Spirits of the Wild Warlock Deep within the wilds of the world, far beyond the touch of civilization, ancient primordial spirits roam the fens and forests. These ancient spirits of the wood and wild are the ethereal will of nature, serving to guard its untamed lands. While ethereal, the Spirits of the Wild manifest themselves through the beasts that inhabit their lands. Druids and rangers hold a sense a reverence towards the Spirits of the Wild. Those with a close connection to the natural world have been known to make pacts with the Spirits of the Wild, becoming a force of nature, wielding its wrath against those who would spoil its verdant reaches. Through the Spirits of the Wild, one can claim control over beasts. At 1st level, a warlock gains the Otherworldy Patrons feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the Spirits of the Wild. EXTENDED SPELL LIST 1st-Level Spirits of the Wild Feature The Spirits of the Wild lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Warlock Level Spells 1st beast bond, hunter’s mark 2nd animal messenger, beast sense 3rd catnap, conjure animals 4th dominate beast, giant insects 5th awaken, commune with nature VOICE OF THE FOREST 1st-Level Spirits of the Wild Feature You can speak with the voice of the spirits. You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. In addition, you gain the ability to befriend beasts. You learn the animal friendship spell, which counts as a warlock spell for you and doesn’t count against the number of warlock spells you know. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t cast it in this way again until you finish a long rest. You can also cast this spell using any spell slots you have. TOUCH OF THE SPIRITS 6th-Level Spirits of the Wild Feature As a bonus action, you can merge with a beast that is within 5 feet of you and is either friendly to you or charmed by you. While merged, you disappear, and the target is incapacitated and loses control of its body. You gain full control over the body of the target, but this doesn't deprive the target of its awareness. Furthermore, while merged with a target, you can't be targeted by any attack, spell, or other effect, and you retain your alignment, Intelligence, Wisdom, Charisma, and the beast becomes immune to being charmed or frightened by any creature other than you. You otherwise use the merged target's statistics, but don't gain access to the target's knowledge. This merge lasts until the target drops to 0 hit points, you end it as a bonus action, or the target takes damage from a silvered weapon that deals bludgeoning, piercing, or slashing damage. If the target was charmed by you when you merged, the merge ends if it is no longer charmed by you. When the merge ends, you reappear in an unoccupied space within 5 feet of the target. The target becomes immune to the Touch of the Spirits feature for 24 hours after the merge ends. Once you use this feature, you cannot use it again until you finish a short or long rest. CURSE OF THE PREY 10th-Level Spirits of the Wild Feature You can channel the powers of your patron, cursing those who would attempt to strike you, morphing them into a harmless beast. When a creature misses you with a melee weapon attack, you can use your reaction to force that creature to make a Charisma saving throw against your spell save DC. On a failure, the target is magically transformed, as per the polymorph spell, into a beast with a challenge rating of 1/4 or lower until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. CALL OF THE SPIRITS 14th-Level Spirits of the Wild Feature The Spirits of the Wild speak through you. As an action, you can let out a long cacophonous bellow. Each creature of your choice within 60 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. A beast who fails this saving throw is charmed by you for 1 minute, instead of being frightened. Once you have used this feature, you must finish a short or long rest before you can do so again. Chapter 1: Subclasses and Backgrounds 51
I spent that night in a shrouded grove, deep in the Fomora forest. Even here, I could feel the scars in the land. Not far, crop fields now stood, which had once been verdant woodland. Sheep grazed where wolves had once hunted, and birds roosted. The forest now felt both more crowded and emptier, its habitual occupants forced together as their usual grounds were taken. The wild places were being pushed back, making room for neat little pastures, with their neat little animals, existing only to make their owners a neat little profit. As I slept, my dreams became things red in tooth and claw. I saw those fields as though I were a bird, flying over their rising, falling vastness. And as I watched, trees sprang up from between the turf. It was no gradual, pleasant growth. The trees stabbed themselves through the world which had been laid on top of them, until a forest, deep and dark and full of secret places, crucified the fields. I wandered through that forest, feeling the anger it held, bristling, deep, and dangerous. I passed houses whose stones had been toppled, their inhabitants cut through by tree and thorn bush. And everywhere I looked, a creature looked back at me. All this, they seemed to say, could be yours. The power to remake the world as it was intended to be. When I woke the next morning, I was alone in my clearing. Yet, I still got the sense I was being watched. The surrounding forest was far too still. And where things should have been hunting one another in the undergrowth, instead I found only silent, watchful eyes, creatures large and small staring at me all around. I left the place as soon as I could. The Spirits of the Wild are a powerful ally, but those who make pacts with them may soon find themselves picking a side in a battle which has been waged for as long as sentient peoples have sought to harness nature’s bounties for their own means.” - Excerpt from Bergin’s Journal 52 Bergin’s Book of Beasts
Rashraad As a child, Rashraad never realized that others could not see the great spirits at the edge of the village, where they would move amongst the trees. To Rashraad, these spirits appeared as large spectral animals, graceful yet menacing and powerful. Over time, the villagers would dismiss Rashraad, claiming that such spirits didn’t exist and that it was nothing more than the overactive imagination of a young boy. Despite what the others said, Rashraad would spend hours just staring into the forest, watching the spirits as they went. Then, on the day of the solstice, the spirits beckoned Rashraad to join them, and so he did, wandering into the forest. Now, several years later, Rashraad never stays in one place very long, always moving, always following the spirits as they beckon him onto adventure. Plot Hook Rashraad knows the forests better than anyone. For those who are respectful of nature, Rashraad will lead adventures to the darker parts of the wood, to hidden paths, ancient temples, and long forgotten shrines. Many of these places are home to dark fey and corrupted spirits, progenitors of death and decay. Rashraad will offer to lead adventurers to these places in exchange for their help in purging the forest of these entities. Rashraad Medium Humanoid (Halfling), Neutral Armor Class 15 (studded leather) Hit Points 38 (7d8 + 7) Speed 25 ft. STR DEX CON INT WIS CHA 8 (−1) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 18 (+4) Saving Throws Wis +3, Cha +6 Skills Animal Handling +3, Deception +6, Nature +2 Senses passive Perception 11 Languages Common, Halfling Challenge 2 (450 XP) Proficiency Bonus +2 Innate Spellcasting. Rashraad’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells: At will: speak with animals 1/day each: animal friendship, polymorph Spellcasting. Rashraad is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells: Cantrips (at will): eldritch blast, friends, thunderclap 1st-4th level (2 4th-level slots): animal messenger, beast bond, charm monster, conjure animals, dominate beast, find familiar, flock of familiars, hex, misty step Actions Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Touch of the Spirits (1/Day). Rashraad merges with a beast that is within 5 feet that is either friendly or charmed by him. While merged, Rashraad disappears, and the target is incapacitated and loses control of its body. Rashraad gains full control over the body of the target, but this doesn’t deprive the target of its awareness. Furthermore, while merged with a target, Rashraad can’t be targeted by any attack, spell, or other effect, and he retains his alignment, Intelligence, Wisdom, Charisma, and the beast becomes immune to being charmed or frightened by any creature other than Rashraad. Rashraad otherwise use the merged target’s statistics but doesn’t gain access to the target’s knowledge. This merge lasts until the target drops to 0 hit points, Rashraad ends it as a bonus action, or the target takes damage from a silvered weapon that deals bludgeoning, piercing, or slashing damage. If the target was charmed by Rashraad when they merged, the merge ends if it is no longer charmed by Rashraad. When the merge ends, Rashraad reappears in an unoccupied space within 5 feet of the target. The target becomes immune to Touch of the Spirits for 24 hours after the merge ends. Rashraad is tall for a halfling, with a lanky build and dark hair. He wears simple clothing adorned with bits of hide and fur. Rashraad carries a bow carved with the emblems and images of the great animal spirits. Chapter 1: Subclasses and Backgrounds 53
Rashraad 54 Bergin’s Book of Beasts
School of Evolution Wizard Those who study under the School of Evolution are typically researchers and biologists, individuals fascinated by the concept of evolution, both magical and mundane. Most accept the world as it is, but Evolutionists see it as constantly shifting, constantly moving forwards through the process of violent change. These individuals form close bonds with certain creatures on whom they test their various theses, furthering their understanding of nature, the world, and evolution. At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making the choice: the School of Evolution. ARCANE BESTIARY 2nd-Level School of Evolution Feature You have cataloged a wide variety of creatures, as well as their natural and magical adaptations in the margins of your spellbook. You gain proficiency in the Nature skill. Your proficiency bonus is doubled for any Nature check made to recall knowledge about a beast or monstrosity. TEST SUBJECT 2nd-Level School of Evolution Feature You gain the services of a test subject, a beast through which you study the effects of evolution. You add the find familiar spell to your spellbook if it is not there already. When you cast the spell, you can choose one of the normal forms for your familiar or the form of a beast with a challenge rating of 1/4 or lower. A familiar summoned in this way is still a beast, is capable of attacking, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Add your proficiency bonus to the familiar's attack rolls, saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or twice your wizard level + your proficiency bonus, whichever is higher. In addition, you can cast find familiar as an action without expending a spell slot, requiring no components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Finally, while your familiar is within 30 feet of you, you can use a bonus action to expend a spell slot of 1st level or higher to heal it by an amount equal to 1d8 per level of the spell slot expended plus your Intelligence modifier. FORCED EVOLUTION 6th-Level School of Evolution Feature As an action, you can expend a spell slot of 1st level or higher to imbue your familiar with rampant arcane energy, forcing it to take on a sudden evolutionary adaptation chosen from the list below. If an evolution has a level requirement, you must be at least that level in this class to activate that evolution. Armored Hide. Your familiar gains a bonus to its AC equal to the level of the spell slot expended. Environmental Adaptation. Your familiar has advantage on Constitution saving throws against the negative effects of extreme heat or extreme cold (your choice). In addition, your familiar has advantage on Stealth checks while in a desert environment if you choose extreme heat or in an arctic environment if you choose extreme cold. Extra Attack (11th level). When your familiar takes the Attack action, it can make two attacks instead of one, if they can’t already. Feral Adaptation. Your familiar gains a bonus to attack and damage rolls equal to half the level of the spell slot expended. Fins. Your familiar gains a swimming speed equal to their walking speed. Intimidating Adaptation. Your familiar grows frills, hackles, or spines to terrify other creatures. As an action, the familiar can force each creature within 15 feet of it to make a Wisdom saving throw against your spell save DC. On a failure, a target becomes frightened of the familiar until the start of the familiar’s next turn. On a success, a target is immune to the familiar’s Intimidating Adaptation for 24 hours. Poisonous Skin. A creature that touches your familiar or hits it with a melee attack using a natural weapon or unarmed strike takes poison damage equal to the level of the spell slot expended. Resilient Adaptation. Your familiar gains a number of temporary hit points equal to four times the level of the spell slot expended. Swift Adaptation. Your familiar gains a bonus to their movement speed equal to five times the level of the spell slot expended. Venomous Adaptation. Your familiar grows venomous glands. When the familiar deals damage to a target with a melee attack, the target takes an additional 1d6 poison damage plus an additional 1d6 for every two spell slots above 1st (2d6 with a 3rd-level spell slot, 3d6 with a 5th, 4d6 with a 7th, and 5d6 with a 9th) and the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of its next turn. Wings. Your familiar gains a flying speed equal to their walking speed. Your familiar can only have one evolution at a time and evolutions gained through this feature last until you finish a long rest. The number of evolutions your familiar can have active at once increases when you reach certain levels in this class: at 10th level (2) and 14th level (3). You must expend a separate spell slot for each evolution applied to your familiar. If you try to exceed your familiar’s maximum number of evolutions, the oldest evolution immediately ends, and then the new evolution applies. Chapter 1: Subclasses and Backgrounds 55
SUDDEN EVOLUTION 10th-Level School of Evolution Feature Your mastery over the principals of evolution allows you to force a sudden and advantageous evolution within your familiar. When your familiar makes an attack roll, saving throw, or ability check while within 30 feet of you, you can use your reaction to expend a spell slot of 3rd level or lower to give your familiar a bonus to the roll. This bonus is equal to 1d4 + the level of the spell slot expend. You can do so after the creature rolls but before any effects of the roll occur. ADAPTIVE IMMORTALITY 14th-Level School of Evolution Feature You have mastered the effects of evolution and can grant your familiar near immortality. When your familiar is reduced to 0 hit points you can use your reaction to have your familiar drop to 1 hit point instead and immediately move up to its speed without provoking opportunity attacks. Once you do so, you must finish a long rest before you can do so again. Mirna Botherwick Mirna Botherwick grew up in the city and was always fascinated with the animal kingdom. Unfortunately for her, the city had little in the way of wild fauna except for the rodents that scurried through the alleys, or the birds that fluttered between the buildings. Though not as majestic as certain beasts of the wild, Mirna found them enrapturing all the same, living as they did amongst spires and streets instead of forests and fields—an entire ecosystem beneath your feet and above your head. Mirna spent much of her youth studying in various universities, searching for answers to how these creatures have evolved and adapted to survive in such strange surroundings. Wishing to take her study of nature’s mechanisms to new heights, she joined the ranks of arcane academia’s Evolutionists, wizards who sought to unlock the secrets of natural evolution and accelerate them. Mirna has a fair complexion with a thin build and dark hair and is sometimes seen with her rat familiar, Adacus, perched upon her shoulder. She wears a set of well-worn traveling clothes with a slightly torn traveling cloak. Her backpack is stuffed with parchments and paper, almost to the point of bursting. Her wide-brimmed hat has several scraps of half-finished drawings and notes tucked in the band. Mirna carries with her a small book filled with research notes, magical formulae, and sketches of various animals. Plot Hook Mirna’s research notes, titled Evolutionary Advantages of Direism Amongst Selected Species, was stolen by a rival researcher seeking to artificially create dire and giant creatures for apparently nefarious ends. Mirna offers those who can recover her notes a fair bit of coin and a few scrolls of enlarge/reduce. 56 Bergin’s Book of Beasts
Chapter 1: Subclasses and Backgrounds 57 Mirna Botherwick
Mirna Botherwick Medium Humanoid (Half-Elf), Chaotic Neutral Armor Class 10 (13 with mage armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 10 (+0) 14 (+2) 18 (+4) 14 (+2) 12 (+1) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6, Medicine +6, Nature +6, Perception +4 Senses passive Perception 14 Languages Common, Elvish, Gnomish Challenge 2 (450 XP) Proficiency Bonus +2 Arcane Recovery (1/Day). When she finishes a short rest, Mirna recovers spell slots that have a combined level of 3 or less. Spellcasting. Mirna is a 6th-level spellcaster. Mirna’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Mirna has the following wizard spells prepared: Cantrips (at will): fire bolt, poison spray, prestidigitation, shocking grasp 1st level (4 slots): catapult, find familiar, fog cloud, mage armor, magic missile, shield 2nd level (3 slots): alter self, enlarge/reduce, flock of familiars 3rd level (3 slots): fly, haste Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Test Subject (1/Day). Mirna casts find familiar as an action without expending a spell slot or requiring components. Bonus Actions Healing Factor. Mirna can expend a spell slot to cause her familiar to regain hit points equal to 1d8 per level of the spell slot expended + her Intelligence modifier. Adacus Tiny Beast, Unaligned Armor Class 10 Hit Points 14 Speed 25 ft. STR DEX CON INT WIS CHA 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. Adacus has advantage on Wisdom (Perception) checks that rely on smell. Swift Adaptation. Adacus gains a bonus to its movement speed equal to 15. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 58 Bergin’s Book of Beasts
Beast Hunter You are a predator to predators. When villagers speak of a monstrous cat stealing the livestock, you step up to offer your services. When carts are found on the woodland road, covered in blood and gouges too big to be from swords, the merchants hire you to make the roads safe again. You’ve bested creatures who could easily have made you a meal, taking their heads as trophies and proof of a job well done. You might not hate these animals, or you may have some debt that you are determined to make them pay, but either way, it’s a living. Skill Proficiencies: Athletics, Investigation Tool Proficiencies: Poisoner’s kit Languages: One of your choice Equipment: A set of traveler's clothes, a tooth or claw from a previous kill, several empty vials, and a pouch containing 20 gp. FEATURE: TENACIOUS TRACKING It is rare that someone can point you directly to your target, and before you can kill a beast, you must be able to find it. You are particularly skilled at interpreting clues to reveal information about the nature of a beast, its actions, and where it went. If there is blood, a set of footprints, or damaged foliage left in its wake, you have a much better chance than most at spotting these signs. Additionally, you may know some vital piece of information that could help you survive. This could be that the creature has a great sense of smell but poor eyesight, or that you need to keep your distance due to its venomous bite. These are the skills of your profession. SUGGESTED CHARACTERISTICS Beast hunters face danger by choice and make a living by seeking out that which strikes fear into the hearts of others. Whether through bravado or quiet confidence, they are not easily swayed by fear. A good hunter knows that any assignment may be their last and, as such, most have made some peace with mortality. A hunter’s professionalism may be the key to their success, but it can also lead to callousness, greed, and a tendency to solve most problems through bloodshed. d8 Personality Trait 1 I collect scars like trophies and love to show them off. 2 I avoid direct confrontation and prefer to outwit my opponents. 3 The creatures I hunt have my respect. I see our conflict as a noble contest. 4 I belong to an order of beast hunters that raised me as their own. 5 To defeat beasts, I must behave like one myself. 6 I constantly exaggerate the dangers of beasts everywhere in order to get myself hired. 7 I will do anything as long as the pay is good. 8 I talk to my weapon as though it were my hunting companion. d6 Ideal 1 Rescue. I live to save people from the monsters out there and give them hope when all they have is fear. (Good) 2 Professionalism. Ultimately, hunting is my job, and I’ll do what I’m paid to do reliably and promptly. (Lawful) 3 Thrill. There is nothing like the rush of a chase or a close shave with death to make you feel alive. (Chaotic) 4 Greed. Nothing makes people empty their pockets faster than the threat of a creature from their nightmares. If they don’t pay up, they can expect to face me instead. (Evil) 5 Fame. True immortality is having your exploits live on in tales and songs for generations to come. (Neutral) 6 Society. Monstrous beasts are the enemy of civilization. Without people like me to oppose them, the world would fall back to its primitive past. (Any) Backgrounds Chapter 1: Subclasses and Backgrounds 59
Child of the Wild You lost your parents at a young age, but survived thanks to the care of wild animals who regard you as one of their own. Perhaps you were adopted by a pack of wolves, a mother bear, or a herd of deer? Civilization can be strange to you, as you still identify more closely with those that raised you than the species of your origin. You may have left your adoptive family for the “civilized” world long ago or you might still live among them. You could be an adapted member of society, almost feral, or somewhere in-between. Skill Proficiencies: Animal Handling, Nature Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A set of common clothes, a simple piece of jewelry or clothing accessory found with you as a child, a small flint knife, and a pouch containing 5 gp. BEAST KIN As with any person, those that raised you played a big part in who you are today. Some species raise their young in large groups, others only care for a few individuals at a time. There are species who roam alone but others that move in a larger group, either a single family or several. Species differ in size, from tiny rodents to elephants that loom over your head. Animals can also have very different lifespans, so you may have already outlived your short-lived parents and siblings. On the other hand, there are animals with much longer lifespans than humans, and so you may still be regarded as a juvenile by your ancient elders. You have the entire animal kingdom, real or fantasy, to choose from. You can also select from the Beast Kin table below or roll randomly. d10 Beast Kin 1 Wolves 2 Bears 3 Rats 4 Gorillas 5 Panthers 6 Hippos 7 Elephants 8 Tortoises 9 Crocodiles 10 Lemurs d6 Bond 1 A beast killed someone I love. I will have my revenge on their entire kind. 2 I have a large gambling debt that I seek to repay. 3 One of my targets got away and I cannot rest until I see the job finished. 4 A strangely intelligent beast is hunting me in turn. This will only end when one of us is dead. 5 I have sworn an oath to defend civilization from beasts as long as I live. 6 I seek a noble death, to die in glorious battle with a worthy foe. d6 Flaw 1 I don’t believe any creature is a match for me. 2 I struggle to think of non-violent solutions to problems. 3 Unless I’m being paid, I refuse to act. 4 I become obsessed with my prey once I’m on the hunt. 5 All sense of empathy has been lost to me. 6 I struggle to work as part of a team. 60 Bergin’s Book of Beasts
d6 Ideal 1 Harmony. Everything has its place in the balance of nature, and therefore I am inclined to see things from the perspective of others. (Good) 2 Co-operation. It doesn’t matter if it serves me better to look out for myself, a lion is no match for a herd of buffalo when they stand together, each playing their part. (Lawful) 3 Wilds. The straight lines and choking rules of civilization make me feel trapped. I only feel alive in the tangle of nature. (Chaotic) 4 Survival of the Fittest. The weak do not deserve to live. If they cannot keep their life, I am within my rights to take it. (Evil) 5 Simplicity. Thinking of grand ideals is overcomplicated. I focus on what’s in front of me. (Neutral) 6 Family. Biological, adopted, or found, I look after my own and they look after me. (Any) d6 Bond 1 I am looking for a way to help my adopted kin. I want nothing more than for them to survive and thrive. 2 I am driven by simple instincts. Eating, drinking, finding a mate, fending off danger, and finding somewhere safe to sleep. 3 I am determined to find out more about my heritage and where I originally came from. 4 Exploring the new sights and smells of the civilized world and learning how to fit in with these people that look like me is what fills me with excitement every day. 5 I fell so deeply in love with someone from the city that I left my home behind for them, but now they are in trouble, and I will return to the ways of my past to help them. 6 I consider my companions my new pack, new herd, new family. Their goals are my own. FEATURE: ANIMAL KINSHIP Your first language wasn’t Common, it was the snarls, growls, chirps, and subtle gestures of your adoptive species. You can communicate freely with members of that specific species (as per the speak with animals spell), and perhaps related species at GM’s discretion. Even members of the species you have never met might recognize you as one of them, though perhaps a bit strangely shaped. SUGGESTED CHARACTERISTICS Children of the wild never leave their bestial roots behind. They always feel more comfortable in the kind of environment they grew up in rather than in civilized society. Even if they have learned to live with people, others will always notice odd mannerisms. Their wild upbringing means they have a pragmatic and simple view of the world, where the priority is survival. This can lead to them being refreshingly honest and straightforward people to adventure with. They are, however, easily confused and overwhelmed by the complexities of the humanoid world. d8 Personality Trait 1 I don’t like clothes very much, and I don’t understand why people make such a big deal about wearing them. 2 I’m pretty good at hiding my origins, and it surprises people when they find out how I grew up. 3 I have great disdain for civilization, and hate being reminded that I’m not actually an animal. 4 I have a childlike curiosity and joy when experiencing new things, with no concern for solemnity or politeness. 5 Fear and constant alertness have kept me alive. I never totally relax and always have an escape plan. 6 My upbringing affords me a different perspective on life. I’m often asked for my unique wisdom and advice. 7 I am thought of as a kind of pet and treated with condescension. In reality, I conceal a sharp mind and quiet intelligence. 8 I’m a cold predator. I hunt my prey patiently and efficiently. I cull the weak, for their death is my survival. Chapter 1: Subclasses and Backgrounds 61
FEATURE: GETTING MY HANDS DIRTY You cut your teeth in this business by being the person to cut out much larger teeth. You don’t shy away from the blood, guts, venom, and claws involved in an honest day’s work. You can butcher and harvest parts from any dead creature so long as you have a sharp knife and some time to work. You also have a special eye for business, knowing the market—black or otherwise—for your product like the back of your hand. As such, you can typically determine the value of a beast, breathing or pickled, as well as its practical capabilities and the uses of its constituent parts. SUGGESTED CHARACTERISTICS Exotic animal dealers have a strong stomach and a way with both animals and people. You are an entrepreneur at heart, and as such have developed a skill for both shrewd bargaining and sniffing out opportunities. This does sometimes lead to you making dangerous decisions in pursuit of profit, repeatedly landing you on the wrong end of a spear or a talon. d8 Personality Trait 1 I have developed a sophisticated taste for exotic dining. 2 My clients would be very angry to discover how many of their purchases were obtained from a farm just outside of town and cleverly dyed. 3 The trade is mostly a means of obtaining the requisite funding and components to continue my magical studies and research. I keep the truly powerful procurements for myself. 4 I take pleasure in journeying out to hunt or capture my wares personally. 5 This whole thing is just a love of cooking that has spiraled wildly out of control. 6 I actually love animals, and prefer that the creatures aren’t harmed, even if I lose out on profits. 7 I have no qualms about what I supply or to whom, even if shady characters are looking to purchase rare poisons or highly explosive fatty deposits. If they can pay, I can provide. 8 I see my occupation as a valuable contribution to society, providing companions, medicines, and useful crafting supplies to the people. d6 Flaw 1 My naivety often lands me in trouble for reasons I just don’t understand. 2 I snap at anyone who moves towards me too quickly. 3 I don’t understand ownership, and steal things all the time without thought of the consequences. 4 My understanding of Common is very basic and I have trouble communicating without all the physical gestures of my animal family. 5 I have a deep fear of fire. 6 My way of investigating things is to touch them and/or try to eat them. VARIANT CHILD OF THE WILD: TRANSFORMED ANIMAL Your current situation is not so different from the standard Child of the Wild. You were also raised as a member of one species and now find yourself living as a member of another, except for a key difference. As opposed to being a person raised by beasts, you were originally a beast, living amongst your own kind, until one day you found yourself magically transformed into a person. Maybe it was a “reward” for your service to a powerful druid, or maybe it was a random accident. Either way, this is the form you are now in. Perhaps your life’s goal is now to find a way to return yourself to your original state. Or, perhaps you see the advantages of this new form... Exotic Animal Dealer It matters not where, there will always be those who desire the novel, the forbidden, the exciting. You are happy to oblige by providing pets from faraway lands, meat from animals thought extinct, and parts of strange beasts thought to have mystical properties... all for a modest fee, of course. It may be that your enterprise is perfectly legal, even if some lack the stomach for it, or perhaps yours is a name whispered conspiratorially in the shadows of dinner parties and taverns alike. The treatment and source of the creatures themselves is probably inconsequential, what matters is the coin in your palm. Skill Proficiencies: Animal Handling, Persuasion. Tool Proficiencies: Cook’s utensils or leatherworker’s tools Languages: One language of your choice Equipment: A set of common clothes, an accessory made from a beautiful feather, tooth, or other animal body part, and a pouch containing 20 gp. 62 Bergin’s Book of Beasts
d6 Ideal 1 Helping. My work provides help where hope is lost. Some need rare medicines or a scarce ingredient for a banishing ritual. Without me, they’d suffer. (Good) 2 Livelihood. I am just another honest shopkeeper making a living and would never involve myself with criminal dealings. (Lawful) 3 Wonder. Rules just get in the way of a full life. I have seen things most people never will and being a peddler of such prestige is a highly unlike any other. (Chaotic) 4 Sadism. Inflicting pain and exerting power over the beautiful and the dangerous brings me great pleasure. (Evil) 5 Pragmatism. It’s nothing personal, and I don’t see how it’s different from the nobles and their trophy hunting. (Neutral) 6 Expertise. There’s nothing quite like being good at what you do. I enjoy the challenges unique to the profession, and the grin I can give before showing the client exactly what they’re after. (Any) d6 Bond 1 There is a creature out there that I’ve never been able to catch, and it has become an obsession. 2 I have a friend with a rare condition that I could not find a cure for. To save his life I must seek out a solution. 3 I am on the run from a powerful noble who was not quite satisfied with the performance of my powdered tusks. 4 A rare frog turned out to be a powerful fey who promised me great rewards if I could complete an annoyingly vague quest. 5 I’m in danger of losing my operation if I can’t pay off a debt before the deadline. 6 I’m on a mission to discover new specimens and find new suppliers to give me an edge over the competition. d6 Flaw 1 I am addicted to a potent substance that is hard to get a hold of. 2 Greed often blinds me to danger. 3 Normal life is too boring. I need constant novelty to feel alive. 4 I am a compulsive liar. 5 I’ve developed a lethal allergy to one of the most profitable animals I handle. 6 I see even terrifying beasts as adorable potential pets. Chapter 1: Subclasses and Backgrounds 63
Your notebook most likely contains many notes and carefully illustrated diagrams that can serve as reference or a way to explain the relevant information to your audience. SUGGESTED CHARACTERISTICS Field researchers are highly driven individuals. They will go to great lengths and endure major discomfort in the pursuit of discovery. When given a chance to speak about their interests, they light up, excited to share their passion with others. Their enthusiasm is what motivates their success, but it can lead to them being impatient to find answers, and often results in unhealthy obsession. d8 Personality Trait 1 I have an unnerving number of live specimens and keep forgetting where I put them. 2 I never know what to say in normal interactions, and so I find a way to bring up my area of study even when it has nothing to do with the matter at hand. 3 I am usually taken for a simple brute, due to my grizzled appearance. People are always surprised when I take out my watercolors. 4 I always have tea and biscuits ready to be deployed at a moment’s notice. Just because we’re on the move doesn’t mean we have to live like savages. 5 I have a special love for the art in my journal and will sketch and paint at every opportunity. 6 I’m always telling fantastic stories about my adventures, although I admit the details are sometimes exaggerated. 7 I am endlessly optimistic, and never stay knocked down for long before striking out to try again. 8 I am fascinated by the biology of people I meet, especially if they are a different species. d6 Ideal 1 Conservation. I do all this in an effort to preserve and protect nature, because if nature is destroyed, innocent people will die with it. (Good) 2 Academics. I am out here on behalf of the organization that taught me all these wonderful things. I follow their direction and seek to bring back what they need. (Lawful) Field Researcher You are a scientist, but the quiet alcoves of libraries and pale specimens pinned to boards have always left you restless. You seek to uncover the hidden complexities and endless variety of life by immersing yourself in it. Collecting samples, painstakingly illustrating all manners of living things in your journal, and keeping meticulous notes for later review are what drive you. Only once this hard work is done do you return to your fellow scholars, laden with newfound knowledge—because the books and specimens have to come from somewhere. Skill Proficiencies: Insight, Nature Languages: Two of your choice Equipment: A set of traveler’s clothes, a leather-bound notebook, a bottle of black ink, a quill, a set of watercolor and brushes, some glass jars, and a pouch containing 15 gp. SPECIAL INTEREST You are curious about everything, as only a dedicated scholar can be. However, you have a particular passion for a certain topic that has become your area of expertise. You have collected much knowledge surrounding this interest but are always thirsty for more. Work with your GM to determine a setting-appropriate field or use the table below. d10 Special Interest 1 Carnivorous Plants 2 The Social Habits of Animal Communities 3 Fungi 4 Invertebrates 5 Reclusive Predators 6 Reptiles 7 Domesticated Wildlife 8 Great Aquatic Creatures 9 Birds 10 Rodents FEATURE: IT’S QUITE FASCINATING, ACTUALLY Having spent your time traveling and observing the subject of your special interest, you are considered an expert on the topic. When questions arise, you typically have the answers and, if not, you can make a very educated guess. This information can range from banal, to interesting, to invaluable. 64 Bergin’s Book of Beasts
d6 Ideal 3 Experimentation. Nothing important is discovered by cowards. The best way to learn about something is to poke it and see what happens. (Chaotic) 4 Prestige. The truth matters far less than status and glory. Discovery is merely a means of moving ever higher in society. (Evil) 5 Knowledge. Good and evil don’t really factor into my decisions. The important thing is that we expand the body of literature for the sake of new generations to come. (Neutral) 6 Curiosity. I always desire to know more, to understand the mysterious and unravel the complex. Nothing makes me feel more alive than being the first to find something new. (Any) d6 Bond 1 I am sure a certain mythical creature is actually real and won’t rest until I prove it. 2 I embarrassed myself before the academic community, and now seek to redeem myself. 3 I am writing a book and need to find something amazing for a good ending. 4 My companions don’t appreciate the beauty of life, and so I will open their eyes to the natural wonders out there. 5 Someone I care about is bedridden, and so I seek to bring them souvenirs and stories of my travels. This way they can explore the world through my eyes. 6 I am trying to complete my collection of rare specimens. It will not do to have anything but the complete set. d6 Flaw 1 I get so lost in thought that I will occasionally be oblivious to impending danger. 2 I frustrate my companions with how much time I want to spend to properly observe and notate some new discovery. 3 I am prideful about my knowledge and expertise, and this can lead me to be pig-headed when I’m wrong. 4 My lust for knowledge means I will often prioritize discovery over ethics. 5 I have a very academic view of the world and often overlook the messy realities of life. 6 I think very poorly of those without formal education. Chapter 1: Subclasses and Backgrounds 65
Folk Healer When the people of nearby settlements suffer from ailments, you are who they come to for aid. With your knowledge of the medicinal properties of leaves, herbs, roots, and mushrooms, you prepare tinctures, ointments, and poultices. You may be feared as a witch or revered as a wise advisor in all avenues of life. Perhaps even the local wildlife knows to come to you to have a thorn removed from a paw or a wing splinted. You treat people and animals the same: with practiced efficiency, giving them both medicine and lectures on common sense in equal measure. Skill Proficiencies: Medicine, Nature Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: An herbalism kit, a set of common clothes, bandages, a needle and thread, a simple handmade token of appreciation from a former patient, and a pouch containing 5gp. FEATURE: I’LL DO WHAT I CAN You’re used to being people’s only choice and last hope. You’ve had to deal with everything: amputations, pregnancies, the old, the young, men, women, and farm animals. When there’s a medical emergency of any kind, you can think on your feet without panicking and use what you have at hand to give those involved the best chance at life. There is also a certain reverence for people who have the knowledge and experience you do. Those who respect your skills, especially those who grew up relying on such healers, are more likely to listen to your instruction and trust your advice. SUGGESTED CHARACTERISTICS Folk healers are cornerstones of their communities but tend to stand apart from them. Few understand their craft and, as such, there will always be whispers and rumors of their strange powers (exaggerated or not). Some embrace this mysterious image and others seek to dispel it. Healers tend to be no-nonsense folk, accustomed to a certain degree of isolation due to their station. This can manifest as a wise voice of reason, cutting through the confusion, but also as prideful authority wielded over the common folk. d8 Personality Trait 1 I have a soft spot for children. 2 I enjoy my mysterious persona, and love to keep people guessing. 3 I have no patience for fools, but I’ll help them anyway. 4 I’m sensitive about my age. 5 Treating animals is my main focus. d8 Personality Trait 6 I firmly believe that healing magic is no replacement for the natural way. 7 I am convinced that most of what I do is placebo. 8 Poisons can also be medicine, when they kill that which causes harm. d6 Ideal 1 Service. I live to do what’s best for other living creatures however I can, whenever I can. (Good) 2 Healing. I have been blessed with my healing gifts to serve the community, and sometimes what serves the community best is to let an illness claim the life of a criminal without interference. (Lawful) 3 Knowledge. The power to help is limited by my knowledge. Whether in relief or suffering, every patient contributes towards my understanding through experimentation. (Chaotic) 4 Power. Everything people need from me comes at a price. Sometimes that price is simply the influence I need to impose my will over others. (Evil) 5 Teaching. My skill is a torch that was passed to me, and my main goal is to ensure it is passed to others. (Neutral) 6 Wisdom. The healing of the body is secondary to the guidance I can offer through my wise council. (Any) 66 Bergin’s Book of Beasts
d6 Bond 1 I am looking for a worthy apprentice to pass my knowledge to. 2 I am saving up funds to build a place where all can come for help. 3 My village is suffering from a rare plague, and I am searching for a cure. 4 I am still an apprentice to the actual healer and am looking to prove my worth. 5 I made a mistake that resulted in the death of another. Now I must redeem myself. 6 I am searching for a way to give people eternal life. d6 Flaw 1 I’m secretly addicted to one of my medicines. 2 I’m incredibly grumpy and bad-mannered, with no respect for authority. 3 I have no concern for the side effects my treatments may cause. 4 I think I can fix anything. 5 My bedside manner is terrible. 6 I have an incredibly short attention span. Herder Yours is a simple life, the life of a protector and servant. Entrusted to watch over a group of sheep, cattle, or other livestock, their wellbeing is your first priority. When they are thirsty, you lead them to water. When they are hungry, you find them new pastures. You defend these creatures that are your livelihood from any that seek to harm or steal them. You may work a ranch, returning home after each hard day. You may live a nomadic life, moving with the fresh grasses and the flowing streams. It is a solitary existence, a profession overlooked by most, but at least you have open skies and companions who are great listeners, so long as one doesn’t mind the smell. Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice Equipment: A musical instrument (one of your choice), a set of traveler’s clothes, a staff, and a pouch containing 5 gp. FEATURE: WATCHFUL EYE A good herder isn’t bothered by long hours of tedium, and your attention remains sharp when others would be careless from boredom. When keeping watch for threats, you are great at noticing even the slightest hint that something may be amiss. You also have a special talent for finding water for yourself and your companions, even when it is hidden away. It could be as little as a trickle in a rock, a secluded well, or even succulent plant life. SUGGESTED CHARACTERISTICS Herders can be all sorts of people. They can range from young children trusted to watch over a handful of family goats, to wealthy cattle owners overseeing scores of large beasts. They tend to be molded by the type of animal they watch and the types of challenges they face. They are practical, sturdy people, well-acquainted with both the simple pleasures of life and the realities of a harsh world. They are usually trustworthy by nature, but sometimes their long hours, spent with only their animals, leave them awkward around people. Their persistence and endurance can be useful, but it can also result in them being frustratingly stubborn. d8 Personality Trait 1 I am grumpy and loudly insist that my animals make my life difficult on purpose, but secretly I love them all dearly. 2 I enjoy spending my time in the fields composing music and poetry. My animals are my biggest fans. 3 I resent needing to watch over my charges and reckon I can do so much more with my life if given the chance. 4 I speak to people the same way I speak to my animals: in short, barked phrases and the occasional sharp whistle. 5 I refuse to go anywhere without my staff. 6 I struggle to fall asleep unless I can see the stars. 7 I am convinced that animals only pretend not to understand me, while they actually understand every word. 8 I will rest my eyes and head at inappropriate moments, but I’m never too drowsy to spring into action. Chapter 1: Subclasses and Backgrounds 67
d6 Ideal 1 Protection. Once I decide to look after something, be it ranging animals or my friends, I will give my life before I see them harmed. (Good) 2 Commitment. My word is my bond. I was trusted with the livelihood of others because I never break a promise. (Lawful) 3 Freedom. Being a herder is about living without fences, about roaming and living as you see fit. (Chaotic) 4 Power. I enjoy having total control over other creatures. Where they go, what they do, who lives, and who dies, all decided by me. (Evil) 5 Simplicity. Food, water, and shelter. That’s all I need. The grander problems of life are for a different kind of people to deal with. (Neutral) 6 The Moment. As long as I’ve got what I need for today, tomorrow will take care of itself. Long term consequences aren’t as important as right here and now. (Any) d6 Bond 1 My herd vanished overnight, and I will not rest until I find them. 2 I became a herder to keep my head down after a run-in with the law, but they’re on my trail again. 3 One day I returned home after days out in the wild to find my house torched and my family missing. I will find out what happened. 4 I became a simple herder like my fathers before me and intend to preserve the traditional ways. 5 Something unnatural has been killing my animals and it is my duty to put a stop to whatever it is. 6 I want to own a fine herd of my own instead of looking after the property of others. d6 Flaw 1 I am intensely claustrophobic. 2 I am easily swayed by the colorful vices of the city. 3 The long hours of vigilance have left me totally unable to relax. 4 I get very frustrated when others don’t follow my lead. 5 I am desensitized to death and suffering. 6 I struggle to form relationships with people. They’re so much more complicated than animals. 68 Bergin’s Book of Beasts
A mighty, avian predator captured and tamed as a meager scout. It is ironic to me that these emblems of freedom are in such high demand with the falconers, who perhaps regard too lightly their captive’s nature and too highly their own skill in taming them. “ Chapter 1: Subclasses and Backgrounds 69
The following adventure can be played as a standalone one shot or as part of an ongoing campaign. The Meandering Menagerie is intended for 4 to 5 characters of level 5-6. Arrival of the Menagerie The adventure begins in the town of Hammerhome with the arrival of a peculiar caravan carrying unusual animals. It is assumed that the party has just stayed in the town overnight, but the caravan could arrive at any time during the day or night. The setting can also easily be renamed or replaced by another town and used as part of your current setting. At the outset of the adventure, read the following: The party might be among the small crowds as the strange caravan arrives, watching with the locals as it makes its way along the main street of Hammerhome before coming to a halt in the town square and beginning to unload in the area of hardpacked dirt. Alternatively, the party could awaken once this strange cavalcade has passed and the town is abuzz with news of the arrival. Any who try to approach the circus before midday are shooed away and told to return in the afternoon by the small group of gnomes (bandits), who are setting up fences and a small ticket booth. Later in the afternoon, the well-dressed gnome (Gorrim) emerges and stands upon the ticket booth, calling out to the residents of the town, summoning them to come and admire the wonders of the wilds. The residents soon begin to form a line down the main road, all eager to see what was in the train of wagons. If the party reach the head of the queue, the gnome sits with a wide grin on his face. Entry is 1 sp per person. Beyond the ticket booth, the series of carts are set out, creating looping paths that the townsfolk are wandering around, peering into the now uncovered carts, each with their own cage atop and holding a different beast from distant shores. The sun rises over the small, sleepy town, the lanterns long dead, guttered out during the dark hours of the night. Townsfolk are rising too, to wake the flames of forges and ovens, when whispers begin to stir amongst them. The source: a long line of wagons and carriages crawling into town. Covered in tarpaulins, it’s hard to see what the wagons contain but on the leading cart rides a gnome in a fancy, red and gold coat. He stands and waves to the people peeking out of buildings before exclaiming, “Come one, come all to the Meandering Menagerie. We have animals from all corners of the world and beyond! Come and marvel at these amazing creatures!” “Give him back to me! I want him back!” She says, thrusting her hand between the bars. Disheveled blonde hair frames her grief-stricken face as tears clear tracks through the grime caking her cheeks. The crowd forms a circle around her as she desperately cries out, hands pushing between the bars to reach for the leopard who nuzzles against them. The finely dressed gnome pushes his way past the crowd, shouting, “Guards, guards, arrest this mad woman for disturbing my menagerie, take her away!” He stomps his foot on the ground, enraged. Inside the carts are the following beasts: • Falcon • Giraffe • Komodo dragon • Leopard • Shoebill • Yak Adults gasp and children giggle at the sight of the exotic creatures. That is, until a commotion erupts near one of the carts. A middle-aged woman screams and sobs as she grips the bars. A pair of town guards soon arrive, pushing their way through the crowd and grabbing the woman, dragging her back from the cage as the gnome grins at the scene. If the characters choose to intervene, they will be threatened with arrest unless they step aside. If they persist, combat will ensue. Should the guards gain the upper hand in the fight, the party will be given the chance to surrender. Refusal will be met with force, though the guards will opt to knock the characters out rather than deal a lethal blow if they reduce them to 0 hit points. If the party do not intervene at all or eventually step down, the crying woman is dragged away to the guard barracks as the crowd watch on in confusion. At this point the characters can take one of a few possible options to investigate the carnival further, listed below by section title: • A Jailed Woman • Investigate the Menagerie • Gorrim’s Secrets Chapter 2: The Meandering Menagerie 71
A Jailed Woman Following the woman as she is dragged away or asking around will lead the characters to the guard barracks near the center of Hammerhome. It is a building of squat, gray stone with a pair of iron-banded doors open to the street. Within, a desk sits in a small foyer, manned by a bearded dwarf (guard), who is tossing a dagger in the air and catching it. Asking about the arrested woman will be treated with a snort of derision. A character that makes a successful DC 14 Charisma (Persuasion) check can convince the guard to let them see the woman. If a bribe is offered, the character gains advantage on the check. However, any attempt to threaten the guard will cause him to call for reinforcements and order the characters to leave “before they are made to leave”. If the characters manage to persuade the guard, he directs them to a set of stairs at the back of the hall and down to the holding cells. The only occupied cell contains the woman who is huddled in the corner, still sobbing. Depending on how the characters choose to approach her, she may be calmed or sent into further hysterics, which causes the guards to ask the group to leave. Calming her requires a successful DC 15 Charisma (Persuasion) check. If the party manage to calm her, she will introduce herself as Vala, from the nearby town of Frostmount. She explains that her husband, Alister, just disappeared one day, the very day the Menagerie left Highspring. She spent weeks searching for him but the only clue she found was that her husband was seen by one of the local children, having gone to speak to Gorrim, the gnome owner of the Menagerie. The child told her they had seen Alister enter his wagon, but that Gorrim had come out a few minutes later, dragging a leopard to one of the cages and throwing it inside. Vala begs them to save her husband and stop Gorrim and whatever dark magic he is using to transform people. Investigate the Menagerie After the woman is dragged away, the Menagerie’s staff seem on edge, while the crowds soon return to gawking at the strange animals with intrigue and excitement. If the characters decide to investigate the wagons after she is taken away or come back later to do so, they will need to be careful as staff will be watching. Characters looking around the circus can make a DC 15 Wisdom (Perception) check. On a success, roll on the below table for what the character finds: d6 Result 1 Inside one of the cages, you spot a locket peeking out from under the straw. 2 You see writing scratched into the floor of one of the wagons (it reads, “Help us,” in Draconic). 3 One of the animals cowers in the corner, whimpering and scratching at the wood of its cage. 4 The animals seem to be intently paying attention to the crowd, almost as if they can understand what the onlookers are saying 5 One of the keepers’ sleeves pulls up, revealing long claw marks but he rapidly pulls it back into place, trying to hide them. 6 The locks of the cages are superficially damaged, covered in teeth marks. 72 Bergin’s Book of Beasts
If the party members are lingering too long at the cages or drawing attention to themselves, they will rouse the suspicion of the staff, at which point, a staff member will confront them, asking why they are holding up the crowds and telling them to move along. A character lying to the staff member about their activities or intentions must succeed on a DC 15 Charisma (Deception) check to avoid further suspicion. Should they fail this Deception check, Gorrim, the gnome owner, will arrive within a few minutes and introduce himself to the party as the purveyor of the Meandering Menagerie and ask how they are enjoying his little sideshow. At the first sign of deceit by the party, he will ask them to leave under threat of summoning the guards. Gorrim can only be deceived with a successful DC 18 Charisma (Deception) check. Alternatively, if a character casts speak with animals they will quickly learn that the beasts of the menagerie are actually people whom Gorrim has kidnapped and transformed (see the “Gorrim’s Secrets” section for details of these NPCs). As soon as the spell is cast, a worker springs out of hiding and runs to find Gorrim, who confronts the party and attacks. Gorrim’s Secrets If the characters decide to investigate Gorrim, the best place to find out about this traveling showman is his wagon. The simple, covered wagon is set up at the back of the menagerie, almost out of sight. Each creature approaching the wagon must succeed on DC 13 Dexterity (Stealth) check or be spotted by one of the menagerie’s workers and within 5 minutes, six town guards arrive along with their captain (veteran). Getting closer to the wagon, the characters will find the door is locked. A creature proficient with thieves’ tools can pick the lock with a successful DC 15 Dexterity check. Alternatively, the door can be forced open with a successful DC 18 Strength check. Inside, it is dark with a lantern hanging from the roof, waiting to be lit. Along one wall of the cart is a small desk and chair, above which are bolted several shelves housing rows of books. Beyond the desk, there is a neat, gnomish-sized bed. Searching the interior of the wagon requires a Wisdom (Perception) or Intelligence (Investigation) check. Based on the result, a character discovers the following: 13 or Higher. In the desk drawers, you find a ledger detailing the performance of the menagerie. It shows that Gorrim is doing very well for himself off the back of the menagerie. Strangely, however, the ledger lists no transactions, monetary or otherwise, pertaining to Gorrim’s acquisition of the animals. In fact, there is no indication whatsoever as to how he came into possession of these exotic creatures. 14 or Higher. Under the bed is a small chest hidden in the shadows. A creature proficient with thieves’ tools can pick the lock with a successful DC 16 Dexterity check. Inside the chest are several pouches of coins (totaling 40 gp) as well as two potions of healing. Hayden – Barrowfield – Falcon Cynthia – Southcliff – Komodo Dragon Ernst – Emberhearth – Giraffe Alister – Frostmount – Leopard Vanya – Dragonpeak – Yak Ember – Twingrove – Shoebill Confronting Gorrim Whether they have discovered the truth about Gorrim or have otherwise drawn his ire, it is likely the party will face off against the menagerie leader. Upon being confronted, Gorrim will immediately draw his short sword and attack, alongside six of his menagerie workers (bandits). Whoever made the initial accusation against Gorrim will be the first target of his attacks. He will also keep an eye out for the person he believes most likely to fall victim to his Curse of the Beast action, (that is, someone he perceives to be of low intelligence). The workers will jump in where they can, doing their best to protect Gorrim. If any of the cages are opened, the creatures within will fight on the party’s side and attempt to kill the workers and Gorrim, targeting the ringleader first and foremost. Conclusion Upon Gorrim’s death, all of the beasts in the Meandering Menagerie instantly transform back into their original forms. Many of these newly freed people thank the characters profusely for releasing them from Gorrim’s curse. Those workers that survive are immediately arrested by the local town guards and Vala is released to tearfully reunite with her husband and thanks the party. 16 or Higher. On the wall opposite the desk is a small hidden panel that, when pressed, pops open. Inside the cubby is a strange assortment of jewelry made of rings, necklaces, and earrings mostly of middle to low quality worth 30 gp. 18 or Higher. A small knot in the floor is just large enough to slip a finger inside and lift the plank away, revealing a small hiding space. Within, is a leather-bound book, its contents written in Gnomish. Reading it reveals the path of the Menagerie. Noted at each stop is a person’s name alongside the name of an animal. The most recent names in the book are as follows: Chapter 2: The Meandering Menagerie 73
Gorrim Small Humanoid (Gnome), Neutral Evil Armor Class 13 Hit Points 22 (4d8 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 12 (+1) 10 (+0) 8 (−1) 15 (+2) Saving Throws Dex +5, Cha +4 Skills Deception +4, Performance +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Gnomish Challenge 1 (200 XP) Proficiency Bonus +2 Gnome Cunning. Gorrim has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Actions Multiattack. Gorrim makes three dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Curse of the Beast (1/Day). Gorrim targets one creature he can see within 60 feet. The target must make a DC 14 Wisdom saving throw. A shapechanger automatically succeeds on the Wisdom saving throw. On a failure, the target is transformed into a random beast of challenge rating 1 or lower. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If the target is reduced to 0 hit points in its new form, it makes death saving throws in its new form The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear falls to the ground in the space it currently occupies. The target can be reverted to its original form with a remove curse spell or similar magic. Alternatively, the curse is broken when Gorrim dies. Bonus Actions Nimble. Gorrim takes the Disengage action. 74 Bergin’s Book of Beasts
Chapter 2: The Meandering Menagerie 75 Gorrim
Giant Albatross Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 4 (−3) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Long Distance Flyer. The giant albatross has advantage on Strength (Athletics) checks when flying. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Albatross These seabirds fly over the vast distances of the oceans, soaring on their magnificent 12-foot wingspan, diving to feed on the creatures of the deep before returning to wing and continuing their journey. Albatross Medium Beast, Unaligned Armor Class 13 (natural armor) Hit Points 5 (1d8 + 1) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 8 (−1) 16 (+3) 12 (+1) 4 (−3) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Long Distance Flyer. The albatross has advantage on Strength (Athletics) checks when flying. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Beasts of the Wild Chapter 3: Beasts 77 Albatross A
Alpine Ibex Medium Beast, Unaligned Armor Class 10 Hit Points 13 (2d8 + 4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/4 (25 XP) Proficiency Bonus +2 Charge. If the ibex 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 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Sure-Footed. The ibex has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Alpine Ibex A fearsome creature that roams the craggy peaks of the highest mountains, this formidable herbivore is adorned with a pair of massive, curved horns that can grow up to a meter in length, making it a force to be reckoned with in battle. It is said that the alpine ibex has the agility of a nimble rogue, able to scale steep cliffs with ease using its sharp hooves to cling to even the most treacherous of ledges. 78 Bergin’s Book of Beasts Alpine Ibex A
Anglerfish These bony fish are named for their hunting method, using a bio luminescent lure, attracting prey before attacking with sharp teeth. They tend to live nearer to the ocean floor where light is dim and their lures can be put to maximum effect. Anglerfish Small Beast, Unaligned Armor Class 13 (natural armor) Hit Points 3 (1d6) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 3 (−4) 10 (+0) 2 (−4) Senses darkvision 60ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The anglerfish can breathe only underwater. Light Lure. Any creature with an Intelligence score of 5 or less that starts its turn within 60 feet of the anglerfish (and can see the anglerfish) must make a DC 13 Wisdom saving throw. On a failure, the creature must use all its movement on its turn to move towards the anglerfish. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Anglerfish Large Beast, Unaligned Armor Class 13 (natural armor) Hit Points 15 (2d10 + 4) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 3 (−4) 10 (+0) 2 (−4) Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Water Breathing. The giant anglerfish can breathe only underwater. Light Lure. Any creature with an Intelligence score of 5 or less that starts its turn within 60 feet of the anglerfish (and can see the anglerfish) must make a DC 13 Wisdom saving throw. On a failure, the creature must use all its movement on its turn to move towards the anglerfish. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) piercing damage. Beneath the sea, it shines for me, Oh father, mother dear. Beneath the sea, it shines for me, And calls me to come near. Don’t follow the light, oh my delight, The ocean’s shining lure, Don’t follow the light, or my delight, Will sing for me no more. Though beneath the sea, it shines for thee, It greets you with a grin, For beneath the sea, it shines for thee, And smiling calls you in. - Children’s skipping rhyme from an Almari fishing village Chapter 3: Beasts 79 Anglerfish A
Ant These small insects have incredible power for their size, capable of lifting many times their body weight. When threatened, they attack with pincers. Living in large colonies, these insects communicate with pheromones, sounds, and touch. Ant Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 10 ft., burrow 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 8 (−1) 4 (−3) 10 (+0) 2 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Giant Ant Medium Beast, Unaligned Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., burrow 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 4 (−3) 10 (+0) 2 (−4) Senses blindsight 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant’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: 10 (2d6 + 3) piercing damage. 80 Bergin’s Book of Beasts Ant A
Swarm of Ants Medium Swarm of Tiny Beasts, Unaligned Armor Class 11 Hit Points 14 (4d8 − 4) Speed 20 ft., burrow 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 8 (−1) 4 (−3) 10 (+0) 2 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, prone, restrained, stunned Senses blindsight 10ft., passive Perception 10 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 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. My guide woke me that night in a state of great agitation. I had hardly opened my eyes before he was bundling me out of bed, hurrying me along with wide-eyed excitement. For a moment, I feared we might be under attack. Yet, as I joined him and the rest of our party on the edges of camp, I found there was no danger. No enemies waited; no fearsome predators were tearing their way through the dark. In fact, the forest felt unnaturally still. Then they came. Ants, more than I had ever seen. The glittering bodies marched in perfect order across the forest floor. Leaves rustled with the passing of millions of needle-point feet and I almost thought I could hear the sound of their mandibles clicking. When it became apparent, we were in no immediate danger, I crept forward for a closer look. Not all the ants were the same. Most were small, walking so close their antenna brushed their fellows constantly, like children desperate to keep contact in the dark. At their side, chivying their fellows onwards, stood ants whose mandibles stretched the length of my thumb. These, surely were the reason for my guides’ quick action, for to have such little warriors crawl and bite over us in our sleep is something which does not bear thinking of. They marched on, through our camp and into our tents, before marching out the other side. A small brook lay there, the reason we had chosen this place to spend the night. I felt sure then the ants would be forced to turn about, to give up their goals. Instead, they surprised me once again. They came together as one and formed a bridge of their own bodies. Soon, not a single ant lay on our side of the brook and the glittering army marched on into the night. I believe this should be a lesson to us all. Even the smallest and overlooked of creatures still holds the capacity to astonish. - Excerpt from Bergin’s Journal Chapter 3: Beasts 81 Ants Collecting Food A
Ant Eater These creatures have elongated snouts and long, thin tongues that extend out from their tube-shaped mouths. Using their curved claws, they tear open the nests of ants and termites. Their dense fur is designed to protect them from the retaliatory attacks of small insects. Ant Eater Medium Beast, Unaligned Armor Class 10 Hit Points 3 (1d8 − 1) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 10 (+0) 8 (−1) 2 (−4) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Actions Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage. Giant Antlion Ambush predators, these insects burrow below the soil and form dimple-like pits, lying in wait for an unsuspecting victim to fall into its trap, at which point it bursts up from the bottom of the pit, clamping the prey in its jaws and dragging it down beneath the earth. Giant Antlion Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft., burrow 10 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 1 (−5) 8 (−1) 4 (−3) Skills Stealth +4 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Sneak Attack. Once per turn, the giant antlion deals an additional 14 (4d6) 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 giant antlion that isn't incapacitated, and the giant antlion doesn't have disadvantage on the attack roll. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) piercing damage. 82 Bergin’s Book of Beasts Ant Eater A
Giant Armadillo Medium Beast, Unaligned Armor Class 16 (natural armor) Hit Points 15 (2d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 17 (+3) 4 (−3) 10 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Multiattack. The giant armadillo makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Curl Up. As an action, the giant armadillo can curl up, gaining a +2 bonus to AC. While curled up, its speed is 0 and can’t increase and it can’t take actions or reactions until it uncurls (no action required). Armadillo Tiny Beast, Unaligned Armor Class 15 (natural armor) Hit Points 4 (1d4 + 2) Speed 20 ft. STR DEX CON INT WIS CHA 3 (−4) 10 (+0) 14 (+2) 4 (−3) 10 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 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. Curl Up. As an action, the armadillo can curl up, gaining a +2 bonus to AC. While curled up, its speed is 0 and can’t increase and it can’t take actions or reactions until it uncurls (no action required). Armadillo These creatures are characterized by leathery armor and sharp claws used for digging and routing out grubs. When threatened, these creatures curl into an armored ball to protect themselves. Chapter 3: Beasts 83 Armadillo A
Giant Armadillo Lizard Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 3 (−4) 8 (−1) 4 (−3) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Desert Creature. The giant armadillo lizard 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. Armadillo Lizard Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (−4) 10 (+0) 10 (+0) 3 (−4) 8 (−1) 4 (−3) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Desert Creature. The armadillo lizard 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. Armadillo Lizard This desert creature is covered in armored plates across its back and tail. It feeds primarily on insects and spiders hiding in and amongst the rocks and cracks of the desert. 84 Bergin’s Book of Beasts Armadillo Lizard A
Arctic Shrew This small mammal is black or brown in color, with its fur fading to a milder gray color in winter. With a high metabolism, these creatures have an insatiable hunger, feeding on insects and worms. Arctic Shrew Tiny Beast, Unaligned Armor Class 10 Hit Points 1 (1d4 − 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3) Damage Resistances cold Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The arctic shrew 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. Chapter 3: Beasts 85 Arctic Shrew A
Giant Assassin Snail Medium Beast, Unaligned Armor Class 16 (natural armor) Hit Points 82 (15d8 + 15) Speed 20 ft., burrow 10 ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 4 (−3) Skills Stealth +4 Damage Resistances bludgeoning Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Adhesive. The snail adheres to anything that touches it. A Large or smaller target adhered to the snail is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage. Amphibious. The snail can breathe air and water. Poison Skin. A creature that touches the snail or otherwise comes into direct contact with its skin takes 3 (1d6) poison damage. Surprise Attack. If the snail surprises a creature and hits it with an attack during the first round of combat, the target takes an additional 7 (2d6) damage from the attack. Actions Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) 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. The target is paralyzed while poisoned in this way. Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. While in this state, the snail’s speed is 0 and its Sting attack has a reach of 5 feet. The snail can emerge from its shell as a bonus action on its turn. While in this state, the snail’s Adhesive and Poison Skin traits don’t function and it releases all grappled targets. Giant Assassin Snail Assassin snails are amphibious hunters that can be found in and around wetlands, usually buried just below the surface, waiting for prey to pass over. Any creature unlucky enough to cross its path can expect to be injected with a strong, paralyzing poison. Once it has struck, the assassin snail comes out of hiding and trails after its weakened prey, eating its liquefied insides after it has collapsed. The assassin snail’s striped shell warns would-be predators to stay away. 86 Bergin’s Book of Beasts Giant Assassin Snails A
Giant Assassin Bug Medium Beast, Unaligned Armor Class 12 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft., climb 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 1 (−5) 8 (−1) 2 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Sneak Attack. Once per turn, the giant assassin bug 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 giant assassin bug that isn't incapacitated, and the giant assassin bug doesn't have disadvantage on the attack roll. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) 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. Assassin Bug Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 1 (1d4 − 1) Speed 10 ft., climb 10 ft., fly 10ft. STR DEX CON INT WIS CHA 2 (−4) 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 Sneak Attack. Once per turn, the assassin bug deals an additional 1 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin bug that isn't incapacitated, and the assassin bug doesn't have disadvantage on the attack roll. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 5(2d4) poison damage on a failure, or half as much damage on a success. Assassin Bug These predatory bugs hunt other insects for the majority of their meals, using needle-like proboscis to inject a mix of digestive juices and enzymes into their prey. This injection begins to liquefy their target’s internal organs, allowing the assassin bug to suck out the delectable mulch. Chapter 3: Beasts 87 A
Axolotl Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 1 (1d4 − 1) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (−4) 12 (+1) 8 (−1) 2 (−4) 8 (−1) 4 (−3) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The axolotl can breathe air and water. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Axolotl These amphibians are found in large lakes and feed on a variety of prey, from insects to fish. The axolotl are capable of regenerating their limbs, and even certain internal organs, over the course of several months Giant Axolotl Medium Beast, Unaligned Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 2 (−4) 8 (−1) 4 (−3) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Amphibious. The giant axolotl can breathe air and water Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the axolotl can't Bite another target. Swallow. The axolotl makes one Bite attack against a Small or smaller target that 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 axolotl, and it takes 5 (2d4) acid damage at the start of each of the axolotl's turns. The axolotl can have only one target swallowed at a time. If the axolotl dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 88 Bergin’s Book of Beasts Axolotl A
Swarm of Axolotls Medium Swarm of Tiny Beasts, Unaligned Armor Class 14 (natural armor) Hit Points 36 (8d8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 8 (−1) 16 (+3) 10 (+0) 2 (−4) 8 (−1) 4 (−3) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned. Senses darkvision 30ft., passive Perception 9 Languages — Challenge 1 (200 XP) Proficiency Bonus +3 Amphibious. The axolotl can breathe air and water. 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 amphibian. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Aye-aye Small Beast, Unaligned Armor Class 12 Hit Points 5 (2d6 − 2) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 8 (−1) 5 (−3) 11 (+0) 4 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Aye-aye These nocturnal primates feed on grubs which they find by tapping on trees, before gnawing through the wood to create a hole. Generally, a solitary creature, they spend most of their time up in the trees. Chapter 3: Beasts 89 Aye-aye A
Barracuda Medium Beast, Unaligned Armor Class 12 Hit Points 39 (6d8 + 12) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 3 (−4) 10 (+0) 4 (−3) Skills Perception +2 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Water Breathing. The barracuda can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Barracuda A large predatory fish renowned for its ferocious behavior. The barracuda has a long, thin body with prominent, sharpedged, fang-like teeth. It preys primarily on other fish but is known to tear chunks out of larger animals. Giant Barracuda Large Beast, Unaligned Armor Class 12 Hit Points 68 (8d10 + 24) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 3 (−4) 10 (+0) 4 (−3) Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Proficiency Bonus +3 Water Breathing. The giant barracuda can breathe only underwater. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. 90 Bergin’s Book of Beasts Barracuda B
Beaver Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 4 (−3) 12 (+1) 8 (−1) 8 (−1) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Nature’s Engineer. The beaver has advantage on ability checks made to work with wood or to build structures. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Beaver A large semiaquatic rodent with long, chisel-like incisors, handlike front feet, webbed back feet, and a flat scaly tail. These creatures are best known for building dams, using branches, rocks, and mud in order to create a wetlands environment in which they thrive. Giant Beaver Small Beast, Unaligned Armor Class 13 Hit Points 7 (2d6) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 6 (−2) 16 (+3) 10 (0) 8 (−1) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Nature’s Engineer. The giant beaver has advantage on skill checks made to work with wood or to build structures. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Chapter 3: Beasts 91 Beaver B
Bee Tiny Beast, Unaligned Armor Class 10 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 10 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 Keen Smell. The bee has advantage on Wisdom (Perception) checks that rely on smell. Actions Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage on a failure, or half as much on success. Bee Bees are hive creatures and play a pivotal role in pollination. They defend themselves by stinging, which may prove fatal to the creature. Giant Bee Medium Beast, Unaligned Armor Class 13 Hit Points 44 (8d8 + 8) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 4 (−3) 8 (−1) 2 (−4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Keen Smell. The giant bee has advantage on Wisdom (Perception) checks that rely on smell. Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much on a success. 92 Bergin’s Book of Beasts Bee B
Swarm of Bees Medium Swarm of Tiny Beasts, Unaligned Armor Class 11 Hit Points 17 (5d8 − 5) Speed 10 ft., fly 20 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 8 (−1) 4 (−3) 8 (−1) 2 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10ft., 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 Stings. Melee Weapon Attack: +2 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. Additionally, the target must make a DC 10 Constitution saving throw, taking 15 (6d4) poison damage on a failure, or half as much on a success. Chapter 3: Beasts 93 B
Beluga Whale Huge Beast, Unaligned Armor Class 11 (natural armor) Hit Points 68 (8d12 + 16) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 7 (−2) 11 (+0) 6 (−2) Senses blindsight 120ft., passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Echolocation. The beluga whale can't use its blindsight while deafened. Hold Breath. The beluga whale can hold its breath for 1 hour. Keen Hearing. The beluga 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. Beluga Whale This resilient sea creature dwells in icy waters, often found in the northern oceans. Its stark white skin makes it easy to spot, and its powerful tail propels it swiftly through the water. Known for its incredible intelligence, it is able to communicate using a wide range of sounds and songs. 94 Bergin’s Book of Beasts Beluga Whale B
Binturong Small Beast, Unaligned Armor Class 11 Hit Points 7 (2d4 + 2) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 12 (+1) 4 (−3) 12 (+1) 4 (−3) Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The binturong has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Binturong Also known as the “bearcat”, this creature has a thick coat of coarse black hair, stout legs, and a bushy prehensile tail. It has a short, pointed muzzle and generally feeds on small mammals, insects, fruit, and fish. Chapter 3: Beasts 95 Binturong B
Bison Large Beast, Unaligned Armor Class 10 Hit Points 17 (2d10 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 3 (−4) 10 (+0) 4 (−3) Skills Athletics +7 Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Charge. If the bison 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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Bison Bison are broad and muscular creatures with shaggy coats of long hair and curved horns. These herd animals are nomadic grazers, traveling in droves across vast grasslands. 96 Bergin’s Book of Beasts Bison B
Blue Whale Gargantuan Beast, Unaligned Armor Class 12 (natural armor) Hit Points 162 (12d20 + 36) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 4 (−3) 11 (+0) 6 (−2) Senses blindsight 120ft., passive Perception 10 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Echolocation. The blue whale can't use its blindsight while deafened. Hold Breath. The blue whale can hold its breath for 1 hour. Keen Hearing. The blue whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage. Blue Whale The blue whale is a behemoth of the sea, a true leviathan that strikes awe into the hearts of all who cross its path. Its massive body can grow up to 100 feet in length, and its mighty tail can create waves that can capsize even the sturdiest of vessels. Despite its size, the blue whale is surprisingly agile, able to dive to depths of up to 1,500 feet and maneuver its bulk through the ocean’s depths with ease. And woe to any creature foolish enough to become its prey—the blue whale’s powerful jaws can swallow up to 4 tons of krill in a single gulp. Truly, the blue whale is a titan of the deep, a force to be reckoned with by all who venture into its domain. Blue-footed Booby Small Beast, Unaligned Armor Class 12 Hit Points 4 (1d6 + 1) Speed 10 ft., fly 40 ft. swim 30 ft. STR DEX CON INT WIS CHA 8 (−1) 15 (+2) 12 (+1) 4 (−3) 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. Blue-footed Booby The blue-footed booby is a marine avian predator that swoops down upon unsuspecting prey with deadly accuracy. It can be identified by its bright blue feet, which are integral to their elaborate mating ritual, in which the male lifts his feet up and down while strutting before its selected mate. Known for its agility and cunning, it is able to outmaneuver even the most skilled hunters and it won’t hesitate to use its razor-sharp beak when provoked. Chapter 3: Beasts 97 Blue Whale B
Bombardier Beetle Tiny Beast, Unaligned Armor Class 12 (natural armor) Hit Points 1 (1d4 − 1) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 2 (−4) 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 Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Poison Mist (Recharge 6). The beetle shoots out a spray of poison mist in a 5-foot cone. Each creature in the cone must make a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failure, or half as much on a success. Bombardier Beetle A bombardier beetle is a ground beetle that hunts other insects as its main source of food. The beetle’s main defense mechanism is mixing two chemicals within its abdomen and then firing out a poisonous cloud. Giant Bombardier Beetle Medium Beast, Unaligned Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 1 (−5) 8 (−1) 2 (−4) Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Poison Mist (Recharge 6). The beetle shoots out a spray of poison mist in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failure, or half as much on a success. 98 Bergin’s Book of Beasts B
Buffalo Large Beast, Unaligned Armor Class 10 Hit Points 34 (4d10 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 4 (−3) 10 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/2 (50 XP) Proficiency Bonus +2 Charge. If the buffalo 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. Buffalo A massive beast that roams the grassy plains in search of fresh vegetation. Its powerful horns are a fearsome sight to behold, and they can be used to devastating effect in battle. The buffalo is known for its stubbornness and its ability to charge headlong into danger without hesitation. Its tough hide provides excellent protection against predators, and it is not uncommon to see scars and wounds on its body from past battles. Chapter 3: Beasts 99 Buffalo B
Bullet Ant Tiny Beast, Unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 10 ft., burrow 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 6 (−2) 12 (+1) 8 (−1) 4 (−3) 10 (+0) 2 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant’s allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Sting (Recharge 6). Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage and the target must make a DC 11 Constitution saving throw, taking 4 (1d8) poison damage and gaining one level of exhaustion on a failure, or half as much damage and no exhaustion on a success. Bullet Ant The bullet ant is a tiny but ferocious insect, named for the extreme pain caused by its venomous sting. It is known for its aggression and its ability to attack unsuspecting targets by injecting them with a potent venom. Giant Bullet Ant Medium Beast, Unaligned Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft., burrow 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 4 (−3) 8 (−1) 2 (−4) Senses blindsight 60ft., passive Perception 9 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Pack Tactics. The ant has advantage on attack rolls against a creature if at least one of the ant’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: 10 (2d6 + 3) piercing damage. Sting (Recharge 6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage and suffering one level of exhaustion on a failure, or half as much damage and no exhaustion on a success. 100 Bergin’s Book of Beasts B