Salmon Salmon spawn in rivers and spend the early stages of their life there before journeying out to sea. They then return to the river where they were born in order to breed. Salmon Small Beast, Unaligned Armor Class 13 Hit Points 4 (1d6 + 1) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 6 (−2) 17 (+3) 12 (+1) 3 (−4) 8 (−1) 2 (−4) Senses passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The salmon can breathe only underwater. Swimming Leap. With a 10-foot swimming start, the salmon can long jump up to 20 feet. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Salmon Medium Beast, Unaligned Armor Class 13 Hit Points 13 (2d8 + 4) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 3 (−4) 8 (−1) 2 (−4) Senses passive Perception 9 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The giant salmon can breathe only underwater. Swimming Leap. With a 10-foot swimming start, the giant salmon can long jump up to 30 feet. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Chapter 3: Beasts 201 Salmon S
Scarab These stout-bodied beetles come in a variety of metallic colors and feed on carrion and rotting plant matter. Scarab Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 1 (1d4 − 1) Speed 10 ft., burrow 5 ft., fly 5 ft. STR DEX CON INT WIS CHA 8 (−1) 12 (+1) 8 (−1) 5 (−3) 7 (−2) 4 (−3) Senses blindsight 10 ft., passive Perception 8 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 ACTIONS Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Scarab Medium Beast, Unaligned Armor Class 16 (natural armor) Hit Points 45 (7d8 + 14) Speed 40 ft., burrow 20 ft., fly 20 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 5 (−3) 7 (−2) 4 (−3) Senses blindsight 10 ft., passive Perception 8 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Swarm of Scarabs Medium Swarm of Tiny Beasts, Unaligned Armor Class 13 (natural armor) Hit Points 14 (4d8 − 4) Speed 20 ft., burrow 10 ft., fly 10 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 8 (−1) 5 (−3) 7 (−2) 4 (−3) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 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. 202 Bergin’s Book of Beasts Scarab S
Scorpion Fish This creature’s strange coloration helps to disguise it among rocks and sand so it can ambush smaller fish. Spines along their fins extrude a venomous mucus. Scorpion Fish Tiny Beast, Unaligned Armor Class 13 Hit Points 3 (1d4 + 1) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 3 (−4) 16 (+3) 12 (+1) 3 (−4) 10 (+0) 3 (−4) Damage Resistances poison Condition Immunities poisoned Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The scorpion fish can breathe only underwater. Actions Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Giant Scorpion Fish Medium Beast, Unaligned Armor Class 13 Hit Points 13 (2d8 + 4) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 3 (−4) 10 (+0) 3 (−4) Damage Resistances poison Condition Immunities poisoned Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Water Breathing. The giant scorpion fish can breathe only underwater. Actions Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 13 (3d8) poison damage on a failure, or half as much damage on a success. Chapter 3: Beasts 203 Scorpion Fish S
Sea Turtle These sea creatures have a hard shell and spend most of their lives in the oceans, only coming ashore to lay eggs. Generally, they feed on aquatic plants as well as sea sponges and jellyfish. Sea Turtle Small Beast, Unaligned Armor Class 15 (natural armor) Hit Points 9 (2d6 + 2) Speed 15 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 5 (−3) 9 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Hold Breath. The sea turtle can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Giant Sea Turtle Large Beast, Unaligned Armor Class 16 (natural armor) Hit Points 25 (3d10 + 9) Speed 25 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 5 (−3) 9 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Hold Breath. The giant sea turtle can hold its breath for 30 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 204 Bergin’s Book of Beasts Sea Turtle S
The waves pulled back to reveal them on the rock, as though the sea itself were giving up its prized jewels. The sea urchins were unpleasant eating, their spines making it a trial to peel away their outer shell and get to the meat held within, but after three days marooned, they were a royal feast to us. They also seemed to put off the sahuagin who had been pursuing us most of the day. No matter how tired or weak we were, none of the vicious creatures came close as long as we stayed near the urchins. At first, we thought this good fortune. Until we found Mara impaled upon a spine near five feet in length. Though her sacrifice was not ultimately in vain. If it hadn’t been for her, we would never have found the giant urchin, whose spines we later used as spears to great effect. - Excerpt from Bergin’s Journal Sea Urchin These creatures have a rigid, spherical body with long movable spines which contain venom. They feed on algae and slow-moving or stationary animals. Sea Urchin Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 1 (1d4 − 1) Speed 5 ft. STR DEX CON INT WIS CHA 2 (−4) 10 (+0) 8 (-1) 1 (−5) 8 (−1) 2 (−4) Damage Resistances poison Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spiked Body. A creature that touches the sea urchin or hits it with a melee attack while within 5 feet of it takes 1 poison damage. Water Breathing. The sea urchin can breathe only underwater. Actions Spine. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a failure, or half as much damage on a success. Giant Sea Urchin Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 15 (2d10 + 4) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 1 (−5) 8 (−1) 2 (−4) Damage Resistances poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Spiked Body. A creature that touches the giant sea urchin or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. Water Breathing. The giant sea urchin can breathe only underwater. Actions Spine. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success. Chapter 3: Beasts 205 Sea Urchin S
Shoebill The shoebill is a tall bird with long legs, known for its signature bulbous bill. These predators feed on a variety of aquatic species including fish, frogs, and snakes. Shoebill Medium Beast, Unaligned Armor Class 13 Hit Points 4 (1d8) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 4 (−3) 13 (+1) 4 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Sight. The shoebill has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. 206 Bergin’s Book of Beasts Shoebill S
Swarm of Shrimp The shrimp is a shelled crustacean with a large head, numerous legs, and a long tail used to swim. Generally, they feed on algae, but some eat parasites found on reef fish. Swarm of Shrimp Medium Swarm of Tiny Beasts, Unaligned Armor Class 13 (natural armor) Hit Points 14 (4d8 − 4) Speed 10 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 8 (−1) 6 (−2) 8 (−1) 4 (−3) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 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 crustacean. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions Bite. 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. Giant Shrimp Medium Beast, Unaligned Armor Class 16 (natural armor) Hit Points 45 (7d8 + 14) Speed 15 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 5 (−3) 8 (−2) 4 (−3) Senses passive Perception 9 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Water Breathing. The giant shrimp can breathe only underwater. Actions Multiattack. The giant shrimp makes two Bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage. Chapter 3: Beasts 207 Giant Shrimp S
Skunk The skunk has a black-furred body with a distinctive white stripe running from the top of its head down its back and along its bushy tail. When threatened, skunks will use their most potent defense—turning, raising their tail, and spraying a foul-smelling liquid at the perceived threat. Skunk Small Beast, Unaligned Armor Class 11 Hit Points 4 (1d6 + 1) Speed 30 ft. STR DEX CON INT WIS CHA 3 (−4) 13 (+1) 12 (+1) 3 (−4) 10 (+0) 6 (−2) Skills Stealth +3 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The skunk has advantage on Wisdom (Perception) checks that rely on smell. Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Spray (Recharge 6). The skunk releases a noxious cloud in a 10-foot sphere centered on itself. Each creature in that area, other than the skunk, must make a DC 13 Constitution saving throw against poison or spend its action on its next turn retching and choking. Giant Skunk Medium Beast, Unaligned Armor Class 11 Hit Points 13 (2d8 + 4) Speed 40 ft. STR DEX CON INT WIS CHA 8 (−1) 13 (+1) 14 (+2) 3 (−4) 10 (+0) 6 (−2) Skills Stealth +3 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Smell. The giant skunk has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 +2) slashing damage. Spray (Recharge 6). The giant skunk releases a noxious cloud in a 15-foot sphere centered on itself. Each creature in that area other than the skunk must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute as they begin retching and choking. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 208 Bergin’s Book of Beasts Skunk S
Sloth Sloths have long limbs ending in rounded claws that are designed to grip tree branches, while their thick fur protects them from the elements. These solitary animals spend most of their lives in trees, feeding on leaves. Sloth Small Beast, Unaligned Armor Class 8 Hit Points 2 (1d4) Speed 5 ft., climb 15 ft. STR DEX CON INT WIS CHA 4 (−3) 6 (−2) 10 (+0) 4 (−3) 6 (−2) 4 (−3) Senses passive Perception 8 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Chapter 3: Beasts 209 Sloth S
Slow Loris The slow loris is a nocturnal primate with amazing flexibility, allowing them to twist and weave through trees. An omnivore, it feeds on insects, birds, and reptiles as wells as fruits and nectar. Slow Loris Small Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 4 (−3) 12 (+1) 8 (−1) 5 (−3) 10 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 210 Bergin’s Book of Beasts Slow Loris S
I should have known better than to wear fresh shorn wool in the mountain passes, but I was young at the time and had not learned a proper appreciation of the beasts that resided there. Of course, it is in the snow leopard’s nature to hunt by scent and mountain goat is its preferred prey. Though the day was still, the sky steely blue, and the sun glinting off the snow-laden ground, it stalked me effortlessly from the vantage point of the cliffs overhead, while I remained blissfully unaware. Blame the gray riffled white fur, camouflaged perfectly against the snowy outcrops of the cliffs. Blame its silent stalking, perfected over centuries of icy isolation. Blame its sharpened claws, pointed teeth, muscled hind legs as it pounced on me, taking me down in one running leap. But most of all, blame me, for my ignorance as I traipsed through its terrain, unaware of my own foolishness. I was fortunate not to die that day, and my scars remind me daily to have proper appreciation of the beasts of the wild and their prowess. - Excerpt from Bergin’s Journal Snow Leopard The snow leopard has whitish-gray fur and is commonly found in frigid, mountainous terrain. These felines are ambush predators, pouncing from atop cliffs to take down large prey such as mountain goats and sheep. Snow Leopard Large Beast, Unaligned Armor Class 13 Hit Points 26 (4d10 + 4) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 6 (−2) 12 (+1) 8 (−1) Skills Perception +3, Stealth +7 Damage Resistances cold Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The snow leopard has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the snow leopard 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 snow leopard can make one Bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the snow leopard can long jump up to 25 feet. Snow Camouflage. The snow leopard has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. 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. Chapter 3: Beasts 211 Snow Leopard S
Spitting Cobra These vicious serpents are capable of projecting venom from their fangs when threatened, aiming primarily for the eyes in an attempt to blind and incapacitate their attackers. Spitting Cobra Tiny Beast, Unaligned Armor Class 13 Hit Points 35 (14d4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (−4) 16 (+3) 11 (+0) 2 (−4) 10 (+0) 3 (−4) Condition Immunities prone Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Desert Creature. The spitting cobra has advantage on Constitution saving throws against the negative effects of extreme heat. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 5 (2d4) poison damage on a failure, or half as much damage on a success. Spit Venom (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 10/20ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can use an action to rinse the target’s eyes with at least 1 gallon of water to end the blinded condition. Giant Spitting Cobra Medium Beast, Unaligned Armor Class 14 Hit Points 63 (14d6 + 14) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (0) 3 (−4) Condition Immunities prone Senses blindsight 10 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Desert Creature. The giant spitting cobra has advantage on Constitution saving throws against the negative effects of extreme heat. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7 (3d4) poison damage on a failure, or half as much damage on a success. Spit Venom (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 20/40ft., one target. Hit: 7 (3d4) poison damage, and the target must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. A creature can use an action to rinse the target’s eyes with at least 1 gallon of water to end the blinded condition. 212 Bergin’s Book of Beasts Spitting Cobra S
Springbok A smaller member of the antelope species with inward curving horns. These grazers can jump vast distances when threatened, bounding across the plains. Springbok Medium Beast, Unaligned Armor Class 12 Hit Points 11 (2d8 + 2) Speed 60 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 4 (−3) 10 (+0) 6 (−2) Skills Athletics +4 Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Running Leap. With a 10-foot running start, the springbok can long jump up to 25 feet. Actions Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Chapter 3: Beasts 213 Springbok S
Giant Squid The giant squid has a large, mantled head, eight arms and two tentacles which are noticeably longer than the arms. These limbs are covered on the insides in small suction cups. Additionally, the tentacles end in a larger formation referred to as a club. Giant Squid Huge Beast, Unaligned Armor Class 13 Hit Points 161 (14d12 + 70) Speed 0 ft., 60 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 4 (−3) 8 (−1) 4 (−3) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +4 Water Breathing. The giant squid can breathe only underwater. Actions Multiattack. The giant squid makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The giant squid has two tentacles, each of which can grapple only one target. 214 Bergin’s Book of Beasts Giant Squid S
Squirrel These rodents have slender bodies, bushy tails, and large eyes. Squirrels generally feed on nuts, burying large stashes of food for winter. Squirrel Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (−4) 13 (+1) 8 (−1) 2 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant 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) 15 (+2) 10 (+0) 2 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Smell. The giant squirrel 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. Chapter 3: Beasts 215 Squirrel S
Stick Insect Named for their mimicry of sticks or small branches, these peculiar insects spend their lives in heavily wooded areas, feeding on the leaves of trees and shrubs. Stick Insect Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 15 ft., climb 15 ft. STR DEX CON INT WIS CHA 2 (−4) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 2 (−4) Skills Stealth +3 Senses passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Camouflage. The stick insect has advantage on Dexterity (Stealth) checks made to hide in vegetation. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:1 piercing damage. Giant Stick Insect Large Beast, Unaligned Armor Class 13 Hit Points 22 (4d10) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 1 (−5) 8 (−1) 2 (−4) Skills Stealth +7 Senses passive Perception 9 Languages — Challenge 1/2 (200 XP) Proficiency Bonus +2 Camouflage. The giant stick insect has advantage on Dexterity (Stealth) checks made to hide in vegetation. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 216 Bergin’s Book of Beasts Stick Insect S
Sting Ray These flat fish are commonly found in tropical and subtropical ocean waters and feed on smaller fish, mollusks, and plankton. As a defense, sting rays can use their tails to pierce other creatures and deliver a dose of venom into their system. Sting 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 sting ray can breathe only underwater. Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 5 (2d4) poison damage on a failure, or half as much damage on a success. Giant Sting Ray Large Beast, Unaligned Armor Class 13 Hit Points 15 (2d10 + 4) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 2 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Water Breathing. The giant sting ray can breathe only underwater. Actions Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success. Chapter 3: Beasts 217 Sting Ray S
Stonefish These marine fish live in reefs, disguised among rock and coral as they wait for their prey. They feed on other small aquatic animals. Stonefish sport venomous spines along their fins. Stonefish Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 3 (1d4 + 1) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 12 (+1) 4 (−3) 12 (+1) 2 (−4) Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The stonefish can breathe only underwater. Underwater Camouflage. The stonefish has advantage on Dexterity (Stealth) checks made while underwater. Actions Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Giant Stonefish Small Beast, Unaligned Armor Class 13 (natural armor) Hit Points 11 (2d6 + 4) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 6 (−2) 16 (+2) 14 (+2) 4 (−3) 12 (+1) 2 (−4) Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Water Breathing. The giant stonefish can breathe only underwater. Underwater Camouflage. The giant stonefish has advantage on Dexterity (Stealth) checks made while underwater. Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failure, or half as much damage on a success. 218 Bergin’s Book of Beasts Stonefish S
Stork The stork is a large bird that makes its home in tall trees and on rooftops. It is known for its long, slender legs and its distinctive beak. The stork is often associated with the birth of babies, and it is said that if a stork nests on your roof, you will be blessed with many children. Stork Medium Beast, Unaligned Armor Class 11 Hit Points 4 (1d8) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 8 (−1) 13 (+1) 11 (+0) 8 (−1) 12 (+1) 8 (−1) Senses passive Perception 11 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. Sun Bear The sun bear is a predator that lives in the dense jungles of the tropics. Its thick fur protects it from the harsh sun, and its long, sharp claws are used to climb trees and tear apart its prey. Sun Bear Medium Beast, Unaligned Armor Class 11 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 3 (−4) 13 (+1) 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Chapter 3: Beasts 219 Stork Sun Bear S
Giant Swallowtail Butterfly The giant swallowtail is a favored familiar amongst those who commune with celestial forces. It is easily recognized by the bright orange and black markings on its wings. This insect primarily feeds on the nectar of poisonous flowers, thus making it very toxic. Giant Swallowtail Butterfly 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) 16 (+3) 8 (−1) 1 (−5) 9 (−1) 6 (−2) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The giant swallowtail butterfly has advantage on Wisdom (Perception) checks that rely on smell. Flyby. The giant swallowtail butterfly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Toxic Scales. The giant swallowtail butterfly’s wings are covered in toxic scales. Any creature that touches the giant swallowtail must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. A poisoned creature no longer in direct contact with the giant swallowtail butterfly can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tanuki This small canine bears some resemblance to a raccoon, giving rise to its nickname, the “raccoon dog.” Omnivores, they feed on rodents as well as fruits and roots. Tanuki Tiny Beast, Unaligned Armor Class 10 Hit Points 3 (1d4 + 1) Speed 20 ft., climb 15 ft. STR DEX CON INT WIS CHA 4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3) Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Hearing and Smell. The tanuki has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 220 Bergin’s Book of Beasts Giant Swallowtail Butterfly S T
Tapir The tapir is a stocky, four-legged, herbivorous mammal with a unique black and white coloration and a short prehensile snout. Inhabiting hot jungle and forest environments, it is usually found near water, where it immerses itself to cool off, and often sinks to the bottom and walks along the riverbed to feed. Tapir Medium Beast, Unaligned Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3) Senses passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Relentless (Recharges after a Short or Long Rest). If the tapir takes 5 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Chapter 3: Beasts 221 Tapir T
Giant Tardigrade Tardigrades, also known as water bears, are highly resilient creatures. They can survive in even the most hostile environments due to their elemental resistance, as well as their ability to go into a long stasis. This quality has made them very popular as guardians for tombs and other places that are left unattended for years or even decades. Some tardigrades have been known to simply go into stasis after they grapple their target, holding on for months as the target slowly dies of starvation and dehydration. Giant Tardigrade Large Beast, Unaligned Armor Class 18 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 17 (+3) 2 (−4) 12 (+1) 7 (−2) Skills Strength +8, Constitution +6 Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks. Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Amphibious. The tardigrade can breathe air and water. Spider Climb. The tardigrade can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unrivaled Fortitude. If damage reduces the tardigrade to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the tardigrade drops to 1 hit point instead. Actions Multiattack. The tardigrade can make two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained. The tardigrade has six claws, each of which can grapple one target. Stasis. The tardigrade enters a stasis. While in stasis, it doesn’t require air, food, or drink. The tardigrade’s stasis lasts until it takes damage, uses an action, or chooses to end it as a bonus action. 222 Bergin’s Book of Beasts Giant Tardigrade T
Tasmanian Devil These predators hunt a variety of prey, including small kangaroos but will also scavenge on carrion. Tasmanian devils are generally found in plains, where they dig out dens to live in. Tasmanian Devil Small Beast, Unaligned Armor Class 10 Hit Points 16 (3d6 + 6) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 3 (−4) 12 (+1) 5 (−3) Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Hearing and Smell. The tasmanian devil has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The tasmanian devil makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Tenrec The tenrec is a small creature, not unlike a spineless hedgehog, generally found in woodlands. They feed on insects, fruits, and roots. Tenrec Small Beast, Unaligned Armor Class 11 Hit Points 2 (1d4) Speed 20 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 10 (+0) 2 (−4) 10 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Chapter 3: Beasts 223 Tasmanian Devil Tenrec T
Termite These tiny hive insects live in large colonies constructed from mounds of soil or from burrowing through wood. Termites feed on dead plant matter. Termite Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 10 ft., burrow 5 ft., climb 10 ft. STR DEX CON INT WIS CHA 3 (−4) 12 (+1) 8 (−1) 4 (−3) 8 (−1) 3 (−4) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Wood Eater. The termite deals double damage against objects and creatures made of wood. Actions Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one target. Hit: 1 piercing damage. Giant Termite Medium Beast, Unaligned Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 40 ft., burrow 10 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 4 (−3) 8 (−1) 3 (−4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Wood Eater. The giant termite deals double damage against objects and creatures made of wood. Actions Multiattack. The giant termite makes two Bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 224 Bergin’s Book of Beasts T
Swarm of Termites Medium Swarm of Tiny Beasts, Unaligned Armor Class 11 Hit Points 14 (4d8 − 4) Speed 20 ft., burrow 10 ft., climb 20 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 8 (−1) 4 (−3) 8 (−1) 3 (−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. Wood Eater. The swarm deals double damage against objects and creatures made of wood. 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. Chapter 3: Beasts 225 T
Thorny Devil The thorny devil is generally tan or brown in color, offering some camouflage in their sandy desert habitats. Spines covering their bodies aid in defense if they are discovered. These small lizards generally feed on ants and other small insects. Thorny Devil Tiny Beast, Unaligned Armor Class 12 Hit Points 3 (1d4 + 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 12 (+1) 2 (−4) 9 (−1) 3 (−4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spiked Skin. Any creature that touches the thorny devil takes 1 piercing damage. Desert Camouflage. The thorny devil has advantage on Dexterity (Stealth) skill checks while in a desert environment. Desert Creature. The thorny devil has advantage on Constitution saving throws against the negative effects of extreme heat. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Thorny Devil Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 22 (3d10 + 6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 2 (−4) 9 (−1) 3 (−4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Spiked Skin. Any creature that touches the giant thorny devil or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. Desert Creature. The giant thorny devil has advantage on Constitution saving throws against the negative effects of extreme heat. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 226 Bergin’s Book of Beasts Thorny Devil T
Tit Bird The tit bird is small and colorful, with vibrant plumage. It is a skilled acrobat, using its nimble movements to capture insects in mid-air. Tit Bird Tiny Beast, Unaligned Armor Class 12 Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 4 (−3) 14 (+2) 10 (+0) 7 (−2) 12 (+1) 8 (−1) Senses passive Perception 9 Skills Perception +3 Senses passive Perception 11 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 227 Tit Bird T
Tortoise These land-dwelling reptiles have a large shell that forms part of their skeleton, and can withdraw into these shells as a defense mechanism. Generally, they feed on plant matter such as leaves and grasses. Tortoise Small Beast, Unaligned Armor Class 13 (natural armor) Hit Points 2 (1d6 − 1) Speed 10 ft. STR DEX CON INT WIS CHA 3 (−4) 8 (−1) 8 (−1) 2 (−4) 8 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Withdraw. As an action, the tortoise can withdraw into its shell, gaining a +2 bonus to AC. While withdrawn, its speed is 0 and can’t increase and it can’t take actions or reactions until it emerges (no action required). Giant Tortoise Medium Beast, Unaligned Armor Class 15 (natural armor) Hit Points 11 (2d8 + 2) Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (−1) 13 (+1) 2 (−4) 8 (−1) 4 (−3) Senses passive Perception 9 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Withdraw. As an action, the giant tortoise can withdraw into its shell, gaining a +2 bonus to AC. While withdrawn, its speed is 0 and can’t increase and it can’t take actions or reactions until it emerges (no action required). 228 Bergin’s Book of Beasts Tortoise T
Toucan The toucan is a tropical bird known for its striking appearance and large, striped, colorful beak. It is a master of flight, using its powerful wings to soar through the dense rainforest canopy. Its beak is not only a display of beauty but also a tool for reaching food, allowing it to feed on a wide range of fruits and insects. Toucan Tiny Beast, Unaligned Armor Class 10 Hit Points 5 (2d4) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 6 (−2) 11 (+0) 10 (+0) 8 (−1) 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: 1 piercing damage. Chapter 3: Beasts 229 Toucan T
Trapdoor Spider The trapdoor spider is a species of tarantula that digs burrows, using them to ambush prey. Springing forth and clamping down on their quarry, they drag them into the burrow. Trapdoor Spider Tiny Beast, Unaligned Armor Class 12 Hit Points 1 (1d4 − 1) Speed 20 ft., burrow 10 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (−4) 14 (+2) 9 (−1) 3 (−4) 10 (+0) 4 (−3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The trapdoor spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the trapdoor spider knows the exact location of any other creature in contact with the same web. Web Walker. The trapdoor spider ignores movement restrictions caused by webbing. Sneak Attack. Once per turn, the trapdoor spider deals an additional 2 (1d4) 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 trapdoor spider that isn’t incapacitated and the trapdoor spider doesn’t have disadvantage on the attack roll. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failure, or half as much damage on a success. 230 Bergin’s Book of Beasts T
Giant Trapdoor Spider Large Beast, Unaligned Armor Class 13 Hit Points 26 (4d10 + 4) Speed 30 ft., burrow 15 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 3 (−4) 10 (+0) 4 (−3) Skills Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Spider Climb. The giant trapdoor spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the giant trapdoor spider knows the exact location of any other creature in contact with the same web. Web Walker. The giant trapdoor spider ignores movement restrictions caused by webbing. Sneak Attack (1/Turn). The giant trapdoor spider deals an additional 7 (2d6) 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 spider that isn’t incapacitated and the spider doesn’t have disadvantage on the attack roll. 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 10 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Fire is your friend should you find yourself enwebbed by this beast. A torch, a smashed lantern, your last vestiges of arcane energy to cast a flaming spell. For should you fail to free yourself of its entanglement, it will be a slow and poisonous end to you; and all things considered, would you prefer death by flame or by venom? At least allow yourself the luxury of that choice and heed my warnings—always keep some form of flame at the ready as you pass through the tunnels of Minemouth. - Excerpt from Bergin’s Journal Chapter 3: Beasts 231 T
Tree Kangaroo The tree kangaroo is a unique marsupial that has adapted to life in the trees. With its powerful hind legs and strong tail, it is able to leap from branch to branch with ease, even across large gaps. It has a distinct appearance, with a thick fur coat that helps it to regulate its body temperature in the cool, misty forests where it lives. Tree Kangaroo Tiny Beast, Unaligned Armor Class 12 Hit Points 5 (2d4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 10 (+0) 7 (−2) 12 (+1) 8 (−1) Skills Sleight of Hand +4 Senses passive Perception 11 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Running Leap. With a 10-foot running start, the tree kangaroo can long jump up to 20 feet. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Vervet Monkey These small, gray-furred primates are generally found in savanna forests. They are herbivores that feed on fruits, nuts, and flowers. Vervet Monkey Tiny Beast, Unaligned Armor Class 12 Hit Points 2 (1d4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 10 (+0) 7 (−2) 12 (+1) 8 (−1) Skills Sleight of Hand +4 Senses passive Perception 11 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Pack Tactics. The vervet monkey has advantage on an attack roll against a creature if one of the vervet monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 232 Bergin’s Book of Beasts Tree Kangaroo Vervet Monkey T V
Whale Shark This large, slow-moving shark has gray skin spotted with white. It is a filter feeder, eating krill, fish eggs, and larvae. Whale Shark Huge Beast, Unaligned Armor Class 12 (natural armor) Hit Points 114 (12d12 + 36) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 4 (−3) 11 (+0) 6 (−2) Senses passive Perception 13 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Water Breathing. The whale shark can breathe only underwater. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. Chapter 3: Beasts 233 Whale Shark W
Wildebeest The wildebeest is a large and imposing animal that roams in vast herds through arid desert lands in search of food and water. It has a broad chest and muscular legs, allowing it to run at incredible speeds for extended periods of time. Wildebeest Large Beast, Unaligned Armor Class 10 Hit Points 30 (4d10 + 8) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/2 (50 XP) Proficiency Bonus +2 Charge. If the wildebeest moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an additional 7 (2d6) piercing damage. Actions Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Wolverine The wolverine is a solitary predator with thick brown fur. Though they are generally scavengers, they will take down small to medium-sized prey if given the chance. Wolverines are usually found in mountain or forest terrain. Wolverine Small Beast, Unaligned Armor Class 12 Hit Points 9 (2d6 + 2) Speed 20 ft., burrow 10 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 4 (−3) Senses passive Perception 11 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The wolverine 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. 234 Bergin’s Book of Beasts Wildebeest W
Wombat The wombat is a burrowing marsupial with a sturdy build and powerful legs. It is an expert digger, using its sharp claws to excavate complex networks of tunnels and burrows. The wombat has a tough, armored hide that protects it from predators and it can run at surprising speeds when threatened. Despite its tough exterior, the wombat is a docile and gentle creature, often found basking in the sun outside its burrow. Wombat Small Beast, Unaligned Armor Class 11 Hit Points 4 (1d6 + 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 5 (−3) 13 (+1) 12 (+1) 4 (−3) 12 (+1) 5 (−3) Senses passive Perception 11 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. Chapter 3: Beasts 235 Wolverine Wombat W
Woodpecker These birds have a sharp-pointed beak and a skull adapted for repeatedly hammering into a tree. This is done both to form nests in the trunk and for digging out grubs. Woodpecker Tiny Beast, Unaligned Armor Class 12 Hit Points 1 (1d4 − 1) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 4 (−3) 14 (+2) 8 (−1) 2 (−4) 10 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Drilling Beak. The woodpecker deals double damage to objects, creatures, and structures made of wood. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Woodpecker Large Beast, Unaligned Armor Class 12 Hit Points 19 (3d10 + 3) Speed 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 2 (−4) 10 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Drilling Beak. The giant woodpecker deals double damage to objects, creatures, and structures made of wood. Actions Multiattack. The giant woodpecker makes two Beak attacks. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 236 Bergin’s Book of Beasts Woodpecker W
Yak This long-furred member of the cattle family is generally found in cold environments. They feed on grass and other steppe brush. Yak Large Beast, Unaligned Armor Class 10 Hit Points 17 (2d10 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 4 (−3) 10 (+0) 4 (−3) Damage Resistances cold Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Charge. If the yak moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an additional 7 (2d6) piercing damage. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Giant Yak Huge Beast, Unaligned Armor Class 10 Hit Points 46 (4d12 + 20) Speed 60 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 4 (−3) 10 (+0) 4 (−3) Damage Resistances cold Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Charge. If the giant yak moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an additional 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Chapter 3: Beasts 237 Yak Y
Baryonyx Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 50 ft., swim 30 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 17 (+3) 4 (−3) 12 (+1) 8 (−1) Skills perception +4 Senses passive Perception 14 Languages — Challenge 7 (2,900 XP) Proficiency Bonus +3 Hold Breath. The baryonyx can hold its breath for 1 hour. Actions Multiattack. The baryonyx makes two attacks: one with its Bite and one with its Tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the baryonyx can’t Bite another target. Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. When fishing, keep one eye on the water and one eye on the bank. You may think you’re safe out there in the middle of that wide, swirling expanse of water. The world feels so very distant as you sit there in your coracle, waiting for the fish to fill your nets. But there are creatures for whom you are not so distant at all. Long-necked, longjawed monsters who love nothing more than an easy meal of fish. And if that is not forthcoming, a fisherman makes a good second place. - Warning from an old Sargasa fisherwoman Baryonyx The baryonyx is primarily a fish-eating dinosaur but will scavenge or opportunistically hunt other creatures. It is generally believed to hunt near rivers and wetlands using its long crocodile-like snout and hooked claws. Mega Fauna 238 Bergin’s Book of Beasts Baryonyx
Compsognathus These small dinosaurs hunt insects and other diminutive prey but in swarms they are emboldened to take down larger creatures. They also scavenge on dead animals. For their size, they are surprisingly quick and agile, able to run through jungles to chase their quarry or escape predators. Compsognathus Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 7 (3d4) Speed 25 ft. STR DEX CON INT WIS CHA 6 (−2) 15 (+2) 10 (+0) 2 (−4) 10 (+0) 5 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Pack Tactics. The compsognathus has advantage on an attack roll against a creature if at least one of the compsognathus’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Swarm of Compsognathi Medium Swarm of Tiny Beasts, Unaligned Armor Class 13 (natural armor) Hit Points 45 (10d8) Speed 25 ft. STR DEX CON INT WIS CHA 8 (−1) 15 (+2) 10 (+0) 2 (−4) 10 (+0) 5 (−3) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Pack Tactics. The swarm has advantage on an attack roll against a creature if at least one of the swarm’s allies is within 5 feet of the creature and the ally isn’t incapacitated. 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 reptile. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer. Chapter 3: Beasts 239 Compsognathus
Dimorphodon A small flying dinosaur that feeds on small animals and insects. Diving down from the skies, it uses its sharp-toothed jaws to tear into its prey. Dimorphodon Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 12 (+1) 4 (−3) 12 (+1) 5 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Pack Tactics. The dimorphodon has advantage on an attack roll against a creature if at least one of the dimorphodon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dilophosaurus A medium-sized predatory dinosaur with bony ridges and frills around its head. Chasing down prey on two legs, it uses its bite and claws to attack. Dilophosaurus Medium Beast, Unaligned Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 50 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 8 (−1) 12 (+1) 6 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The dilophosaurus has advantage on an attack roll against a creature if at least one of the dilophosaurus’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dilophosaurus makes two attacks: one with its Bite and one with its Claw. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failure, or half as much damage on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. 240 Bergin’s Book of Beasts Dilophosaurus
Dunkleosteus The dunkleosteus is an armored, predatory fish that uses its bone-plated jaws to crush carapaces and tear into the flesh of their prey. Dunkleosteus Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 51 (6d10 + 18) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (−4) 10 (+0) 3 (−4) Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Water Breathing. The dunkleosteus can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Glyptodon Large Beast, Unaligned Armor Class 17 (natural armor) Hit Points 51 (6d10 + 18) Speed 20 ft. STR DEX CON INT WIS CHA 21 (+5) 6 (-2) 16 (+3) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Sure-Footed. The glyptodon has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The glyptodon makes two Bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage. Glyptodon These armored grazers are covered in heavy bone plates over their entire body to protect them from the predators of the grasslands in their natural habitat. Chapter 3: Beasts 241 Dunkleosteus
Giant Land Snail This creature has a conical shell with a heavy metal content which can spiral either clockwise or counterclockwise. It feeds on plant matter such as leaves, fruit, and vegetables. Giant Land Snail Huge Beast, Unaligned Armor Class 16 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (−1) 16 (+3) 1 (−5) 10 (+0) 2 (−4) Senses passive Perception 10 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +4 Actions Multiattack. The snail makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) bludgeoning damage. As we emerged through Witche’s Gap, the Shimmering Heath unfolded before us. And it certainly lived up to its name. Set on a patchwork of crisscrossing silver trails that glistened in the noonday sun, giant conical shells, striped in prisms of color spun languidly on the spot, dotting the entire landscape, each one catching the sun’s rays and casting them across the heath in a riot of color. “It’s like walking through a rainbow,” one companion exclaimed. “Or like a giant funfair,” said another. More like creeping through a cave full of orcs with poisonous pseudopods for hands, I thought, as we wound our way through the silver-crusted slime that the giant land snails left in their wake, trying not to disturb them from their swirling reveries. - Excerpt from Bergin’s Journal Giant Ground Sloth A large creature with a heavy bone structure, this herbivore uses its front paws to walk up trees, using its tail as a base to provide balance from the ground while it feeds on leafy branches. Giant Ground Sloth Huge Beast, Unaligned Armor Class 11 (natural armor) Hit Points 38 (4d12 + 12) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 17 (+3) 4 (−3) 11 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Actions Multiattack. The sloth makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. 242 Bergin’s Book of Beasts
Mosasaurus A large aquatic reptile. Its huge jaws are filled with razorsharp teeth. This predator hunts across the vast ocean with very little found there that it would not consider prey. Mosasaurus Huge Beast, Unaligned Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 18 (+4) 4 (−3) 12 (+1) 9 (−1) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Hold Breath. The mosasaurus can hold its breath for 1 hour. Actions Multiattack. The mosasaurus makes two attacks: one with its Bite and one with its Tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the mosasaurus can’t Bite another target. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. Pachycephalosaurus These hardheaded dinosaurs have a bone plate on top of their skull that they use to headbutt other creatures both for defense and as part of mating displays. Pachycephalosaurus Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 15 (+2) 3 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +3 Charge. If the pachycephalosaurus moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an additional 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage. Chapter 3: Beasts 243
Paraceratherium A large mammal that feeds on a variety of vegetation grazing on everything to fuel its huge body. These creatures have thick skulls and strong neck muscles designed to push and fight. Paraceratherium Huge Beast, Unaligned Armor Class 13 (natural armor) Hit Points 85 (10d12 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Charge. If the paraceratherium moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an additional 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. 244 Bergin’s Book of Beasts Paraceratherium
Giant Short-Faced Bear One of the largest predatory mammals to ever exist, this fierce species of bear is highly carnivorous, hunting down other larger mammals. Despite its size, it is fiercely quick, earning it the nickname “running bear.” Giant Short-Faced Bear Huge Beast, Unaligned Armor Class 12 (natural armor) Hit Points 85 (9d12 + 27) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Chapter 3: Beasts 245 Giant Short-Faced Bear
Terror Bird These massive land birds are predatory in nature, hunting across the vast plains using their hooked beak to bite and tear at creatures while chasing them down. Terror Bird Large Beast, Unaligned Armor Class 13 Hit Points 52 (7d10 + 14) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 6 (−2) 10 (+0) 5 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Actions Multiattack. The terror bird makes two Beak attacks. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Now this brute, this one nearly had me. There I was, stalking my way through the undergrowth, my trusty crossbow to hand. I’d been tracking sargasan jungle tigers, but without much luck. Fearsome tricksy beasts, those sargasan tigers. Not much meat on them, but the fur is… Anyway, as I was saying, there I was, and there was a tiger at long last, right in front of me, about as far from me as you are now – hand me that crossbow, Jenkins, thank you – and I was looking at him right down these sights. Then all at once the bally forest exploded and out this chap popped. It was on the tiger in the blink of an eye, all massive claws and a beak as sharp as…as sharp as…an axe! Thank you, Jenkins. Yes, beak as sharp as an axe. And it used it like one too, I dare say, slashing and pecking and having a jolly bloodthirsty time of it tearing the tiger to pieces. Well, me, I just sat there, watching in horror as the creature I’d been tracking for weeks was gobbled up in chunks by a damned chicken twice my height and three times as irate. Still, I’ve never been one to look a gift horse in the mouth – or a terror bird in the beak, yes, thank you Jenkins. So I shot the blaggard. And I must say he’s rather become the pride of my collection as you can see. Wonderful place to hang your cloak, should you feel the need, just hang it over his neck, that’s the ticket. Now, I heard you had something for me… - Lord Grinsby-Smythe, Royal Hunter to the Carovian House, showcasing his stuffed terror bird to a guest 246 Bergin’s Book of Beasts
Titanoboa These massive snakes are commonly found in temperate areas, feeding on any prey they can swallow before basking in the sun to digest their meal. Titanoboa Gargantuan Beast, Unaligned Armor Class 12 Hit Points 138 (12d20 + 12) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. Chapter 3: Beasts 247 Titanoboa
Swarm of Trilobites Medium Swarm of Tiny Beasts, Unaligned Armor Class 12 (natural armor) Hit Points 36 (8d8) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 10 (+0) 2 (−4) 8 (−1) 3 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1 (200 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 crustacean. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Trilobite These water dwelling arthropods lived in ancient oceans, feeding near the bottom on small creatures and plankton. Trilobite Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 2 (1d4) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 4 (−3) 12 (+1) 10 (+0) 2 (−4) 8 (−1) 3 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The trilobite can breathe only underwater. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 248 Bergin’s Book of Beasts
Utah Raptor Medium Beast, Unaligned Armor Class 13 Hit Points 16 (3d8 + 3) Speed 50 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 8 (−1) 12 (+1) 6 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The utah raptor has advantage on an attack roll against a creature if at least one of the utah raptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The utah raptor makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Utah Raptor These medium-sized, predatory dinosaurs hunt in packs, using their vicious teeth and hooked claws to tear into their prey. Chapter 3: Beasts 249 Utah Raptor
Woolly Rhinoceros This large animal is covered in thick hair to protect it from the cold. Wooly rhinoceroses generally feed on grass and live in steppe-like plains, using the large horns on the front of their skull for mating displays as well as defense. Woolly Rhinoceros Huge Beast, Unaligned Armor Class 12 (natural armor) Hit Points 57 (6d12 + 18) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (−1) 16 (+3) 4 (−3) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Charge. If the woolly rhinoceros moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an additional 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 250 Bergin’s Book of Beasts Woolly Rhinoceros