Iron & Aether
Table of Contents

Beasts

Beasts refers to birds, insects, animals, essentially any natural fauna exists alongside Sentients and does not explicitly make an enemy out of them, nor whose purpose is solely to kill; this is aside from Monstrosities, which are unnatural and cannot live alongside Sentients in any capacity. The stats of many Beasts can be used in lieu of another that is not given, e.g. the stats for a lion can be used for a tiger or a panther, or slightly modifying the stats of a horse can be used to make a donkey, and so on.

If a character is attempting to handle a Beast and “persuade” it to do something for them, they must make a Beast Handling check against the Beast’s Insight check: on a success, they convince the Beast to trust them. If the character gives the Beast food or something it wants, they have advantage on the check, but if the Beast is angry or afraid of the character or if they are in combat with the beast, they have disadvantage.

Animal Tactics

On the whole, animals will generally only attack when threatened, frightened, extremely hungry, to defend their young, and when trained to. Otherwise, they will flee from danger.

Giant and Dire Beasts

There are 3 categories of Beasts, based on their relative size (different from their actual Size): normal, giant, and dire. Normal Beasts are those that are most frequently known and seen in the wild and are almost always Tier 0-1; giant Beasts are much larger than their normal variants and are usually Tier 1; dire Beasts are relatively massive, always Big or bigger (or in the case of the Dire Shark, much bigger), and are usually Tier 1-2.


Tier 0



Big

Statistics

STR 4 CON 3.5 AGI 2 DEX .5 INT 1 WIS 2 CHA 2.5
DEF 4 (Armor 4), RaDEF 6
Health 32 (4d8 +14)
Saves Fort. 3.75 (+4), Ref. 1.25 (+2), Will. 2.25 (+2.5)
Speed 5.5m/sec
Action Skills Climb 2 (+4), Insight 3 (+2), Intimidation 4 (+2.5), Nature 2 (+1), Perception 3 (+2)
Locations Forest, mountains, tundra, underground

Actions

Bite. Melee attack, 1 target, 1.5s, 3d6 +4 physical damage.
Claws. Melee attack, 1 target, 1.5s, 3d6 +4 physical damage.
Crush. Melee attack, 1 target that is prone, 3s, 3d8 +4 physical damage.

Treasure

Armor Materials: Up to 10 lbs. of Beast Hide (DR 16: Medicine or Survival)


Tiny

Statistics

STR 0 CON 2 AGI 3 DEX 2 INT 1.5 WIS 2 CHA 2
DEF 5 (Dodge 5), RaDEF 11
Health 3.5 (1d2 +2)
Saves Fort. 1 (+2), Ref. 2.5 (+3), Will. 2 (+2)
Speed (Walking) 1m/sec
Speed (Flying) 2m/sec
Action Skills Appraisal 1 (+2), Beguilement 2 (+2), Insight 2 (+2), Mechanics 1 (+1.5), Nature 1 (+1.5), Navigation 4 (+1.5), Perception 4 (+2), Sleight of Hand 2 (+2), Stealth 3 (+2)
Locations All except underground

Actions

Peck. Melee attack, 1 target, 1s, 1 +2 physical damage.


Tiny

Statistics

STR 0 CON 2 AGI 4 DEX 1 INT 1.5 WIS 2.5 CHA 3
DEF 5 (Dodge 5), RaDEF 11
Health 3.5 (1d2 +2)
Saves Fort. 1 (+2), Ref. 2.5 (+4), Will. 2.75 (+3)
Speed 4.5m/sec
Action Skills Climb 3, Insight 2 (+2.5), Perception 3 (+2.5), Persuasion 2 (+3), Stealth 4 (+1), Survival 2 (+2.5)
Senses Darkvision
Locations Urbanity

Passive Abilities

Keen Hearing and Smell. A Cat has advantage on Perception checks that rely on hearing or smelling.

Actions

Bite. Melee attack, 1 target, 1.5s, 1d2 physical damage.
Claws. Melee attack, 1 target, 1s, 1d2 +1 physical damage.


Tiny

Statistics

STR 0.5 CON 2 AGI 2 DEX 2 INT 0 WIS 2 CHA 1
DEF 6 (Armor 2, Dodge 4), RaDEF 12
Health 3 (1d2 +2)
Saves Fort. 1.25 (+2), Ref. 2 (+2), Will. 1.5 (+2)
Speed (Walking and Swimming) 1.5m/sec
Action Skills Intimidation 1 (+1), Perception 2 (+2), Stealth 3 (+2)
Senses Infrared vision
Locations Coast, sea

Passive Abilities

Amphibious. A Crab can breathe equally well in air and water.
Camouflage. While not moving and in its natural environment, a Crab’s Stealth checks have advantage.

Actions

Pinch. Melee attack, 1 target, 1.5s, 1d2 +1 physical damage.


Small

Statistics

STR 3 CON 2 AGI 2 DEX 1 INT 1 WIS 2 CHA 1
DEF 7 (Armor 6, Dodge 1), RaDEF 11
Health 22.5 (5d4 +10)
Damage Resistances Physical
Saves Fort. 2.5 (+3), Ref. 1.75 (+2), Will. 1.5 (+2)
Speed (Walking and Swimming) 2.5m/sec
Action Skills Intimidation 2 (+1), Perception 3 (+2), Stealth 3 (+1.5), Swim 2 (+3)
Senses Infrared vision
Locations Coast, sea

Passive Abilities

Amphibious. The Giant Crab can breathe equally well in air and water.
Camouflage. While not moving and in its natural environment, the Giant Crab’s Stealth checks have advantage.

Actions

Pinch. Melee attack, 1 target, 1.5s, 2d6 +3 physical damage.

Treasure

Armor Materials: Up to 4 lbs. of Monster Hide (DR 12: Medicine or Survival)


Tiny

Statistics

STR 0 CON .5 AGI 3 DEX 0 INT 0 WIS 1 CHA 0
DEF 4 (Armor 1, Dodge 3), RaDEF 10
Health 2 (1d2 +.5)
Saves Fort. .75 (+1.5), Ref. 1.5 (+3), Will. .5 (+1)
Speed 2m/sec
Action Skills Stealth 3, Perception 2 (+1)
Locations Coast, sea, wetlands


Big

Statistics

STR 3 CON 2.5 AGI 0 DEX 0 INT .5 WIS 1 CHA .5
DEF 4 (Armor 4), RaDEF 6
Health 12 (2d6 +5)
Saves Fort. 2.75 (+3), Will. .75 (+1)
Action Skills Nature 2 (+.5), Perception 2 (+1), Stealth 3
Locations Forest, wetlands

Passive Abilities

Lie in Wait. While not moving, the Dire Fly Trap has advantage on Stealth checks.

Actions

Bite. Melee attack, 1 target, 1s, 3d8 +3 damage; if the target takes final damage, they must succeed on a Fort./Ref. save (their choice) against the total damage rolled or be restrained by the Dire Fly Trap.

Treasure

Armor Materials: Up to 4 lbs. of Beast Hide (DR 12: Medicine or Survival)


Big

Statistics

STR 4 CON 3 AGI 3 DEX 3 INT 1.5 WIS 2 CHA 2
DEF 5 (Armor 3, Dodge 2), RaDEF 7
Health 37.5 (5d8 +15)
Saves Fort. 3.5 (+4), Ref. 3 (+3), Will. 2 (+2)
Speed 4m/sec
Action Skills Climb 3 (+4), Insight 3 (+2), Intimidation 3 (+2), Nature 1 (+1.5), Perception 2 (+2)
Locations Forest

Actions

Punch. Melee attack, 1 target, 1s, 3d6 +4 physical damage.


Big

Statistics

STR 4 CON 3 AGI 3 DEX 0 INT 1 WIS 2 CHA 1.5
DEF 5 (Armor 5), RaDEF 7
Health 22.5 (3d8 +9)
Saves Fort. 3.5 (+4), Ref. 1.5 (+3), Will. 1.75 (+2)
Speed 6m/sec
Action Skills Insight 2 (+2), Intimidation 3 (+1.5), Nature 1 (+1), Perception 3 (+2)
Locations Plains, urbanity

Actions

Kick. Melee attack, 1 target, 1.5s, 3d6+4 physical damage; if the target takes final damage, they must succeed on a Fort. save against the total damage rolled or be knocked prone.

Treasure

Armor Materials: Up to 10 lbs. of Beast Hide (DR 16: Medicine or Survival)


Tiny

Statistics

STR 0 CON .5 AGI 2 DEX 4 INT 0 WIS 0.5 CHA 0
DEF 7 (Armor 1, Dodge 6), RaDEF 13
Health .5 (0 +.5)
Saves Fort. .25 (+.5), Ref. 3 (+4), Will. .25 (+.5)
Speed (Walking) 1m/sec
Speed (Flying) 3m/sec
Action Skills Perception 3 (+.5), Stealth 4 (+4), Swim 1
Locations All

Passive Abilities

Insect Climb. An Insect can climb difficult surfaces, including upside-down, without issue.

Actions

Bite. Melee attack, 1 target, .5s; if the insect is carrying a disease, the target must succeed on a DR 12 Fort. save or be inflicted with the same disease.


Small

Statistics

STR 1 CON 2.5 AGI 3 DEX 1 INT .5 WIS 1 CHA 1.5
DEF 6 (Armor 4, Dodge 2), RaDEF 10
Health 15 (3d4 +7.5)
Saves Fort. 1.75 (+2.5), Ref. 2 (+3), Will. 1.25 (+1.5)
Speed (Walking) 3m/sec
Speed (Flying) 3m/sec
Action Skills Intimidation 3 (+1.5), Nature 1 (+.5), Perception 3 (+1), Stealth 2 (+1), Swim 3 (+1)
Weapon Skills Unarmed 3
Senses Infrared vision
Locations All

Passive Abilities

Insect Climb. A Giant Insect can climb difficult surfaces, including upside-down, without issue.

Actions

Bite. Melee attack, 1 target, 1s, 3d6 +1 physical damage; if the Giant Insect is carrying a disease and this attack deals final damage, the target must succeed on a Fort. save against the total damage rolled or be inflicted with the same disease.

Treasure

Armor Materials: Up to 4 lbs. of Beast Hide (DR 12: Medicine or Survival)


Medium

Statistics

STR 3 CON 2.5 AGI 3 DEX .5 INT 1 WIS 2 CHA 2.5
DEF 4.5 (Armor 4, Dodge .5), RaDEF 7.5
Health 30 (5d6 +12.5)
Saves Fort. 2.75 (+3), Ref. 2.25 (+3), Will. 2.25 (+2.5)
Speed 5.5m/sec
Action Skills Climb 2 (+3), Intimidation 3 (+2.5), Nature 1 (+1), Navigation 2 (+2), Perception 2 (+2), Stealth 3 (+.5), Survival 3 (+2), Swim 1 (+3)
Senses Darkvision
Locations Plains

Passive Abilities

Tall Jump. A Lion can jump 10 meters straight into the air.

Actions

Bite. Melee attack, 1 target, 1.5s, 3d6 +3 physical damage.
Claws. Melee attack, 1 target, 1.5s, 3d6 +3 physical damage.
Tackle. Melee attack, 1 target, 1.5s; target must make a Fort. save against the Lion’s STR check or be knocked prone and grappled by the Lion; if the Lion wins the contest, they can take the Bite or Claws action as part of this action.

Treasure

Armor Materials: Up to 7 lbs. of Beast Hide (DR 14: Medicine or Survival)


Small

Statistics

STR 2 CON 2.5 AGI 3 DEX 3.5 INT 1.5 WIS 2 CHA 1.5
DEF 5.5 (Armor 1, Dodge 4.5), RaDEF 9.5
Health 10 (2d4 +5)
Saves Fort. 2.25 (+2.5), Ref. 3.25 (+3.5), Will. 1.75 (+2)
Speed 3m/sec
Action Skills Climb 4 (+2), Intimidation 2 (+1.5), Nature 1 (+1.5), Navigation 1 (+2), Perception 2 (+2), Sleight of Hand 2 (+3.5), Stealth 1 (+3.5), Survival 1 (+2), Swim 1 (+2)
Locations Forest, ruins, wetlands

Actions

Punch. Melee attack, 1 target, 1s, 2d6 +2 physical damage.


Small

Statistics

STR 2 CON 2 AGI 0.5 DEX 4 INT 2 WIS 2 CHA 3
DEF 5.5 (Armor 3, Dodge 2.5), RaDEF 9.5
Health 9 (2d4 +4)
Saves Fort. 2 (+2), Ref. 2.25 (+4), Will. 2.5 (+3)
Condition Immunities Restrained
Speed (Walking) 1m/sec
Speed (Swimming) 2m/sec
Action Skills Insight 2 (+2), Perception 2 (+2), Sleight of Hand 2 (+4), Stealth 3 (+4)
Senses Infrared vision
Locations Coast, sea, wetlands

Passive Abilities

8 Arms. An Octopus has 8 arms and can perform up to 4 tasks simultaneously, and takes .5 fewer seconds to perform actions.
Camouflage. The Octopus can take 1 second to camouflage itself with its immediate environment, giving it advantage on any Stealth checks it makes until it moves.
Elastic Body. An Octopus can fit through any space it can fit its beak through.

Actions

Strangle. An Octopus takes 2s to attempt to grapple the target, and if they are successful, the target begins suffocating; at the start of each of the target's turns while it's suffocating, they take 3 physical final damage.

Treasure

Armor Materials: Up to 4 lbs. of Beast Hide (DR 14: Medicine or Survival)


Tiny

Statistics

STR 0.5 CON 1.5 AGI 3 DEX 0.5 INT 0 WIS 1 CHA 1.5
DEF 4.5 (Armor 1, Dodge 3.5), RaDEF 10.5
Health 3 (1d2 +1.5)
Saves Fort. 1 (+1.5), Ref. 1.75 (+3), Will. 1.25 (+1.5)
Speed 3.5m/sec
Action Skills Perception 2 (+1), Stealth 2 (+.5), Survival 2 (+1)
Senses Infrared vision
Difficulty Tier 0
Locations Sea, wetlands

Passive Abilities

Blood Acuity. A Piranha has advantage on Perception checks to detect bleeding creatures.
Bloodlust. When a Piranha deals final damage with an attack or tastes blood, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well.

Actions

Bite. Melee attack, 1 target, 1s, 2d4 +.5 physical damage; if a creature is reduced to 0 Health by this attack, the Piranha will spend the next minute eating them unless it takes damage from another source.

Treasure

Armor Materials: Up to 1 lb. of Beast Hide (DR 6: Medicine or Survival)


Medium/Big (stats assume Big)

Statistics

STR 3 CON 2 AGI 2 DEX 0 INT 0.5 WIS 1.5 CHA 2
DEF 5 (Armor 5), RaDEF 7
Health 19.5 (3d8 +6)
Saves Fort. 3 (+3), Ref. 1 (+2), Will. 2 (+2)
Speed 3.5m/sec
Action Skills Intimidation 2 (+2), Navigation 1 (+1.5), Perception 2 (+1.5), Stealth 2, Survival 2 (+1.5)
Locations Sea

Passive Abilities

Blood Acuity. A Shark has advantage on Perception checks to detect bleeding creatures.
Bloodlust. When a Shark deals final damage with an attack or tastes blood, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well.
Just Keep Swimming. If the Shark stops swimming at any point, it dies; for this reason, it must move for at least half a second on each of its turns.

Actions

Bite. Melee attack, 1 target, 1.5s, 3d6 +3 physical damage.

Treasure

Armor Materials: Up to 10 lbs. of Beast Hide (DR 16: Medicine or Survival)


Tiny

Statistics

STR 0.5 CON 1 AGI 2 DEX 3 INT 0.5 WIS 2 CHA 2
DEF 5 (Dodge 5), RaDEF 11
Health 2.5 (1d2 +1)
Saves Fort. .75 (+1), Ref. 2.5 (+3), Will. 2 (+2)
Condition Immunities Prone
Condition Resistances Sickened
Speed 1.5m/sec
Action Skills Climb 2 (+.5), Intimidation 2 (+2), Perception 2 (+2), Stealth 3 (+3), Swim 2 (+.5)
Locations Desert, forest, mountains, plains, ruins, underground, wetlands

Actions

Bite. Melee attack, 1 target, 1s, 1d2 +3 physical damage, 1d4 +2 poison damage; if the target takes any final poison damage they become sickened for 1 minute.

Treasure

Alchemy Ingredients: 1 Poison Ingredient (DR 6: Medicine or Survival)



Large

Statistics

STR 5 CON 3 AGI 3 DEX 0 INT 1 WIS 2 CHA 2
DEF 5 (Armor 5), RaDEF 6
Health 25.5 (3d10 +9)
Saves Fort. 4 (+5), Ref. 1.5 (+3), Will. 2 (+2)
Speed 6.5m/sec
Action Skills Insight 1 (+2), Intimidation 3 (+2), Perception 2 (+2)
Locations Urbanity

Actions

Kick. Melee attack, 1 target, 1.5s, 2d8 +5 damage; if the target takes final damage, they must succeed on a Fort. save against the total damage rolled or be knocked prone.

Treasure

Armor Materials: Up to 15 lbs. of Beast Hide (DR 18: Medicine or Survival)


Medium

Statistics

STR 2 CON 2 AGI 3 DEX 1 INT 1 WIS 1.5 CHA 3
DEF 4 (Armor 3, Dodge 1), RaDEF 7
Health 11 (2d6 +4)
Saves Fort. 2 (+2), Ref. 2 (+3), Will. 2.25 (+2)
Speed 5.5m/sec
Action Skills Insight 2 (+1.5), Intimidation 2 (+3), Perception 3 (+1.5), Stealth 2 (+1), Survival 4 (+1), Swim 2 (+2)
Locations Forest, mountains, plains, ruins, tundra

Passive Abilities

Keen Hearing and Smell. A Wolf has advantage on Perception checks that rely on hearing and smelling.

Actions

Bite. Melee attack, 1 target, 1s, 2d6 +2 physical damage.
Tackle. Melee attack, 1 target, 1s, target must make a Fort. save against the Wolf’s STR check or be knocked prone and be grappled by the Wolf; if the Wolf wins the contest, it can take the Bite action as part of this action.

Treasure

Armor Materials: Up to 7 lbs. of Beast Hide (DR 12: Medicine or Survival)

Tier 1



Large

Statistics

STR 5 CON 3 AGI 1 DEX .5 INT 1 WIS 2 CHA 2.5
DEF 8 (Armor 8), RaDEF 9
Health 51 (6d10 +18)
Damage Resistances Physical from slashing sources
Damage Vulnerabilities Physical from blunt sources
Saves Fort. 4 (+5), Ref. .75 (+1), Will. 2.25 (+2.5)
Speed (Walking and Swimming) 3.5m/sec
Action Skills Intimidation 5 (+2.5), Perception 3 (+2), Stealth 1 (+.5), Swim 1 (+5)
Senses Infrared vision
Locations Coast, sea

Passive Abilities

Amphibious. The Dire Crab can breathe equally well in air and water.
Camouflage. While not moving and in its natural environment, the Dire Crab’s Stealth checks have advantage.

Actions

Pinch. Melee attack, 1 target, 1.5s, 3d8 +5 physical damage.

Treasure

Armor Materials: Up to 15 lbs. of Monster Scale (DR 20: Medicine or Survival)


Big

Statistics

STR 4 CON 3 AGI 2 DEX .5 INT 1 WIS 1 CHA 2
DEF 10 (Armor 10), RaDEF 12
Health 45 (6d8 +18)
Saves Fort. 3.5 (+4), Ref. 1.25 (+2), Will. 1.5 (+2)
Speed (Walking) 3.5m/sec
Speed (Flying) 3m/sec
Action Skills Intimidation 3 (+2), Nature 1 (+1), Perception 4 (+1), Stealth 1 (+.5), Swim 3 (+4)
Weapon Skills Unarmed 4
Senses Infrared vision
Locations All

Passive Abilities

Insect Climb. A Dire Insect can climb difficult surfaces, including upside-down, without issue.

Actions

Bite. Melee attack, 1 target, 1.5s, 4d6 +4 physical damage; if the Dire Insect is carrying a disease and this attack deals final damage, the target must succeed on a DR Fort. save against the total damage rolled or be inflicted with the same disease.

Treasure

Armor Materials: Up to 10 lbs. of Monster Hide (DR 16: Medicine or Survival)


Small/Medium/Big (stats assume Medium)

Statistics

STR 1 CON 2 AGI 3 DEX 6 INT 0 WIS 1.5 CHA 1
DEF 7 (Armor 1, Dodge 6), RaDEF 10
Health 27.5 (5d6 +10)
Damage Resistances Physical
Saves Fort. 1.5 (+2), Ref. 4.5 (+6), Will. 1.25 (+1.5)
Condition Immunities Grappled, Prone, Restrained
Condition Resistances Blinded, Charmed
Speed (Walking) 3.5m/sec
Speed (Flying) 4m/sec
Action Skills Perception 5 (+1.5), Stealth 1 (+6), Swim 2 (+1)
Weapon Skills Unarmed 2
Locations All

Passive Abilities

Consume. If an Insect Swarm reduces a creature to 0 Health, it spends its next turn consuming that creature’s flesh.
Insect Climb. An Insect Swarm can climb difficult surfaces, including upside down, without issue.
Swarm. An Insect Swarm can occupy the same space as a creature; if it does, it has advantage on each of its attacks against that creature.

Actions

Bite. Melee attack, 1 target, .5s, 2d6 +6 physical damage; if the Insect Swarm is carrying a disease and deals final damage with this attack, the target must succeed on a DR 24 Fort. save or be inflicted with the same disease.


Big

Statistics

STR 4 CON 2 AGI 2 DEX 3.5 INT 2.5 WIS 2 CHA 2.5
DEF 10.5 (Armor 8, Dodge 2.5), RaDEF 12.5
Health 32.5 (5d8 +10)
Saves Fort. 3 (+3), Ref. 2.75 (+3.5), Will. 2.25 (+2.5)
Condition Resistances Restrained
Speed (Walking) 2m/sec
Speed (Swimming) 4m/sec
Action Skills Insight 2 (+2), Perception 3 (+2), Sleight of Hand 2 (+3.5), Stealth 3 (+3.5)
Senses Infrared vision
Difficulty Tier 1
Locations Coast, sea, swamp

Passive Abilities

8 Arms. A Giant Octopus has 8 arms and can perform up to 4 tasks simultaneously, and takes .5 fewer seconds to perform actions.
Camouflage. A Giant Octopus can take 1s to camouflage itself with its immediate environment, giving it advantage on Stealth checks until it moves.
Elastic Body. A Giant Octopus can fit through any space it can fit its beak through.

Actions

Smack. Melee attack, 1 target, .5s, 3d6 +4 physical damage.
Strangle. The Giant Octopus takes 2 seconds to attempt to grapple the target, and if they are successful, the target begins suffocating; at the start of each of the target's turns while they're suffocating, they take 6 final physical damage.

Treasure

Armor Materials: Up to 10 lbs. of Monster Hide (DR 16: Medicine or Survival)


Large

Statistics

STR 6 CON 3 AGI 2 DEX 2.5 INT 3 WIS 2 CHA 3
DEF 12 (Armor 12), RaDEF 13
Health 68 (8d10 +24)
Saves Fort. 4.5 (+6), Ref. 2.25 (+2.5), Will. 2.5 (+3)
Condition Resistances Restrained
Speed (Walking) 2m/sec
Speed (Swimming) 5m/sec
Action Skills Insight 2 (+2), Perception 3 (+2), Sleight of Hand 1 (+2.5), Stealth 2 (+2.5)
Senses Infared vision
Locations Coast, sea, wetlands

Passive Abilities

8 Arms. A Dire Octopus has 8 arms and can perform up to 4 tasks simultaneously, and takes .5 fewer seconds to perform actions.
Camouflage. The Dire Octopus can take 1.5s to camouflage itself with its immediate environment, giving it advantage on any Stealth checks it makes until it moves.
Elastic Body. A Dire Octopus can fit through any space it can fit its beak through.

Actions

Smack. Melee attack, 1 target, 1s, 3d8 +6 physical damage.
Strangle. The Dire Octopus takes 3 seconds to attempt to grapple the target, and if they are successful, the target begins suffocating; at the start of each of the target's turns while they're suffocating, they take 10 final physical damage.

Treasure

Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Big or bigger (stats assume Big)

Statistics

STR 2 CON 3 AGI 3 DEX 2.5 INT 0 WIS 1 CHA 2
DEF 6.5 (Armor 5, Dodge 1.5), RaDEF 8.5
Health 22.5 (3d8 +9)
Damage Resistances Physical
Saves Fort. 2.5 (+3), Ref. 2.75 (+3), Will. 1.5 (+2)
Condition Immunities Grappled, Restrained
Condition Resistances Blinded, Charmed
Speed 4m/sec
Action Skills Perception 4 (+1), Survival 3 (+1)
Senses Infrared vision
Locations Sea, wetlands

Passive Abilities

Blood Acuity. A Piranha Swarm has advantage on Perception checks to detect bleeding creatures.
Bloodlust. When a Piranha Swarm deals final damage with an attack or tastes blood, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well; this state lasts for 1 minute or until the swarm is defeated.
Consume. If a Piranha Swarm reduces a creature to 0 Health, it spends its next turn consuming that creature’s flesh.
Swarm. A Piranha Swarm can occupy the same space as a creature; if it does, it has advantage on each of its attacks against that creature.

Actions

Bite. Melee attack, 1 target, 1s, 4d6 +2 physical damage.

Treasure

Armor Materials: Up to 10 lbs. of Beast Hide (DR 16: Medicine or Survival)


Large

Statistics

STR 5 CON 3 AGI 2 DEX 0 INT 1 WIS 2 CHA 2.5
DEF 10 (Armor 10), RaDEF 11
Health 68 (8d10 +24)
Saves Fort. 4 (+5), Ref. 1 (+2), Will. 2.25 (+2.5)
Speed 4m/sec
Action Skills Intimidation 3 (+2.5), Navigation 1 (+2), Perception 3 (+2), Stealth 2, Survival 3 (+2)
Senses Infrared vision
Locations Sea

Passive Abilities

Blood Acuity. A Giant Shark has advantage on Perception checks to detect bleeding creatures.
Bloodlust. When a Giant Shark deals final damage with an attack or tastes blood, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well; this lasts for 1 minute or until it is defeated.
Just Keep Swimming. If the Giant Shark stops swimming at any point, it dies; for this reason, it must move for at least half a second on each of its turns.

Actions

Bite. Melee attack, 1 target, 1s, 4d8 +5 physical damage; as part of this action, the Giant Shark attempts to grapple the target if it dealt final damage to them.
Swallow. Melee attack, up to 1 Big target, 1.5s; the target must make a Fort. save against the Giant Shark’s STR check or become blinded and restrained as it swallows them. At the start of each of their turns thereafter, they take 2d8 caustic damage as the Giant Shark begins to digest them. If the Giant Shark takes >23 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Giant Shark dies, any swallowed creatures can take 3 seconds on their turn to crawl out of it, exiting prone.

Treasure

Armor Materials: Up to 15 lbs. of Beast Hide (DR 20: Medicine or Survival)


Medium

Statistics

STR 3 CON 3 AGI 2 DEX 2 INT 1 WIS 2 CHA 2
DEF 7 (Armor 6, Dodge 1), RaDEF 10
Health 32.5 (5d6 +15)
Damage Resistances Poison
Saves Fort. 3 (+3), Ref. 2 (+2), Will. 2 (+2)
Condition Immunities Prone
Condition Resistances Sickened
Speed 3m/sec
Action Skills Climb 2 (+3), Intimidation 3 (+2), Perception 2 (+2), Stealth 3 (+2), Swim 1 (+3)
Senses Infrared vision
Locations Desert, forest, mountains, plains, ruins, underground, wetlands

Actions

Bite. Melee attack, 1 target, 1s, 3d4 +3 physical damage, 2d6 +3 poison damage; if the target takes any final poison damage they become sickened for 1 hour.
Constrict. The Giant Snake takes 2s to attempt to grapple a Medium or smaller target; on a success, they deal 3d6 +3 physical damage (with advantage) reduced only by the target's Armor score.
Swallow. Melee attack, up to 1 Tiny target, 3s; the target must make a Fort. save against the Giant Snake’s STR check or become restrained as it swallows them. At the start of each of their turns thereafter, they take 1d8 caustic damage (reduced only by their Armor score) as the Giant Snake begins to digest them. If the Giant Snake takes >9 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Giant Snake dies, any swallowed creatures can take 3 seconds on their turn to crawl out of it, exiting prone.

Treasure

Alchemy Ingredients: Up to 3 Poison Ingredients (DR 14: Medicine or Survival)
Armor Materials: Up to 7 lbs. of Beast Hide (DR 14: Medicine or Survival)


Small

Statistics

STR 2 CON 2.5 AGI 3.5 DEX 1.5 INT .5 WIS 1 CHA 1.5
DEF 6 (Armor 3, Dodge 3), RaDEF 10
Health 20 (4d4 +10)
Saves Fort. 2.25 (+2.5), Ref. 2.5 (+3.5), Will. 1.25 (+1.5)
Speed Total: 28m; Per Action: 7m
Action Skills Intimidation 2 (+1.5), Nature 2 (+.5), Perception 3 (+1), Stealth 3 (+1.5)
Senses Infrared vision
Locations Desert, forest, mountains, ruins, underground, wetlands

Passive Abilities

Spider Climb. A Giant Spider can climb difficult surfaces, including upside-down, without issue.
Web Sense. While in contact with a web, a Giant Spider knows the exact location of any other creature in contact with the same web.
Web Walker. A Giant Spider ignores movement restrictions caused by webbing.

Actions

Web. A Giant Spider can unspool silk from its spinnerets at a rate of 1m/sec, creating a web over the course of anywhere from a few minutes to a few hours.
Bite. Melee attack, 1 target, 1s, 2d6 +2 physical damage, 2d6 +2.5 poison damage.
Sting. Melee attack, 1 target, 3s, 2d6 +2 physical damage; if the target takes final damage, they must succeed on a Fort. save against the total damage rolled or be paralyzed for the next minute.

Treasure

Alchemy Ingredients: Up to 2 Poison Ingredients (DR 12: Medicine or Survival)
Armor Materials: Up to 4 lbs. of Beast Hide (DR 12: Medicine or Survival)


Large

Statistics

STR 4 CON 3 AGI 3 DEX 0.5 INT 1.5 WIS 2 CHA 3
DEF 8 (Armor 8), RaDEF 9
Health 51 (6d10 +18)
Saves Fort. 3.5 (+4), Ref. 1.75 (+3), Will. 2.5 (+3)
Speed 6.5m/sec
Action Skills Insight 2 (+2), Intimidation 3 (+3), Perception 4 (+2), Stealth 1 (+.5), Survival 4 (+2), Swim 2 (+4)
Locations Forest, mountains, plains, ruins, tundra

Passive Abilities

Keen Hearing and Smell. A Giant Wolf has advantage on Perception checks that rely on hearing and smelling.

Actions

Bite. Melee attack, 1 target, 1.5s, 3d8 +4 physical damage.
Tackle. Melee attack, 1 target, 1.5s, target must make a Fort. save against the Giant Wolf’s STR check or be knocked prone and be grappled by the Giant Wolf; if the Giant Wolf wins the contest, it can take the Bite action as part of this action.

Treasure

Armor Materials: Up to 15 lbs. of Beast Hide (DR 20: Medicine or Survival)

Tier 2



Large

Statistics

STR 5 CON 4 AGI 2 DEX 1.5 INT 1.5 WIS 2 CHA 3
DEF 14 (Armor 14), RaDEF 15
Health 76 (8d10 +32)
Damage Immunities Poison
Saves Fort. 4.5 (+5), Ref. 1.75 (+2), Will. 2.5 (+3)
Condition Immunities Prone
Condition Resistances Sickened
Speed 4m/sec
Action Skills Climb 3 (+5), Intimidation 4 (+3), Perception 2 (+2), Stealth 2 (+1.5)
Senses Infrared vision
Locations Desert, forest, mountains, plains, ruins, underground, wetlands

Actions

Bite. Melee attack, 1 target, 2s, 4d8 +5 physical damage, 2d8 +4 poison damage; if the target takes any final poison damage they become sickened for 1 hour.
Constrict. The Dire Snake takes 2s to attempt to grapple a Large or smaller target; on a success, they deal 4d8 +5 physical damage reduced only by the target's Armor score.
Swallow. Melee attack, up to 1 Small target, 3s; the target must make a Fort. save against the Dire Snake’s STR check or become restrained as it swallows them. At the start of each of their turns thereafter, they take 2d6 caustic damage (reduced only by their Armor score) as the Dire Snake begins to digest them. If the Dire Snake takes >22 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Dire Snake dies, any swallowed creatures can take 3 seconds on their turn to crawl out of it, exiting prone.

Treasure

Alchemy Ingredients: Up to 6 Poison Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Large

Statistics

STR 6 CON 4 AGI 3 DEX 1 INT 1 WIS 2 CHA 2
DEF 14 (Armor 14), RaDEF 15
Health 114 (12d10 +48)
Saves Fort. 5 (+6), Ref. 2 (+3), Will. 2 (+2)
Speed 6.5m/s
Action Skills Intimidation 4 (+2), Nature 2 (+1), Perception 4 (+2), Stealth 1 (+1)
Senses Infrared vision
Locations Desert, forest, mountains, ruins, underground, wetlands

Passive Abilities

Spider Climb. A Dire Spider can climb difficult surfaces, including upside-down, without issue.
Web Sense. While in contact with a web, a Dire Spider knows the exact location of any other creature in contact with the same web.
Web Walker. A Dire Spider ignores movement restrictions caused by webbing.

Actions

Sting. Melee attack, 1 target, 2s, 3d8 +6 physical damage; if the target takes final damage, they must succeed on a Fort. save against the total damage rolled or be paralyzed for the next minute.
Summon Spider Swarm (3/midnight). The Dire Spider can take 1 second to summon 1 swarm of spiders (use the Insect Swarm statistics) that will protect the Dire Spider or attack the Dire Spider's foes, at its discretion.
Web. A Dire Spider can unspool silk from its spinnerets at a rate of 2m/sec, creating a web over the course of anywhere from a few minutes to a few hours.
Bite. Melee attack (Short), 1 target, 1.5s, 3d8 +6 physical damage, 3d8 +4 poison damage.

Treasure

Alchemy Ingredients: Up to 4 Poison Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Beast Hide (DR 20: Medicine or Survival)


Huge

Statistics

STR 7 CON 4 AGI 3 DEX 0 INT 2 WIS 2 CHA 4
DEF 16 (Armor 16), RaDEF 17
Health 105 (10d12 +40)
Saves Fort. 5.5 (+7), Ref. 1.5 (+3), Will. 3 (+4)
Speed 7m/sec
Action Skills Insight 2 (+2), Intimidation 4 (+4), Perception 4 (+2), Survival 4 (+2), Swim 1 (+7)
Locations Forest, mountains, plains, ruins, tundra

Passive Abilities

Keen Hearing and Smell. A Dire Wolf has advantage on Perception checks that rely on hearing and smelling.

Actions

Bite. Melee attack, 1 target, 1.5s, 4d10 +7 physical damage.
Tackle. Melee attack, 1 target, 1.5s: target must make a Fort./Ref. save against the Dire Wolf’s STR check or be knocked prone and be grappled by the Dire Wolf; if the Dire Wolf wins the contest, it can take the Bite action as part of this action.

Treasure

Armor Materials: Up to 25 lbs. of Beast Hide (DR 25: Medicine or Survival)

Tier 3



Massive

Statistics

STR 7 CON 4 AGI 1.5 DEX 0 INT 1.5 WIS 2 CHA 3
DEF 16 (Armor 16), RaDEF 17
Health 145 (8d20 +40)
Saves Fort. 5.5 (+7), Ref. .75 (+1.5), Will. 2.5 (+3)
Condition Immunities Frightened
Speed 4.75m/sec
Action Skills Intimidation 5 (+3), Navigation 1 (+2), Perception 2 (+2), Stealth 1, Survival 4 (+2)
Senses Infrared vision
Difficulty Tier 3
Locations Sea

Passive Abilities

Blood Acuity. A Dire Shark has advantage on Perception checks to detect bleeding creatures.
Bloodlust. When a Dire Shark deals final damage with an attack or tastes blood, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well; this state lasts for 1 minute or until it is defeated.
Just Keep Swimming. If the Dire Shark stops swimming at any point, it dies; for this reason, it must move for at least half a second on each of its turns.

Actions

Bite. Melee attack, up to 3 adjacent targets, 2s, 5d12 +7 physical damage; as part of this action, the Dire Shark attempts to grapple any target(s) it dealt final damage to.
Swallow. Melee attack, up to 1 Huge target, 1s; the target must make a Fort. save against the Dire Shark’s STR check or become blinded and restrained as it swallows them. At the start of each of their turns thereafter, they take 3d8 caustic damage as the Dire Shark begins to digest them. If the Dire Shark takes >48 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Dire Shark dies, any swallowed creatures can take 4s on their turns to crawl out of it, exiting prone.

Treasure

Armor Materials: Up to 50 lbs. of Monster Hide (DR 32: Medicine or Survival)

Dinosaurs




Statistics

STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials:



Statistics

STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials:



Statistics

STR () CON () AGI () DEX () INT () WIS () CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials:



Statistics

STR CON AGI DEX INT WIS CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials:



Statistics

STR CON AGI DEX INT WIS CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials:



Statistics

STR CON AGI DEX INT WIS CHA ()
DEF (Armor , Dodge ), RaDEF
Health ()
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed
Action Skills
Senses
Languages
Difficulty Tier
Locations Air, coast, desert, forest, mountains, plains, ruins, sea, swamp, tundra, underground, urbanity

Passive Abilities


Actions


Treasure

Armor Materials: