Class 12 Hit Points 3 (1d6) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 8 (−1) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 138 Bergin’s Book of Beasts Gull G


Hedgehog A mammal easily recognized by the protective spines covering its back, these creatures are omnivorous, commonly feeding on insects, grass roots, fruits, and mushrooms. Hedgehog 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) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The hedgehog has advantage on Wisdom (Perception) checks that rely on smell. Spiked. A creature that touches the hedgehog or hits it with an unarmed strike, takes 1 point of piercing damage. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Hedgehog Small Beast, Unaligned Armor Class 12 Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 7 (−2) 15 (+2) 11 (+0) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Smell. The giant hedgehog has advantage on Wisdom (Perception) checks that rely on smell. Spiked. Any creature that touches the giant hedgehog or hits it with a melee attack while within 5 feet of it, takes 2 (1d4) piercing damage. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Chapter 3: Beasts 139 Hedgehog H


Hermit Crab These crabs scavenge mollusk shells to protect their vulnerable abdomens, swapping out for larger shells as they grow. Hermit Crab Tiny Beast, Unaligned Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 3 (−4) 10 (+0) 10 (+0) 2 (−4) 8 (−1) 2 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The hermit crab can breathe air and water. Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Giant Hermit Crab Medium Beast, Unaligned Armor Class 17 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (−4) 8 (−1) 2 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Amphibious. The giant hermit crab can breathe air and water. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The giant hermit crab has two claws, each of which can grapple only one target. 140 Bergin’s Book of Beasts Hermit Crab H


Hippopotamus The hippopotamus is a semiaquatic mammal that feeds on plant matter. During the day, the hippopotamus stays in the water, coming out at night to graze. Its powerful jaws are equipped with tusk-like teeth that are used for defense and mating challenges. Hippopotamus Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (−1) 15 (+2) 4 (−3) 12 (+1) 6 (−2) Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Hold Breath. The hippopotamus can hold its breath for 30 minutes. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Chapter 3: Beasts 141 Hippopotamus H


Would that we all possessed one tenth of the determination and resilience of this creature. I observed it as it hunted, climbing a tree to reach the buzzing, angry hive hidden in its branches. It did not so much as flinch as the bees swarmed around it. Within moments, it had torn their home apart with its long, vicious claws, licking honey and still-wriggling grubs from around its jaws with every sign of satisfaction. I could not help but feel a sense of admiration for the animal. Nothing, not even such determined and focused a foe as these maruval bees, could dissuade it from its task. Even as it stood there, in the wreckage of the hive, it turned its head and looked at me. I had thought myself well-hidden and it was quite unnerving to find myself so keenly observed by the creature. It held my gaze, even as bees still circled it. The honey badger cared not. - Excerpt from Bergin’s Journal Honey Badger The honey badger is a low-built, long mammal, with stout legs ending in strong claws. Its body is covered in thick black fur. While the bulk of its diet comes from the small animals it hunts, it also raids hives for honey. Honey Badger Small Beast, Unaligned Armor Class 11 Hit Points 11 (2d6 + 4) Speed 25 ft., burrow 10 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 4 (−4) 12 (+1) 5 (−3) Damage Resistances poison Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The honey badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 142 Bergin’s Book of Beasts Honey Badger H


Hornbill The hornbill is a large bird encountered in hot forest and desert environments. Its most distinctive feature is its hornshaped bill, used to catch and crush its prey. It is also known for its unique nesting habits, often sealing itself and its mate inside a tree cavity to protect its young from predators. Hornbill Tiny Beast, Unaligned Armor Class 12 Hit Points 3 (1d4 + 1) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 12 (+1) 6 (−2) 12 (+1) 8 (−1) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Chapter 3: Beasts 143 Hornbill H


They say that the flap of a bird’s wing in Midestra can cause a storm in the far seas, but little did I believe it until I saw the hummingbird fly. Sleeping, it tucks itself into a feathered jewel, still and silent, unassuming. Yet, when provoked it becomes a dart, all sharpened beak and a fletching of feathers. Although it may not deal a lethal blow, it will return again and again, pecking and piercing at its assailant’s flesh before retreating at a speed that makes any attempt at retaliation futile. - Excerpt from Bergin’s Journal Hummingbird A small species of bird known for the incredible speed of its flapping wings. The concentrated sugar content of the nectar on which it feeds provides the much needed energy that such high, sustained speeds require. Hummingbird Tiny Beast, Unaligned Armor Class 13 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 2 (−4) 17 (+3) 8 (−1) 3 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Flyby. The hummingbird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Beak. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Hummingbird Large Beast, Unaligned Armor Class 14 Hit Points 22 (4d10) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 10 (+0) 3 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Flyby. The giant hummingbird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. 144 Bergin’s Book of Beasts Hummingbird H


Humpback Whale A gargantuan aquatic beast that roams the deep seas, its long, sleek body and powerful tail propelling it through the water with astounding speed and grace. The humpback whale is known for its haunting songs, which can be heard for miles around. Humpback Whale Gargantuan Beast, Unaligned Armor Class 12 (natural armor) Hit Points 100 (8d20 + 16) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 15 (+2) 6 (−2) 11 (+0) 6 (−2) Senses blindsight 120 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Echolocation. The humpback whale can’t use its blindsight while deafened. Hold Breath. The humpback whale can hold its breath for 1 hour. Keen Hearing. The humpback whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Chapter 3: Beasts 145 Humpback Whale H


Iguana This large species of lizard feeds on plants and can usually be found in tropical climates. They are as at home in the treetops as they are in the water. Iguana Small Beast, Unaligned Armor Class 11 Hit Points 3 (1d6) Speed 30 ft., swim 20 ft., climb 30 ft. STR DEX CON INT WIS CHA 4 (−3) 12 (+1) 10 (+0) 4 (−3) 10 (+0) 5 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Hold Breath. The iguana can hold its breath for 10 minutes. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Iguana Large Beast, Unaligned Armor Class 11 Hit Points 30 (4d10 + 8) Speed 40 ft., swim 30 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 5 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Hold Breath. The giant iguana can hold its breath for 10 minutes. 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) piercing damage. 146 Bergin’s Book of Beasts Iguana I


Ironclad Beetle This species of armored beetle feeds on fungi and are commonly found near rotting wood. Ironclad beetle Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 1 (1d4 − 1) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 4 (−3) 10 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Ironclad Beetle Medium Beast, Unaligned Armor Class 15 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 1 (−5) 8 (−1) 2 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Chapter 3: Beasts 147 I


It may be perhaps the saddest thing I have ever witnessed. The great creature had been caught in the storm the night before, not even its great bulk proof against the wind and waves, until at last its shell was cracked open upon the cliffs. Looking down at it from the path, it was as though part of the world had been split open. Trees smashed to splinters, soil mixing with blood and sea water. And through it all, the putrid stench of the turtle as it slowly decayed away. I found I could not stomach the sight for long and retreated back from the cliff edge, covering my mouth with my sleeve. All around, my hosts were readying rope and harness, slinging great baskets over their shoulders and lashing knives and even mining pics to their backs. For them, there was little tragedy in this. The sea had given them a great bounty, one which might feed their people for weeks, should the meat be saved before it spoiled entirely. Yet, I found I could not share in their ebullience. My mind kept stretching out to the horizon, filling the seas with these creatures, islands swimming onwards into eternity. Who knew how many there might be, or what wonders might have grown to live upon their shells? Each one carried a world. And now there was one less, destined only for the salt house and the cook pot. - Excerpt from Bergin’s Journal Island Turtle These gigantic turtles are commonly mistaken for islands as they slowly swim through the vast seas. Soil accumulates on their backs and eventually small forests begin to grow there. Island Turtle Gargantuan Beast, Unaligned Armor Class 18 (natural armor) Hit Points 203 (14d20 + 56) Speed 10 ft., swim 50 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 4 (−3) 8 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Hold Breath. The island turtle can hold its breath for 1 hour. Stable. Whenever an effect knocks the island turtle prone, it can make a DC 10 Constitution saving throw. On a success, it is not knocked prone. A prone island turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. 148 Bergin’s Book of Beasts Island Turtle I


Jaguar The jaguar is a fearsome predator that stalks dense jungles and forest environments, its sleek, muscular body and razorsharp claws making it a formidable foe for any would-be attacker. Its distinctive spots and piercing eyes give it an air of mystery and danger. Jaguar 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 +4 Senses passive Perception 14 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Smell. The jaguar has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the jaguar moves at least 20 ft. straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one Bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Chapter 3: Beasts 149 Jaguar J


The jellyfish rose from the depths like a secret being shared. I had been staring into the water for some time before I even realized I was looking at them. One moment I had been staring at nothing but endless ocean, the next we were sailing through waves in which glowing, bell-bodied creatures hung, as though suspended in a moment. The sailors grumbled, called it an ill-sign. No doubt the tentacles which trailed behind each of them spelled a difficult time for their fishing efforts. But for me, there was something undeniably peaceful in the sight. Each one pulsed with flickering lights, until the sea held constellations all its own to guide our way home. Yet I was in for a greater surprise yet. I had turned to call one of the sailors over, to ask them of the nature of the jellyfish in their home waters. When she peered over the side, her face turned as white as a sheet. I followed her gaze. There, hanging below us, so large I felt sure it must be a piece of rope or seaweed drawn up by some tempest, a huge tentacle was drifting, longer than a man is tall. It slowly slipped from view, as the colossal creature drew back down into the depths, a trail of its smaller fellows still hanging in its wake like courtiers to its wedding. - Excerpt from Bergin’s Journal Jellyfish These gelatinous creatures have a bell-like head. They move by pulsating the ‘bell’ to generate motion. Their tentacles are known for painful stings and are used to capture small prey. Jellyfish Small Beast, Unaligned Armor Class 12 Hit Points 5 (1d6 + 2) Speed 0 ft., swim 15 ft. STR DEX CON INT WIS CHA 4 (−3) 14 (+2) 14 (+2) 2 (−4) 8 (−1) 4 (−3) Damage Resistances bludgeoning, poison Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The jellyfish can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failure, or half as much damage on a success. Giant Jellyfish Large Beast, Unaligned Armor Class 12 Hit Points 5 (1d6 + 2) Speed 0 ft., swim 15 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 2 (−4) 8 (−1) 4 (−3) Damage Resistances bludgeoning, poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Water Breathing. The giant jellyfish can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 +2) bludgeoning damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success 150 Bergin’s Book of Beasts Jellyfish J


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