The DMs Guide
toHunting
The DMs Guide
toHunting
Credits Table of Contents
Writers: Anja Svare & Zeke Gonzalez Introduction 3
Layout: Anja Svare
Cover Art: Winter Bear Hunt by Eric Pommer Tips for the DM 3
Interior Art: provided by the DMs Guide Creator
Resources DMs Guide to Fishing 4
2 Cover Magical Equipment sidebar 5
After tracking a bear through the snow, Hunting Mechanics & Storytelling 6
a hunter prpeares to take down the wild beast.
Appendix A: Quarry Tables 6
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General Hunting Table 6
Get a FREE Master of the Wild sidebar 7
Adventure Terrain-Specific Hunting Tables 8
& Bestiary Arctic 8
Click Here! Cave/Underground 8
Coast/Ocean 9
Desert 9
Dungeon/Ruins/Urban 10
Forest 10
Grassland 11
Hills/Mountain 11
Swamp 12
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The DMs Guide to Hunting
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The DMs Guide to Hunting is a rules supplement containing hunting mechanics and an abundance of appropriate
hunting quarries to use in your games. Among these quarries are real mammals, reptiles, birds, and other animals
reimagined for D&D 5th Edition and new, completely original fantasy animals. This supplement uses rules, spells,
and concepts from Wizards of the Coast’s D&D 5th Edition and are intended to supplement your campaigns.
Tips for the DM
As with any supplement, The DMs Guide to Hunting
should be adapted to work for your group. If you don’t
like the way a mechanic works, please feel free to change
it. Adjust the descriptions, lore, details, and effects to suit
your games and your players. For example, if you want
to include hunting in your games but don’t like some of
the animals in the Appendix, replace them with animals
appropriate to your world or setting! If you want to make
hunting a more complex mechanical system, these rules
make a great starting point to create a new system of
your own. Use this supplement however it can best be
utilized at your table and in your games. I hope you have
as much fun with these rules as we have!
The DMs Guide to Hunting
The DMs Guide to Hunting
Hunting is an ages-old practice of tracking, pursuing, Melee Weapons
and killing wild animals. Whether done for food or
fun, it is a way of communing with the natural world A method of hunting also accessible to characters using
and recognizing our place in that hierarchy. In this traditional weapons is with melee weapons such as
supplement, you will find a set of mechanics for hunting spears, swords, or other slashing/piercing weapons.
as well as tables describing some of the wild animals Again, nonmagical variants of these weapons often go
(both mundane and magical) that can be hunted. The undescribed despite the incredible variance with which
rules described herein allow players to enjoy the leisurely different elements of a melee weapon can be crafted
(or sometimes thrilling) sport of the hunt. Whether it's or decorated. A character may wield a sword wrapped
a downtime activity between adventures or integrated with a long purple ribbon that belongs to their missing
into an adventure, hunting has the potential to enrich any beloved or a spear of iron tipped with an obsidian
setting and create wonderful roleplaying moments for point carved during their escape from the Underdark
the entire table! long ago. Again, ask your characters to describe an
interesting feature of their melee weapon. This can even
Equipment provide opportunities for more engaging & cinematic
descriptions in the future whether they are hunting or
All that players require to go hunting is a method: ranged locked in deadly combat!
weapons, melee weapons, or hunting traps.
Hunting Traps
Ranged Weapons Hunting traps come in a wide variety of shapes and
sizes, depending on the intended quarry and terrain.
A classic method of hunting is with ranged weapons There are four types of common hunting traps you can
4 such as a bow and arrow or a crossbow. Although include in your game. The first are foothold traps such
commonly used in D&D, these weapons are rarely as the commonly known bear trap, though these traps
described unless they are magical. However, every bow come in a myriad of sizes and shapes with intended prey
and arrow will have its own personality and special that go from the size of a raccoon to that of a massive
details depending on who crafted it and what materials brown bear. These traps are triggered by pressure
they used. Perhaps a character wields the old crossbow and latch onto the foot of a quarry to prevent it from
used by their father on his final hunt or discovered a escaping without applying so much pressure as to
beautiful bow that was grown from a weeping willow by permanently maim or kill the animal. The second type
a melancholy druid. These details are up to the DM & the is body-gripping traps, also called squeeze traps, which
players and should be decided collaboratively. Whether secure around the central mass of a quarry to pin it
a character wields a bow from their starting equipment to the ground. These traps are commonly made of a
or purchases one from an appropriate store, ask them combination of wood and metal and trap quarry such
to describe one interesting feature of their bow, quiver, as beavers, mice, or ferrets. The third type is a rope
arrows, or crossbow. snare, which is secured to the ground and captures prey
around a limb to hoist them into the air where they can
be easily captured. They are often made of twine and
rope of thickness appropriate to their intended prey such
as rabbits or squirrels. The fourth type of trap is a cage
trap, which is a baited wooden box or metal cage that
lures prey inside and subsequently snaps shut to keep
the animal within until the hunters can come along and
pick it up. Hunting traps are sold in the average general
store for 25 gp in a number of the aforementioned types.
When your characters set their hunting traps, ask them
to describe that process and what they do while they wait
for the traps to be sprung.
Once players have their equipment, all they need to do is
find an appropriate location to hunt!!\
The DMs Guide to Hunting
Magical Equipment 5
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from the character.
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coat of glinting gold.
Hunting Mechanics Most animals are killed after being hunted or easily
& Storytelling dispatched when trapped. However, a handful may
require additional checks. If the quarry is Medium or
First, describe the terrain in which the character is larger (or at the DM's discretion), an additional Strength
hunting. After the players begin their hunt, ask them (Athletics) or Wisdom (Survival) check may be necessary
questions about their demeanor and hunting style. Are to dispatch the animal. During this process, be sure to
they carefully setting snares or traps? Are they following describe the battle between the hunter and their prey.
the tracks of their prey? Are they waiting patiently in a Emphasize the drama and tension during close calls
hidden spot for a passing animal? Hunting is often a when characters must take another shot at an animal or
task revolving around patience: describe the length of physically dispatch a wild creature, and the victory when
time which passes before the players spot tracks, see they finally finish off their prey!
a passing creature, or finish setting up their snares. At
this point, have the players roll a d100 on the General Quarries described in Appendix A can be identified with
Hunting Table or the appropriate Regional Hunting a DC 10 Intelligence (Nature), although terrain-specific
Table (Appendix A) to determine what animal is tracked, animals may require a successful DC Intelligence
spotted, or trapped. (Nature) check to identify. Some animals have “hidden”
information in their description which is in parentheses.
Once the quarry is determined, describe how this This is less well-known information that characters who
particular animal squirms in their snare or trap, passes succeed on their check by 5 or more discern, or that can
by their hidden spot, or where the character finally be passed along by experienced local hunters.
catches up to their tracked prey. This description
should allow the character to glean some information Food Harvesting
as to its appearance or identity. Now each hunter rolls
a contested Strength (Athletics) or Wisdom (Survival) The Player’s Handbook states that characters need
against their quarry, which rolls using their Wild bonus 1 pound of food per day to survive. For the sake of
found on the tables in Appendix A. simplicity, the following guidelines provide a rough
estimate of the amount of food that a quarry yields
according to the quarry’s size, as well as the time
required to harvest the complete animal.
6 The Wild bonus for each animal is a combination of Tiny: 1-2 pounds/less than 1 hour
several factors, including speed, perception, stealth, size, Small: 5-10 pounds/1-2 hours
and strength. Thus, the score is an approximation of how
difficult it is to hunt, fight, or trap the specific animal. The Medium: 20-40 pounds/4-5 hours
DM should feel free to adjust this score as they see fit and Large: 100-200 pounds/6-8 hours
adjudicate advantage and disadvantage by considering
environmental factors such as light and cover. Hunting Proficiency
If the quarry wins the appropriate contested check, it Characters with proficiency in hunting may add their
escapes but can still be tracked and found again. If the proficiency bonus twice to any Strength (Athletics),
quarry wins the contested check by 5 or more, it escapes Intelligence (Nature), or Wisdom (Animal Handling)
and a new quarry must be discovered. If the player wins checks made while hunting. In addition, once per day
the contested check, the quarry is successfully hunted they can draw on their wealth of hunting expertise. When
and captured! a character does so, the player or character describes
a memory of a relevant experience on a prior hunting
expedition in order to gain advantage on an Intelligence
(Nature) or Wisdom (Animal Handling) check made
while hunting.
Giant Beasts
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The DMs Guide to Hunting
Appendix A: Quarry Tables
General Hunting Table
d100 Size (Wild bonus) Description Name
1-40 Roll on Appropriate Terrain-Specific Table below!
41-45 Tiny (-2) Field Mouse
46-50 Tiny (-2) A grey-furred mammal with small paws, a whiskered nose, and a tail. Duck
51-55 Tiny (-1) Squirrel
56-59 Tiny (-1) A green-and-brown feathered bird with a yellow bill. Rabbit
60-69 Medium (-1) Deer
70-79 Medium (+1) A brown-furred, tree-climbing mammal with a bushy tail. Wild Pig
80-89 Tiny (-1) Owl
90-98 Medium (+2) A furry mammal with powerful hind legs and long ears. Wolf
99 Small (0) A mammal with short fur, long legs ending in hooves, and antlers. Golden Sheep
100 Medium (+3) A long-snouted animal with a wide body and brown fur. Questing Beast
A nocturnal bird with large eyes that emits a characteristic “who” call.
A powerful predator with yellow eyes, grey fur, and a dog-like snout.
A sheep with an enormous and fluffy coat of spun gold
(worth 4d100 gp when shorn).
A speaking creature with the head of a serpent, the body of a leopard,
and the legs of a deer. (If captured, the Questing Beast grants the
Master of the Wild blessing).
7
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times, its power is lost.
The DMs Guide to Hunting
Terrain-Specific Hunting Tables
Arctic
d100 Size (Wild bonus) Description Name
01-11 Tiny (-1) Snowy Hare
12-23 Tiny (+1) A white-furred mammal with particularly large hind legs & long ears. Arctic Fox
24-35 Large (+2) Caribou
36-47 Tiny (-2) A dog-like predatory mammal with a white-grey coat and a puffy tail. Ptarmigan
48-59 Medium (+0) Seal
60-71 Large (+2) An enormous mammal with thick downy fur and a rack of large antlers. Walrus
72-83 Tiny (+0) Ermine
84-94 Large (+3) A white-and-grey feathered bird, some of which have red patches near Polar Bear
their eyes.
95-97 Tiny (+0) Drifthopper
A plump, grey-skinned mammal with flippers instead of limbs.
98-00 Medium (+1) White Weaver
A large and wrinkled brown-skinned mammal with large flippers and
enormous tusks.
A white mammal with an elongated body and a small head.
A white-furred mammal of considerable size with yellow teeth emerging
from black gums.
Appearing to be an ordinary snowshoe hare. (The dried foot allows the
bearer to ignore difficult terrain in snow.)
A furry spider that weaves strands of ice. (Its web sack can be harvested
and used as a sticky frost bomb that acts as the web spell and deals 2d6
cold damage to targets.)
Cave/Underground Name
Dwarf Owl
8 d100 Size (Wild bonus) Description
01-11 Tiny (-1) A brown-and-black feathered bird with stout talons made for digging.
12-23 Tiny (+0) A mammal with fur the color of dirt with long ears and powerful hind Whistling Hare
legs that releases high, piercing whistles when agitated.
24-35 Small (+1) A mammal with brown-and-black fur and an elongated body. Its claws Mongoose
are long and sharp.
36-47 Medium (+2) A thick worm-like creature covered in chitinous plates & spikes with a Purple Wormling
mouth full of razor-sharp teeth.
48-59 Tiny (-1) A black-furred, low-lying mammal with thick claws and a pink starburst- Star-Nosed Mole
shaped organ at the tip of its nose.
60-71 Medium (+0) A green-patterned rat the size of a small dog festooned with its Shroom Rat
symbiotic colony of purple-and-black mushroom caps.
72-83 Tiny (+0) A black-furred and winged mammal with a wrinkled face that navigates Bat
using echolocation.
84-94 Large (+2) A brown-furred mammal of considerable size with enormous paws Brown Bear
bearing powerful claws.
95-97 Tiny (-1) A tiny beetle with a glowing abdomen. (If captured and used to provide Light Beetle
dim light and minor warmth).
98-00 Small (+1) A hedgehog-like creature with large eyes. (If the paw is harvested and Rocklaw
dried, it grants the holder a burrow speed of 10 feet).
The DMs Guide to Hunting
Coast/Ocean
d100 Size (Wild bonus) Description Name
01-11 Tiny (-2) Crab
12-23 Medium (+1) An eight-legged and hard-shelled creature with two large pincers. Seal
24-35 Small (-2) Great Mollusc
36-47 Small (-2) A plump, grey-skinned mammal with flippers instead of limbs. Turtle
48-59 Small (+0) Pelican
60-71 Large (+3) An atypically large snail with a colorful spiralled shell. Crocodile
72-83 Small (+2) A reptile with four flippers, a tail, and a large head emerging from a Octopus
broad shell.
84-94 Huge (+2) Hippopotamus
A large white bird with a broad wingspan and a distensible yellow bill.
95-97 Medium (+1) Greateel
A low-crawling reptile with stout, powerful limbs and an extended,
98-00 Large (+2) toothy snout. Coast Serpent
A slippery invertebrate with a bulbous head and eight long tentacles
lined with suckers.
A grey-skinned mammal bearing tremendous tusks from its broad
mouth.
A long, flattened fish with a yellow head covered in spines with a bright
orange tongue. (1d6 spines can be harvested to use as spears).
A serpentine creature with a long series of colorful fins and spines
running down its spine. (The swim bladder can be harvested and
consumed, allowing the eater to cast water breathing once).
Desert 9
d100 Size (Wild bonus) Description Name
01-11 Tiny (-2) Desert Fox
12-23 Medium (+0) An elongated dog-like mammal with large ears and a sandy coat of fur. Gazelle
24-35 Large (-1) Camel
A deer-like mammal with striped patterns across its legs and flanks.
36-47 Small (+2) Hyena
48-59 Tiny (-1) A tall, long-necked mammal with a series of humps on its back and Roadrunner
60-71 Medium (-1) wispy hair across its body. Vulture
72-83 Tiny (+1) Horned Lizard
A dog-like mammal patterned with black spots that emits high-pitched
84-94 Small (+1) bursts of laughter. Armadillo
95-97 Tiny (-1) A long-legged bird with long tailfeathers tipped with blue. Fire Lizard
98-00 Medium (+0) A dark-feathered bird with a bald head and a ruff of white feathers. Dune Zephyr
A sandy-scaled lizard covered in short barbs and spines, particularly on
its neck and back.
A rat-like mammal with a series of plated armor protecting its central
mass.
An intelligent red-flecked lizard. (A creature who licks this lizard’s skin
gains resistance to fire damage for 24 hours).
A pony-sized camel that moves slowly and with an ungainly gait. (A
successful DC 14 Wisdom (Animal Handling) check allows this beast to
be ridden at twice the speed of a riding horse).
The DMs Guide to Hunting
Dungeon/Ruins/Urban
d100 Size (Wild bonus) Description Name
01-11 Small (+1) Six-Striped Racer
12-23 Small (+1) A black lizard with six red stripes that run the length of its body. Great Macaw
24-35 Small (+2) Feral Cat
36-47 Tiny (-2) A green-feathered bird with a red crest and yellow patches. Pigeon
48-59 Small (-1) Possum
60-71 Small (+1) A wild cat with patchy fur and yellow eyes. Raccoon
72-83 Medium (+1) A grey-feathered bird with faintly iridescent patterns on its body. Glintsquirrel
Hissing
84-94 Medium (+0) A grey-furred mammal with a white face and a pink snout. Greatroach
95-97 Tiny (+0) A mammal with black-and-brown striped fur, a bushy tail, and a Venom Rat
distinctive black pattern around its eyes.
98-00 Tiny (+3) Shadow Cat
A squirrel with silvery, luminescent fur. Its eyes glint with unusual
intelligence.
An enormous, black insect with thick chitinous plates on its body. Its
feathered antennae emit a rattling sound when it is distressed.
A rat with large and pointed incisors. (1d4 doses of poison can be
milked from its fangs. A character can use a bonus action to coat
weapons with 1 dose of venom. An envenomed weapon deals an
additional 1d6 poison damage on a hit for 1 minute).
This dark-skinned hairless feline skulls in shadows. (If killed, it curses
the killer with bad luck. A cursed target has disadvantage on Dexterity
(Stealth) checks for 1d4 days).
Forest
10 d100 Size (Wild bonus) Description
01-11 Tiny (+3) A colorful dragon with butterfly wings. Name
Pseudodragon
12-23 Medium (+2) A furry mammal with an elongated snout and protruding tusks. Boar
24-35 Tiny (+0) A lizard with black scales and a blue mouth and tail. If agitated, its tail Blue Skink
falls off.
36-47 Medium (+2) A black-furred mammal of considerable size with pointed teeth and Black Bear
massive claws.
48-59 Tiny (-1) A brown-and-yellow feathered bird with long tail feathers and red skin Pheasant
around its eyes.
60-71 Small (+0) A round mammal covered in sharp spines. Hedgehog
72-83 Small (-1) A white bird with a long neck and a yellow bill that honks loudly when Goose
approached.
84-94 Large (+2) An enormous deer-like mammal with a large rack of ivory antlers. Elk
95-97 Tiny (-1) A small winged person with leaves instead of hair. (If released, grants its Leafwalker Sprite
hunter +10 to their Dexterity (Stealth) checks for 24 hours).
98-00 Small (+0) A small boar with a long snout and tongue like that of an anteater. (Its Tavillan’s Hog
tusks are sensitive to vibration. When used as a divining rod, grants
advantage on Wisdom (Survival) checks used to track a quarry).
The DMs Guide to Hunting
Grassland
d100 Size (Wild bonus) Description Name
01-11 Medium (+0) Sheep
12-23 Tiny (-1) A mammal with a fluffy white coat. Grouse
24-35 Medium (+2) Antelope
36-47 Small (-1) A brown bird that hides among grasses and has a fan of dark tailfeathers. Anteater
48-59 Large (+2) Lion
60-71 Tiny (+1) A deer-like mammal with twisting horns instead of antlers. Civet
72-83 Small (+0) Tapir
84-94 Large (+2) A mammal with shaggy fur and a long, tapered snout. It eats ants with its Bison
long tongue.
95-97 Medium (+2) Mystic Gazelle
A muscular predatory mammal with a sandy-gold coat.
98-00 Small (+1) Sun Falcon
A dark-furred cat-like mammal that hunts mostly at night.
A boar-like mammal with blocks of black- and white-patterned fur.
A tremendously furry and shaggy cow-like creature with horns.
An antelope-like animal whose body patterns move and twist over its
skin in flashes of darting light. (Its heart can be split with up to 6 people
and can be consumed to triple overland movement speed for 1 day).
A bright orange bird which soars high in the sky with black talons.
(Consuming the liver of this bright orange bird grants advantage on
Wisdom (Perception) checks and the ability to see beyond the horizon
for 24 hours).
Hills/Mountain 11
d100 Size (Wild bonus) Description Name
01-11 Medium (+1) Mountain Goat
A shaggy white mammal with hooves and horns. Condor
12-23 Medium (+1) Ptarmigan
A dark-feathered bird with a broad wingspan and a bald head. Its beak is Brown Bear
24-35 Tiny (-2) hooked to a sharp point. Vicuña
Chinchilla
36-47 Large (+2) A white bird with black and red patches of feathers. Bighorn Sheep
Snow Leopard
48-59 Small (-1) A brown-furred mammal of considerable size with enormous paws and
60-71 Tiny (+1) powerful claws. Cloud Hawk
72-83 Medium (+1)
84-94 Medium (+3) A long-necked mammal with hooves and sandy-white coats. Sharvix Goat
95-97 Small (+2) A rodent with soft grey fur, large ears, and a short, fluffy tail.
98-00 Medium (+1) A sheep with an enormous pair of curling horns.
A lithe and powerful feline predator with grey-and-white patterned fur.
This bird has bluish-white undermarkings, making it extremely hard to
see from the ground. (A feather allows you to predict the weather 24
hours in advance and turns to dust after being used).
A larger-than-average grey-and brown goat with horns that grow in
strange directions. (If harvested, the tightly curled horn can be blown to
cast bones of the earth (spell save DC 15) once per day).
The DMs Guide to Hunting
Swamp
d100 Size (Wild bonus) Description Name
01-11 Large (+2) Alligator
12-23 Large (+3) A low-crawling reptile with stout, powerful limbs and an extended, Anaconda
24-35 Small (-2) toothy snout. Turtle
36-47 Tiny (-1) Egret
48-59 Tiny (-2) A thick-bodied snake with green-brown patterns. Duck
60-71 Medium (+0) Manatee
72-83 Tiny (-1) A reptile with four flippers, a tail, and a large head emerging from a
84-94 Tiny (+1) broad shell. Coypu
Red-Crested
95-97 Medium (+1) A tall white bird with long legs and a long, sharp yellow beak. Woodpecker
98-00 Small (+2) A green-and-brown feathered bird with a yellow bill. Muck Viper
A plump, slow-moving, grey-skinned mammal with flippers instead of Vine Swinger
limbs.
A semiaquatic rodent with a long, hairless tail and a water-resistant coat
of brown fur.
A white-and-black bird with a tuft of crimson feathers atop its head.
A long snake with scales that blend perfectly into murky waters. (The
skin can be stretched over the pommel of a bladed weapon as an
action, which makes the weapon extremely sharp for 1 hour, dealing an
additional 1d6 slashing damage on a hit).
A magical primate with six arms and profound intelligence and speak
Primordial. (They love to hear good jokes and tales, and if pleased by
one will grant the speaker advantage on Strength (Athletics) or Dexterity
(Acrobatics) checks made to climb).
12
The DMs Guide to Hunting