Troggs Troggs are savage creatures with long, muscular arms that look as though they were carved from stone. They grow thick, coarse beards in colors resembling granite and chalk, and it is not rare to see minerals growing on their bodies. Their slouched posture and burly proportions have many characterizing them as apelike troglodytes. Primitive and fierce. Troggs are best known for their stature, ferocity, and smell -- said to resemble a mixture of mold, mange, and sour monkey. Living together in tight-knit tribes and clans, their main driving force is an imposing psyche and impressive force of will, though they are not known to be intelligent beyond being sentient. Less so than even an ogre would be considered. They follow the leadership of whoever can prove themselves the biggest and strongest, with aspiring trogg chieftains often going to great lengths to prove their viciousness. Troggs are known to eat whatever they can get their hands on; including rocks, or even occasionally other troggs. Underground creatures. With most of their existence spent underground, troggs are not fond of sunlight. Wherever troggs dwell, a deep network of intertwining tunnels is likely to be somewhere nearby. They do most of their digging by hand, using their jagged claws, and occasionally shape weapons and other tools out of the rocks they excavate. Like the troggs themselves, a trogg dwelling is illreputed for is repulsive smell. Titanic origins. After the titanic Keepers had ended their war with the Old Gods, their next goal was to shape a new generation of titan-forged creatures, using the Titan complex of Ulduar. Their initial designs, however, proved too complex; yielding a race of stone-skinned monsters. Though the Keepers sought to rectify their mistakes, they did not want to destroy their defect creations -- who they chosen to call troggs. Rather, the titanic Keeper Ironaya constructed Uldaman; a Titan vault that would keep the troggs in stasis, with herself as its designated warden. Over the years, a few small groups managed to break free from Uldaman. Some of these scattered themselves out across the surface of Azeroth, while others burrowed their way deeper down to dwell in the subterranean caverns of Deepholm. The rest stayed as they were, asleep beneath the earth, until a dwarven excavation managed to unearth the titanic vault. Once the seal of Uldaman was broken, the troggs awoke; quickly overpowering the dwarves as they swarmed to the surface. There, the troggs burrowed their way through every peak and valley across Khaz Modan, including the subterranean gnomish city of Gnomeregan. To this day, trogg tribes can be found in every corner of the Khaz Modan -- with distant cousins scattered far and wide across Azeroth. Progenitor race. Though the troggs were considered a failed experiment by the titanic Keepers, who sought to flourish new life on Azeroth, their failure became the blueprint for future revised designs. Ultimately, the Titans formed the earthen; a race of stone-carved beings formed to bring order the deep reaches of the world during the ordering of Azeroth. Theories have also been floated, mainly by the prominent dwarven explorer Brann Bronzebeard, that the kobolds are themselves an evolved offshoot from an early group of troggs. Likely one that earlier broke free from the titanic vault of Uldaman, however, there has been no conclusive evidence of this, only theories based on their resemblance. TROGGS Trogg Medium humanoid (trogg), chaotic evil Armor Class 13 (natural armor) Hit Points 26 (5d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Brute. A melee weapon deals one extra damage die when the trogg hits with it (included in the attack). Stench. Any creature other than a trogg that starts its turn within 5 feet of the trogg must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troggs for 1 hour. Pack Tactics. The trogg has advantage on attack rolls against a creature if at least one of the trogg's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The trogg makes two melee attacks. Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Sling. Ranged Weapon Attack: +3 to hit, reach 120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. T 101
Trogg Names and Languages Troggs do not possess any discernible language of their own, and tend to resort to violence rather than negotiation when faced with a threat. Still, those who do communicate do so in a mixture of grunts and what Common they know. Their names draw from the same roots as the dwarven language, especially with its hard consonants and guttural sounds. Some troggs, usually tribe leaders, choose names in Common to best describe themselves. It is unclear whether these names are direct translations, or deliberate choices to intimidate other races. Trogg tribes are usually in Common, and often draw from their way of being or directly from whichever place they claim as their home. Trogg Names: Argh, Agrok, Bruggor, Gorgash, Grimlok, Morloch, Murdaloc, Raggosh, Revelosh Clan Names: Bonegnasher, Caverndeep, Gravelflint, Irondeep, Rockjaw, Scrapbone, Stonevault TROGGS Trogg Ambusher Medium humanoid (trogg), chaotic evil Armor Class 13 (natural armor) Hit Points 40 (7d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Ambusher. The trogg has advantage on attack rolls against any creature it has surprised. Brute. A melee weapon deals one extra damage die when the trogg hits with it (included in the attack). Pack Tactics. The trogg has advantage on attack rolls against a creature if at least one of the trogg's allies is within 5 feet of the creature and the ally isn't incapacitated. Stench. Any creature other than a trogg that starts its turn within 5 feet of the trogg must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troggs for 1 hour. Actions Multiattack. The trogg makes two melee attacks: one with its axe and one with its claw. Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. Reactions Parry. The trogg adds 2 to its AC against one melee attack that would hit it, parrying it by using its rocky T forearm. To do so, the trogg must see the attacker. 102
TROGGS Trogg Shaman Medium humanoid (trogg), chaotic evil Armor Class 13 (natural armor) Hit Points 40 (7d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 6 (-2) Senses darkvision 60 ft., passive Perception 12 Languages Low Common Challenge 3 (700 XP) Innate Spellcasting. The trogg's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spell, requiring no components: 1/day: stinking cloud Spellcasting. The trogg is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The trogg has the following shaman spells prepared: Cantrips (at will): mold earth, shocking grasp, produce flame 1st level (4 slots): earth tremor, elemental shock, chromatic orb, absorb elements 2nd level (3 slots): lava burst, maximilian's earthen grasp 3rd level (2 slot): earthen spike, erupting earth Stench. Any creature other than a trogg that starts its turn within 5 feet of the trogg must succeed on a DC 12 Constitution save or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troggs for 1 hour. Actions Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 7 (1d8 + 2) bludgeoning damage if used with two hands to make a melee attack. Trogg Chieftain Large humanoid (trogg), chaotic evil Armor Class 15 (natural armor) Hit Points 80 (15d8 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 12 (+1) Senses darkvision 60 ft., passive Perception 10 Languages Low Common Challenge 5 (1800 XP) Brute. A melee weapon deals one extra damage die when the trogg hits with it (included in the attack). Stench. Any creature other than a trogg that starts its turn within 5 feet of the trogg must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troggs for 1 hour. Actions Multiattack. The trogg makes two attacks: one with its club and one with its kick. Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2 + 4) slashing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the trogg can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the trogg. A creature can benefit from only one Leadership die at a time. This effect ends if the trogg is incapacitated. T 103
Trolls Trolls have made their mark upon the world over milennia, as ancient divides among their kin have brought forth a wide foray of tribes. Today, trolls can be found far and wide across Azeroth, each tribe unuque in its own appearance, customs, and way of life. Rulers of the Ancient World. When the world was still one, before the Great Sundering, the troll race flourished under the rule of the powerful Zandalari empire; able to match even the mighty Mogu dynasti. The Zandalari relied heavily on its intricate caste system, under which each troll had its given place in life. As time went on, many of these castes grew into a people of their own, parting from the Zandalari to cut their own path in life. From this, two other empires grew forth to rival the Zandalari -- the Amani and the Gurubashi. Other, smaller tribes tried to escape conflict by settling farther away, though many were made to heel by the three empires. Although animosity between the three was great, Azeroth had a host of other threats that would often draw a common enemy between them. Progenitors of the Elves. Eventually, a colony of dark trolls split free from the Amani empire, ventured forth discover the heart of the continent -- and with it, the cosmic Well of Eternity. By the influence of the well, they were transformed into the Kaldorei, night elves. At the base of the well, they forged for themselves a new empire. One with which they systematically dismantled the trolls around them, leaving once great empires in ruin. Ultimately, however, the elves' reckless use of magic lured the demonic Burning Legion to the world. With it, the War of the Ancients began, by the end of which the Well of Eternity imploded in a shockwave that shattered the land and split the continents as they have been ever since. Great chunks of the remaining Amani and Gurubashi empires were lost, but plenty of land remained for the trolls to rebuild their cities and reclaim their territories. Racial Dif erences. The troll race is considered one of the most numerous, yet thoroughly divided. As each tribe has split its own course and claimed its own land, a troll's appearance can alone tell who they are. Tribal Devotion. Trolls have always been a tribal race, isolating themselves and starting anew. A troll’s tribe is its family, and many will go to extreme lengths to protect it as such. They owe loyalty to no-one but their own. Outside Hostility. Trolls settle in remote and isolated areas, places where they can stake their claim and turn the land into their own. The ferocity with which they defend their borders is legendar,y to say the least, as they will retaliate swiftly and with force if threatened. Loa's Guidance. Loa is the name trolls have given their animalistic spirit gods. Countless Loa exist, many of them weak and shapeless beings that only trolls can sense, while others take the form of majestic animals. Most troll tribes and empires have their own Loas, manifested as though given shape by the trolls in their worship. Regeneration. Smashing a troll's bones and slashing through its rubbery hide will only serve to anger it, as a troll's wounds close at an extraordinary speed. Only through acid or fire can one arrest their regeneration. The ability for trolls to regenerate themselves is nothing short of legendary. It can only restore so much, however; as once a troll heart pumps its last, there is no natural way for it to recover. TROLLS T 104
Troll Berserker To survive a tribe, one must be powerful. For a troll, being powerful means being stronger than one's enemy. Berserkers are the embodiment of this; with their brutish strength, they hurl their weapons at their targets as they cry for blood. Fearless, they hurl themselves into the fray to attack with reckless abandon. Troll Headhunter Headhunters are the trackers and hunters of a tribe, using a combination of spear and bolas to bring down their prey. They make formidable fighters, keen to take trophies from their fallen opponent to display as adornments. These trophies are usually severed fingers or ears, as well as the odd trinket that their quarry might have worn. Troll Witch Doctor A troll witch doctor holds status as a spiritual leader for its tribe, often acting as a close advisor to its chieftain. They are the eyes that see things which others cannot, and the ones who commune with the Loas on behalf of the tribe. As cunning as they are intelligent, the wield great magical prowess in their practice of voodoo and alchemy. They know few limits for creating magical concoctions, both to cure ailments and to spur horrors. Dire Troll These enormous trolls tower above the rest of their kin, as they wield their immense strength to hurl boulders and enemies alike through the air, as well as to pummel them into the ground with almost bestial ferocity. There is no definitive way to say what stands behind a dire troll's immense stature. Some are elevated through magical or alchemical means, while others have simply evolved to stand larger than life. Whatever the case might be, they are revered as proud and honorable souls among the trolls. Variant: Dire Troll Caster Some dire trolls possess innate magical powers in their blood. These trolls are known as Warcasters, or Warmothers if the troll in question is female. They have a Wisdom of 17 (+3), and gain the Innate Spellcasting trait as follows. Innate Spellcasting. The troll's spellcasting ability is Wisdom (spell save DC 15). The troll can innately cast the following spells, requiring no material components: 2/day each: bestow curse, confusion, puppet, slow 1/day each: stoneskin, synaptic static TROLLS Troll Berserker Medium humanoid (any troll), chaotic evil Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 9 (-1) Saving Throws Str +5, Con +5 Skills Athletics +8, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Zandali Challenge 3 (700 XP) Brute. A melee weapon attack deals one extra die of its damage when the berserker hits a target with it (included in the attack). Reckless. At the start of its turn, the troll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies if it starts its turn with 0 hit points. Actions Multiattack. The troll makes two weapon attacks. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., and range 20/60 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage. T 105
TROLLS Troll Headhunter Medium humanoid (any troll), chaotic evil Armor Class 14 (leather armor) Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 9 (-1) Skills Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Zandali Challenge 1 (200 XP) Regeneration. The troll regains 3 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies if it starts its turn with 0 hit points. Swift Hunter. If the troll moves at least 20 feet straight towards a target whilst taking the Dash action, it can make one melee weapon attack against it. Actions Multiattack. The troll makes two attacks: two with its spear, or one with its spear and one with its bolas. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Large or smaller creature with legs, it must succeed on a DC 13 Dexterity saving throw or be grappled and knocked prone. A target can use its action to remove the bolas, ending the grapple. Troll Witch Doctor Medium humanoid (any troll), chaotic evil Armor Class 12 Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1) Saving Throws Con +4, Wis +5 Skills Arcana +3, Insight +6, Medicine +6, Nature +6 Senses darkvision 60 ft., passive Perception Languages Zandali Challenge 5 (1,800 XP) Loa's Blessing. The troll has advantage on saving throws against being charmed or frightened. Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies if it starts its turn with 0 hit points. Spellcasting. The troll is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The troll has the following priest and shaman spells prepared: Cantrips (at will): light, shocking grasp, spare the dying, toll the dead 1st level (4 slots): absorb elements, inflict wounds, thunderwave 2nd level (3 slots): gentle repose, lesser restoration 3rd level (3 slots): bestow curse, lightning bolt, revivify, speak with dead 4th level (2 slots): banishment, death ward Actions Multiattack. The troll makes two quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to T make a melee attack. 106
TROLLS Dire Troll Huge humanoid (any troll), chaotic evil Armor Class 12 Hit Points 157 (15d12 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 18 (+4) 9 (-1) 12 (+1) 7 (-2) Skills Athletics +9, Perception +4 Condition Immunities Frightened, Stunned Senses darkvision 60 ft., passive Perception 15 Languages Zandali Challenge 8 (3,900 XP) Berserk. Whenever the troll starts its turn with 60 hit points or fewer, it must make a DC 11 Wisdom save. On a failed save, the troll goes berserk. On each of its turns while berserk, the troll attacks the nearest creature it can see. If no creature is near enough to move and attack, the troll attacks an object, with preference for an object smaller than itself. Once the troll goes berserk, it continues to dos so until its killed or regains all its hit points. Regeneration. The troll regains 15 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes two fist attacks. It then uses its toss if able. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. Toss. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage. The troll can't use this attack if it doesn't have a target grappled. Both the target thrown and hit takes damage from the attack. Rock Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. T 107
Thunder Lizard Few who scout a thunder lizard approaching dare engage the beast in an open skirmish. The thick-skinned beasts bears a striking resemblance to kodos and many have speculated that the two are related in one way or another. But that is where the similarities between the creatures end; as the monstrous thunder lizard is easily aggravated, persistent in hunting down whoever would provoke it, and capable of exhaling a breath of lightning. Creature of Myth. Thunder lizards are considered mystical creatures and a rare sight by many. They are only made rarer by their aggressive nature, as failing to take necessary precautions before attempting to approach a thunder lizard may quickly spell doom. Among the tauren, legends claim thunder lizards to be formed from ancient kodo spirits; bound to the sky and storm and brought back as thundering monsters. Grassland Scavengers. The lumbering creatures roam the vast plains of Kalimdor in search of prey. Thunder lizards are carnivorous, and will often eat their prey whole: dissolving both the creature and everything it carried in the process. Thankfully, magical items are usually left behind without being too much worse for wear. Wary scouts who have witnessed the great thunder lizards and lived, often note that they leave ordinary kodos unharmed -- rather seeking food elsewhere. Lone Wanderers. Thunder lizards are rarely found in large numbers, preferring to either hunt alone or follow a pack of kodos as some form of guardian. They move vast distances in their tireless hunt, and tales have been told of thunder lizards even wandering their way through open settlements. They rarely cause any trouble, however, so long as they are not provoked. THUNDER LIZARD Thunder Lizard Huge monstrosity, chaotic neutral Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 21 (+5) 7 (-2) 14 (+2) 6 (-2) Skills Perception +5 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 7 (2,900 XP) Trampling Charge. If the lizard moves at least 20 feet straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lizard can make one devour attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 28 (4d10 + 6) piercing damage. Devour. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) piercing damage. A Medium or smaller target must succeed on a DC 15 Dexterity saving throw or swallowed by the lizard. The lizard can only have one target swallowed at a time. If a target fails the saving throw while the lizard has a creature swallowed, it is grappled instead. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. If the lizard takes 25 damage or more on a single turn from the swallowed creature, the lizard must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lizard. If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Lightning Breath (Recharge 5-6). The lizard exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 39 (6d12) lightning damage on a failed save, or half as much damage on a success. T 108
Whale Shark In the depths of the ocean, beneath the sun-bathed reaches of the Great Sea, swims the arbiter of the deep. Known to many simple as whale sharks, these legendary leviathans patrol the deepest oceans; devouring any inattentive or overzealous adventurer that would cross their path. Devourer of All These larger-than-life behemoths swim through the oceans of Azeroth in an eternal hunt for survival. With their massive, lumbering bodies, whale sharks rarely benefit from being aggressive enough to directly hunt down their meal. Instead, they eat what happens to be caught in front of their massive maw. So long as it can offer some form of sustenance, they care little for what -- or who -- else they might swallow. Guardians of the Deeps. Whale sharks are known for being fairly territorial. Their domains are large, and they patrol it in broad circles along its borders, swallowing down whatever they happen by along the way. Some have been spotted roaming waters around ancient ruins, leading to speculations that they are safeguarding the remnants within. Few, however, have been daring enough to venture deep enough within their realm to prove whether these are true stories or flighty legends. WHALE SHARK Whale Shark Gargantuan beast, unaligned Armor Class 18 (natural armor) Hit Points 297 (18d20 + 108) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 27 (+8) 11 (+0) 23 (+6) 7 (-2) 13 (+1) 11 (+0) Saving Throws Dex +6, Con +12, Wis +7 Damage Resistance fire; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities frightened, paralyzed Skills Perception +7 Senses blindsight 120 ft., passive Perception 17 Languages – Challenge 19 (22,000 XP) Blood Frenzy. The whale shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing. The whale shark can breathe only underwater. Actions Multiattack. The whale shark makes three bite attacks. It can make one tail attack in place of one bite attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If the target is a Large or smaller creature affected by the whale shark's Inhale, that creature is swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the whale shark, and it takes 28 (8d6) acid damage at the start of each of the whale shark's turns. If the whale shark takes 40 damage or more on a single turn from a creature inside it, the whale shark must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale shark. If the whale shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed 10 feet away from the whale shark and knocked prone. Inhale. The whale shark inhales water in a 15-foot cube in front of it. Each creature in that cube that is Large or smaller must make a DC 20 Dexterity saving throw or have their movement speed reduced to 0 until the end of the whale shark's next turn. W 109
Wind Serpents Slithering across in the plains of Mulgore, flying through the frosty trees of Winterspring, or prowling beneath the burning sand of Tanaris. Wind serpents are adaptable beasts who can be found in all corners of Azeroth. The serpentine creatures rarely pay any attention to those who wander by, but once hungry -- or aggravated -- they quickly turn hostile; ready to strike with their venomous bite and innate power to spew elemental fury. A wind serpent combines the bright-scaled body and head of a snake with the leathery wings of a drake, as well as the feathers of a brightly colored bird. Spiritual Creatures. Wind serpents are often seen by less intelligent creatures as spirits of the sky, and have long since been revered by tribal races like the quilboars. They also carry a srong resemblance to Hakkar the Soulflayer, a prominent troll Loa, prompting those who worship him to keep and train the beasts in his reverence. Unseen Hunters. The serpentine beasts are formidable hunters; predators who utilize the environment to ambush their prey for a moment's advantage. Crawling among tree branches, stalk within fissures, or flying silently out from dark nooks towards their desired target. They attack with lightning speed and swiftly retreat once the blow has been dealt, stalking for the next opportunity to strike. Perceptive adventurers might catch a glimpse of their colorful scales glinting, as a warning of their presence -- and potential quarry. Adapted Species. Wind serpents can be found in the far reaches of the world. They nest in hard-to-reach places where they may safely retire. The different subspecies of wind serpents have adapted and adjusted to the environment around them, changing elemental bond -- and color with it -- to better survive their harsh surroundings. Variant: Adapted Wind Serpents Wind serpents are found throughout Azeroth and have adapted differently to their climate. You can change a wind serpent's lightning breath and shocking spit attacks to deal cold or poison damage instead of lightning by making the following changes to the attacks: Breath Attack. The breath attack becomes a cone of a size equal to half the line's length, and requires a Constitution saving throw to resist. Spit. The spit attack requires a Constitution saving throw to resist. WIND SERPENTS Wind Serpent Medium beast, neutral Armor Class 15 (natural armor) Hit Points 22 (5d8) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 11 (+0) 3 (-4) 14 (+2) 5 (-3) Skills Perception +4, Stealth +4 Damage Resistances poison Senses passive Perception 14 Languages — Challenge 1 (100 XP) Keen Smell. The serpent has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) poison damage. Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one Medium or smaller creature. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the wind serpent can't constrict another target. Lightning Breath (Recharges after a Short or Long Rest). The serpent exhales lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much W damage on a successful one. 110
WIND SERPENTS Wind Serpent Stinglash Medium beast, neutral Armor Class 15 (natural armor) Hit Points 33 (6d8 + 5) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 5 (-3) Skills Perception +4, Stealth +5 Damage Resistances poison Senses passive Perception 14 Languages — Challenge 2 (100 XP) Keen Smell. The serpent has advantage on Wisdom (Perception) checks that rely on smell. Venomous Bite. Once per turn, the serpent can deal an extra 3 (1d6) poison damage with its bite to a target that doesn't have all its hit points. Actions Multiattack. The serpent makes two attacks: one with its bite and one with its constrict. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the wind serpent can't constrict another target. Shocking Spit. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 13 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Wind Serpent Dreadfang Large beast, neutral Armor Class 17 (natural armor) Hit Points 60 (11d8 + 11) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 9 (-1) 17 (+3) 13 (+1) 4 (-3) 15 (+2) 5 (-3) Skills Perception +4, Stealth +5 Damage Resistances poison Senses passive Perception 14 Languages — Challenge 4 (1,100 XP) Keen Smell. The serpent has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The serpent makes two attacks: one with its bite and one with its constrict. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one Large or smaller creature. Hit: 13 (3d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wind serpent can't constrict another target. Frightful Screech. Each creature within 60 feet of the serpent that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this serpent's Frightful Screech for the next 24 hours. Lightning Breath (Recharge 5-6). The serpent exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save, or half as much damage on a success. W 111
Wretched Poor souls who failed to control their addiction to magic, and thus gorged on arcane power to the point of deformity — that is the story of the wretched. These frail-bodied denizens of Quel'thalas are recognisable for their gaunt, emaciated appearance, pale skin, and claw-like hands. Strange crystalling growths have spurred across their skin, giving them an eerie glow in darkness. They are a danger both to themselves and to others, with their violent and unpredictable nature. Insane Elves. The wretched are obsessed with magic, willing to go to extreme lengths for any scrap of magic that they can drain; whether from enchanted items, arcane fonts, or even errant spellcasters. Their fixation goes to the brink of insanity, and often far beyond it. Attempting to bargain with wretched for safe passage through their domain is rarely a peaceful affair, as their unpredictable nature makes them all too easy to anger. Pest of Quel'thalas. Being denizens of Quel'thalas themselves, the wretched elves rarely leave the confines of their magical kingdom. Instead, they have opted to scatter through the forest, taking up residence in ruins still left behind by the undead Scourge. There, they huddle together in small packs, letting their addiction take its toll. For the most part, in the eyes of Silvermoon, the wretched are little more than a pest upon the land. Their violent nature have left few wretched able to gather a force large enough to spur any proper conflicts, though they would pose a true threat to their elven kin should such a leader arise. Wretched Names Despite their addled presence and disownment by their kin, the wretches are still blood elves. As such, they still know to speak Thalassian. Few among them, however, seem to show any signs of remembering Common. Their overindulgence have lead many wretched into insanity, with some forgetting their names entirely. Others simply choose to take one a new one, casting aside any remnants of their old identity. The wretched use the same naming conventions as high and blood elves, but opt for descriptive and often profound titles in place of typical elven surnames — such as the Reckless or the Hungerer. Variant: Magic Absorption Wretched have an insatiable craving for magic and will go to extreme lengths to obtain and consume it. Some wretched are able to devour the essence of a magic item and be empowered by it. A wretched devourer has a challenge rating of 1/2 (100 XP) and gains the following action option. Devour Magic (Recharge 6). The wretched chooses one creature within 60 feet of it, the target must succeed on a DC 11 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the wretched's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. If the wretched successfully devours the magic of an item, it regains the use of one of its once per day innate spellcasting spells. WRETCHED Wretched Medium humanoid (blood elf), chaotic neutral Armor Class 12 Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 10 (+0) Skills Arcana +3, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Thalassian Challenge 1/4 (50 XP) Innate Spellcasting. The wretched's spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material component At will: blade ward, minor illusion 1/day each: detect magic, magic missiles, shield Magic Resistance. The wretched has advantage on saving throws against spells and other magical effects Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing W damage. 112
Worgen: Feral The curse of the worgen can transform even the most civilized person into a ravenous, primal beast. Filled with rage, it gradually loses all vestiges of its former life, as it slowly turns into a mindless hunter. These feral beings bear a closer semblence to monstrous wolves than to intelligent humanoids. However, upon a closer inspection, their eyes betray the mind still trapped within. Ancient Curse. The worgen curse began with a sect of night elves, who tried to tame the powers of the ancient Godrinn. Instead, they were transformed into feral beasts, and subsequently locked away in the Emerald Dream. They were alter brought forth by the Archmage Arugal -- who himself sought a weapon against the Scourge. Though the worgen were successful in keeping the damned at bay, they did not differ between the living and dead; leaving the curse to quickly seep through Gilneas. Pack Animals. Feral worgens have but a shred of humanity left, locked away in a beast that cannot be reasoned or communicated with. Like wolves, they keep to forested areas and gather in large packs, headed by their strongest -- the alpha. Humanoid Cubs. Worgens do not give birth to lupine humanoids, but rather to a humanoid of their original race. Although the mother might care for its child, this is often not shared by the rest of its pack. Resistance to Undeath. The curse of the worgen draws its power from the Emerald Dream, and the light of the goddess Elune. For this, raising a worgen into undeath is by far more difficult than it is with most other humanoids. Feral Weaknesses. As vicious as they are, these feral beasts are hardly intimidated and rarely back down if the pack keeps together. They do, however, have a strong dislike for open fires, and avoid areas lit by open flames whenever possible -- so long as the hunger for flesh does not force them to push through. They also appear to be very susceptible to the wolfsbane plant; a small, purple flower commonly found across the kingdom of Gilneas. If this seemingly harmless plant comes in contact with a worgen's wounds, it prevents the beast from recuperating. Player Characters as Feral Worgens A humanoid bit by a worgen must succeed on a DC 12 Constitution saving throw or be cursed. The curse has no effect on undead beings, such as the forsaken. A character bit begins to show the effects of the curse after 1d4 days, at which point the character is transformed into a feral worgen. It gains a Strength of 15 if their score isn't already higher, and their alignment changes to Chaotic Evil. The cursed character also gains the following indefinite madness, "I hunger for the taste of blood and will kill anyone to taste it once more." The character remains a feral worgen until a greater restoration spell or more powerful magic rids the character of their indefinite madness, at which point alignment returns to what it was before being bit, and the character gains the Two Forms feature and the Worgen Form Traits of the Worgen race. WORGEN: FERAL Feral Worgen Medium humanoid (worgen), chaotic evil Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0) Skills Perception +4, Survival +2, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from non magical attacks and weapons that aren't silvered Senses darkvision 60 ft., passive Perception 14 Languages Wolf Challenge 2 (450 XP) Keen Hearing and Smell. The worgen has advantage on Wisdom (Perception) checks that rely on its hearing or smell. Pack Tactics. The worgen has advantage on an attack roll against a creature if at least one of the worgen's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The worgen makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or gain the worgen curse. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. W 113
Yeti Yetis -- also known as Wendigos -- are hulking monstrosities that roam remote forests and snowy mountains. They exhibit a territorial ferocity rarely seen in other creatures, and make for terrifying and powerful foes. Especially with how they are willing to hunt any and all that would happen to wander too close to their den. Territorial Beings. The territorial nature of a yeti is common knowledge for any settlement near its hunting ground. When venturing outside, one must be sure to keep clear of any sign of the creature's trail; easily noticeable for the massive, clawed depressions and bloody carnage it leaves behind in the snow. Yetis possess a desire for blood that cannot be quenched. They often continue to hunt even when they are not hungry, dragging any un-eaten scraps back to their lair as a snack for later. As such, a yeti found roaming is seldom one left without purpose: it is almost guaranteed to be out looking for easy prey. Horrific Dens. Yetis make their dens in caverns and under isolated overhangs, usually recognized by an entrance strewn across with bones and half-eaten corpses. The cold climate of their habitat keeps the smell at bay, though the sight is as unmistakable as it is terrifying. This can, however, mean untold riches for strong-hearted adventurers. If anything manages to survive the yeti's frenzy, it is left strewn under the snow across its den -- like a treasure for any who would dare to collect it. Solitary Hunters. It is not a lack of intelligence, but an assertion of pride and dominance that drives the yeti to wander alone. If they first do decide to join together, whether to survive or simply for sport, they will first fight tooth and claw to establish a leader. YETIS Yeti Large monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 60 (7d10 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 7 (-2) Skills Perception +2 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 3 (700 XP) Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Charge. If the yeti moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 12 (2d10) piercing damage. Actions Multiattack. The yeti makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 2 (1d4) cold damage. Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing. Roar. The yeti emits a roar. Each creature within 30 feet of the yeti and able to hear the roar must make a DC10 Wisdom saving throw, being Frightened for 1 minute on a fail. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the roar of all yetis for 1 day. Y 114
Abominable Yeti Abominable yetis are menacing creatures, towering above their kin with the posture of enormous apes. They make their dens high in the mountains, in places so remote that no one would dare to venture close. They care little for keeping a large perimeter and hunt only to survive. They are, however, far more aggressive in their hunt; willing to venture much farther from their den for food. The greatest evidence of their existence are their primal roars; as loud as they are terrifying, echoing through the mountains. Little else is known of the abominable yeti, as few have encountered one and since lived to tell their tale. YETIS Abominable Yeti Huge monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 171 (13d12 + 80) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 9 (-1) Skills Perception +6 Damage Immunities cold Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 11 (7,200 XP) Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Charge. If the yeti moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (3d10) piercing damage. Standing Leap. The yeti's long jump is up to 40 ft. and its high jump is up to 20 ft., with or without a running start. Actions Multiattack. The yeti makes two claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage plus 5 (1d8) cold damage. Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage. Roar. The yeti emits a roar. Each creature within 30 feet of the yeti and able to hear the roar must make a DC15 Wisdom saving throw, being Frightened for 1 minute on a fail. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the roar of all yetis for 1 day. Deadly Leap. If the yeti jumps at least 20 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 30 (4d10 + 6) bludgeoning damage. On a successful save, the creature takes only half of the damage, isn't knocked prone and is pushed 5 ft. out of the yeti space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the yeti space. Cold Breath (Recharge 5-6). The yeti exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 36 (6d10) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The yeti can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The yeti regains spent legendary actions at the start of its turn. Claw Attack. The yeti makes one claw attack. Leap Attack (Cost 2 actions). The yeti makes a deadly leap attack. Y 115
Appendix A: Miscellaneous Creatures T his appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name. An ashwing moth is a nocturnal creature, best known for its vibrant light. Assassins prize them for it, using it as a decoy or distraction, as well as a subtle light in dark places. An ashwing moth in captivity sheds light for up to 1d8 days. APP. A: MISCELLANEOUS CREATURES Ashwing Moth Tiny beast, unaligned Armor Class 10 Hit Points 1 (1d4 - 1) Speed 5 ft., fly 25 ft. STR DEX CON INT WIS CHA 3 (-4) 10 (+0) 8 (-1) 1 (-5) 6 (-2) 3 (-4) Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Illumination. The moth sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Bat Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4 - 1) Speed 5 ft., fly 30ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Senses blindsight 60ft., passive Perception 11 Languages — Challenge 0 (10 XP) Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. Black Bear Medium beast, unaligned Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 8 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Boar Medium beast, unaligned Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) Senses passive Perception 9 Languages — Challenge 1/4 (50 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. 116
A carrion bird is a large, carnivorous scavenger bird found across Azeroth. Their wings are broad and their heads often featherless. They stalk their prey from the skies, lurking from a distance, as they wait for it to fall -- whether from exhaustion, or from another hunter. APP. A: MISCELLANEOUS CREATURES Brown Bear Large beast, unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Carrion Bird Medium beast, unaligned Armor Class 12 Hit Points 9 (2d6 + 2) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 2 (-4) 14 (+2) 4 (-3) Skills perception +4 Senses passive Perception 14 Languages — Challenge 1/4 (50 XP) Keen Sight and Smell. The carrion bird has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The carrion bird has advantage on an attack roll against a creature if at least one of the bird's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage Coyote Small beast, unaligned Armor Class 12 Hit Points 9 (2d6 + 2) Speed 50 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/8 (25 XP) Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The coyote advantage on an Attack roll against a creature if at least one of the coyotes allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: +4 (1d4 + 2) piercing damage. Crab Tiny beast, unaligned Armor Class 11 (natural armor) Hit Points 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. 117
A darkhound is a demonic dog found stalking the forests of the world, either by themselves or in small packs. Most consider them to be little more than a nuisance to be rid of, though the dark iron dwarves have found good use in them as patrol animals. APP. A: MISCELLANEOUS CREATURES Crocolisk Large beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Hold Breath. The crocolisk can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: +7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. Darkhound Medium fiend, chaotic evil Armor Class 12 Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3 Senses darkvision 30 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Keen Hearing and Smell. The darkhound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Otherworldly Perception. The darkhound can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 2 (1d4) poison damage. Deer Medium beast, unaligned Armor Class 13 Hit Points 4 (1d8) Speed 50 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) Senses passive Perception 12 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Dire Wolf Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf'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. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. 118
APP. A: MISCELLANEOUS CREATURES Eagle Small beast, unaligned Armor Class 12 Hit Points 3 (1d6) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) Skills perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Fox Small beast, unaligned Armor Class 12 Hit Points 9 (2d6 + 2) Speed 50 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 3 (-4) 13 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/8 (25 XP) Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell. Nimble Escape. The fox can take the Disengage or Hide action as a bonus action on each of its turns. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Forest Spider Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage. Frenzyfish Tiny beast, unaligned Armor Class 13 Hit Points 1 (1d4 - 1) Speed swim 40 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) Senses darkvision 60 ft. Languages — Challenge 0 (10 XP) Blood Frenzy. The frenzyfish has advantage on melee attacks against any creature that doesn't have all its hit points. Water Breathing. The frenzyfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. 119
APP. A: MISCELLANEOUS CREATURES Giant Bat Large beast, unaligned Armor Class 13 Hit Points 22 (4d10) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) Senses blindsight 60ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Giant Boar Large beast, unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) Senses passive Perception 8 Languages — Challenge 2 (450 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Giant Crab Medium beast, unaligned Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crap has two claws, each of which can grapple only one target. Giant Eagle Large beast, unaligned Armor Class 13 Hit Points 26 (4d10 + 4) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) Skills perception +4 Senses passive Perception 14 Languages understands at least one language but cannot speak Challenge 1 (200 XP) Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The eagle makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 120
APP. A: MISCELLANEOUS CREATURES Giant Moth Medium beast, unaligned Armor Class 12 Hit Points 16 (3d8 + 3) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 4 (-3) Senses blindsight 30 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) Keen Smell. The moth has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Pulverulent Wings (1/day). A cloud of thick powder disperses out from the moth in a 15-foot radius. Each creature in that area must make a DC 12 Constitution saving throw, or be blinded until the end of the moth's next turn on a failed save. Giant Owl Large beast, neutral Armor Class 12 Hit Points 19 (3d10 + 3) Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0) Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages Giant Owl, understands one other language but can't speak it Challenge 1/4 (50 XP) Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. Giant Scorpid Large beast, unaligned Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 4 (-3) 9 (-1) 3 (-4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Actions Multiattack. The scorpid makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. Giant Shark Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3) Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages – Challenge 5 (1,800 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. 121
Variant: Giant Deathweb Spider A deathweb spider has a challenge rating of 2 (450 XP). It has the same statistics as a giant spider except that it has Constitution 14, 37 (5d10 + 10) hit points, and replaces the giant spider's bite action option with the following actions. Additionally, the spider's web deals 9 (2d8) acid damage to a creature restrained by it at the beginning of the creatures turn. Infected Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. Burning Acid (Recharge after a Short or Long rest). The spider spews forth a burning hot acid. Each creature in a 10-foot cone must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much on a success. A hawkstrider is a large, flightless bird, indigenous to the forests of Quel'Thalas. Known for their bright, vibrant plumage and uncanny intelligence, these graceful creatures have long been a symbol of Silvermoon. APP. A: MISCELLANEOUS CREATURES Giant Spider Large beast, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is then restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Giraffe Huge beast, unaligned Armor Class 11 Hit Points 34 (4d12 + 8) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Keen Sight. The giraffe has advantage on Wisdom (Perception) checks that rely on sight. Charge. If the giraffe moves at least 20 ft. straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Hawkstrider Large beast, unaligned Armor Class 12 Hit Points 11 (2d10) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (+0) 3 (-4) 11 (+0) 7 (-2) Skills Athletics +3, Acrobatics +4, Perception +2 Senses passive Perception 12 Languages — Challenge 1/4 (50 XP) Swift Stride. The hawkstrider can use a bonus action to take the Dash action. Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage. Shriek (Recharge 6). The hawkstrider emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a hawkstrider must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of the hawkstriders's next turn. 122
APP. A: MISCELLANEOUS CREATURES Hunter Shark Large beast, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3) Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages – Challenge 2 (450 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Hyena Medium beast, unaligned Armor Class 12 Hit Points 16 (3d8 + 3) Speed 50 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The hyena makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Hyena Matriarch Medium beast, unaligned Armor Class 13 Hit Points 27 (5d8 + 5) Speed 50 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated. Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Leadership. Once per turn, the hyena can let out a cry when a friendly hyena that it can see within 10 feet of it makes an attack roll. The hyena can add a d4 to its roll provided it can hear the cry. A creature can benefit from only one Leadership die at a time. Actions Multiattack. The hyena makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. 123
A lion is a common sight across central Kalimdor. These fierce predators stalk the tall grass in small packs -- their prides -- and have been known to even hunt travellers. More commonplace across Azeroth is the mountain lion, found both along the lush plains of Mulgore and up the grassy foothills of Hillsbrad. APP. A: MISCELLANEOUS CREATURES Lion Large beast, unaligned Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses passive Perception 10 Languages — Challenge 1 (200 XP) Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can jump up to 25 feet. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Lion Pridemane Large beast, unaligned Armor Class 13 Hit Points 52 (7d10 + 14) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 10 (+0) Skills Perception +3, Stealth +6 Senses passive Perception 10 Languages — Challenge 3 (700 XP) Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can jump up to 25 feet. Actions Multiattack. The lion makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Terrifying Roar. Each creature within 30 ft. of the lion that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lion's Terrifying Roar for the next 24 hours. Mountain Lion Medium beast, unaligned Armor Class 12 Hit Points 18 (4d8) Speed 50 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 7 (-1) Skills Perception +3, Stealth +4 Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 124
APP. A: MISCELLANEOUS CREATURES Moose Large beast, unaligned Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 1 (200 XP) Charge. If the moose moves at least 20 feet straight toward a target and then hits it with a ram on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the moose takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Owl Tiny beast, unaligned Armor Class 11 Hit Points 1 (1d4 - 1) Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Polar Bear Large beast, unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 2 (450 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Reef Shark Medium beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages – Challenge 1/2 (100 XP) Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 125
A skywisp moth is considered a docile, insignificant beast to most. Among arcane practicioners, however, they have a notorious reputation for their curiosity and their uncanny ability to interfere with spells cast in their vicinity. Because of this, they are often a favoured companion for any hunters whose quarry is a dangerous spellcaster. APP. A: MISCELLANEOUS CREATURES Scorpid Small beast, unaligned Armor Class 12 (natural armor) Hit Points 13 (3d6 + 3) Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 2 (-4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP) Actions Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much on a successful one. Skywisp Moth Small beast, unaligned Armor Class 11 Hit Points 3 (1d6) Speed 10 ft., 30 ft. STR DEX CON INT WIS CHA 5 (-3) 12 (+1) 10 (+0) 3 (-4) 11 (+0) 4 (-3) Senses blindsight 30 ft., passive Perception Languages — Challenge 1/8 (25 XP) Keen Smell. The moth has advantage on Wisdom (Perception) checks that rely on smell. Arcane Interference. When a spell is cast within a 10-foot radius of the moth, roll a d20. On a roll of 1, the spell is interrupted as if by the counterspell spell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Pulverulent Wings (1/day). A cloud of thick powder disperses out from the moth in a 5-foot radius. Each creature in that area must make on a DC 11 Constitution saving throw, or be blinded until the end of the moth's next turn on a failed save. Spider Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. Stag Large beast, unaligned Armor Class 10 Hit Points 13 (2d10 + 2) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a ram on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. 126
Tallstriders are large, flightless birds, native to the plains and savannahs of central Kalimdor. There is a very clear and stubborn pride to the tallstriders, making them near impossible to domesticate and useless as beasts of burden. Some skilled hunters and beast-handlers have mastered the art of taming a tallstrider, however. For them, the birds' strength and speed make them excellent companions for any sudden skirmish. APP. A: MISCELLANEOUS CREATURES Swarm of Frenzyfish Medium swarm, unaligned Armor Class 13 Hit Points 28 (8d8 - 8) Speed swim 40 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft. Languages — Challenge 1 (200 XP) Blood Frenzy. The quipper has advantage on melee attacks against any creature that doesn't have all its hit points. 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 frenzyfish. The swarm can't regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Tallstrider Medium beast, unaligned Armor Class 11 Hit Points 9 (2d8) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 10 (+0) 4 (-3) 10 (+0) 6 (-2) Skills Athletics +3 Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Towering Tallstrider Large beast, unaligned Armor Class 13 Hit Points 22 (4d10) Speed 50 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 10 (+0) 4 (-3) 11 (+0) 6 (-2) Skills Athletics +4, Perception +2 Senses passive Perception 12 Languages — Challenge 1 (200 XP) Trampling Charge. If the tallstrider moves at least 20 feet straight toward a creature and then hits it with a beak attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the tallstrider can make another attack with its claws against it as a bonus action. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Turtle Medium beast, unaligned Armor Class 16 (natural armor) Hit Points 30 (4d8 + 12) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 16 (+3) 4 (-3) 11 (+0) 6 (-2) Senses darkvision 60 ft Languages — Challenge 1/2 (100 XP) Amphibious. The turtle can breathe air and water. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 127
A zhevra resembles a large, striped horse with a horn piercing through its forehead, similar to that of a unicorn. Though they might seem threatening, they are usually very passive beasts; remarkably easy to frighten. They move together in herds, keeping close for their own protection. APP. A: MISCELLANEOUS CREATURES Wolf Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Worg Large monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Worg, understands one other language but can't speak it Challenge 1/2 (100 XP) Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Zhevra Large beast, unaligned Armor Class 11 Hit Points 13 (2d10 + 2) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Trampling Charge. If the zhevra moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the zhevra can make one attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 3) piercing damage. Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) piercing damage. 128
Thanks for Reading This has been a project made by a group of people who have loved the Warcraft franchise for many years at this point, and wanted to bring it back to Dungeons and Dragons for everyone to enjoy. This has been a blast for us to make, and we thoroughly enjoy making it and improving upon it. We hope this will bring joy to many D&D tables around the world. Best of luck to all the parties of humans and orcs, try not to chop each other up too much <3 Did you know this was all made using GmBinder? I can't stretch enough how fantastic a tool it is for creating homebrew material for 5th edition D&D. Go check them out!