Bestiary (Warrior Cats Supplement)
Modifying the Bestiary[edit]
In the world of warrior cats, there are no monsters, dragons, or mythical creatures. It is just a normal modern world with smarter animals. That greatly reduces the bestiary to the beast, some humanoids, and a few creatures here and there. The following sections are suggestions on how to include more of the bestiary in the modern world.
Fey[edit]
In this world, birds are fey creatures. When you use a bird stats, you can instead use fey creature stats. Fey belong into three groups: prey, civilized, and other worldly.
Prey fey are dumb birds that are no smarter or different from beast. Any fey stat block with no listed languages fall into this category. If you desire to use bird stat blocks, they would belong in this section. Cats can hunt them down for food. They are not much different from normal birds.
Civilized fey are smart and able to speak sylvan properly. They have formed their own civilization and are often neutral to cats. Cats do not hunt civilized fey as it is immoral and unhealthy to be consumed.
Other worldly could be all the other fey not listed below. The list below are just examples. Their home is in the Feywild and they rarely encounter cats.
Prey Fey[edit]
These fey below are relatively harmless and any cat can hunt them down for food. They are as dumb as most prey.
CR 0[edit]
- Generic Bird
Uses Raven stat block without the Mimicry.
This can be any bird that you desire. Birds in general are dumb and can be hunted down for food. Their bird brain can only hold up to roughly up to five words in Sylvan. Each bird have their favorite word that they often repeat over and over. Most of the time, they do not know the word. They just like the sound that the word makes. It is often that their favorite word changes, most of the time they forget it after waking up. A flock of birds would often share the same favorite word.
- Crow
Uses Vulture stat block.
They are social creatures that often form groups. They can hold grudges for a long time. Crows will attack in mass if they think that they can win. Otherwise, they will try to cause a stronger creature to attack the wronged cat.
- Duck
Uses Raven stat block without the Mimicry. Can float on top of the water.
These are the most common bird to be on the water. They often brag about their intelligence. Ducks are as dumb as any other bird.
- Pigeon
Uses Raven stat block without the Mimicry.
A generic bird that likes to be around twolegs (humanoid). Some of them don't see cats as a threat after a life time of experiencing lazy Kittypets that don't hunt them.
- Raven
Killmoulis Stat Block. Replace 30 ft climbing with 60 ft flying. Slam is renamed to peck.
Like most fey, they like to produce the sound that they like most. Instead of being limited to a sylvan word, it can be any sound or a word in any language by using its mimicry ability. They have the same personality and behavior of a Killmoulis.
CR 1/4[edit]
- Swarm of Birds
Stat block of Swarm of Ravens
Most birds fly away when threatened. Certain birds, like crows, can become aggressive enough to swarm at a predator (cat). This often leaves a heavy lost for the flock but a dead predator on the ground.
- Mocking Bird
These annoying bird enjoy causing frustration and anger. Despite their usually high intelligence, they still act on instinct and use that brain purely to plot more suffering.
CR 1/2[edit]
- Cockatrice
These flyless birds often active during the night. When threated, they will bite and attempt to restrain/petrify the threat before running away.
CR 3[edit]
- Swan
Siren Stat Block Reduce intelligence down to 3.
These beautiful birds are found near or on the water. If threatened, they will use their voice to charm the creature to leave them alone.
Intelligent Fey[edit]
These Fey are intelligent in some way. Cats could kill and eat these fey but it would be an immoral act and long term ill effects.
CR 0[edit]
- Dohwar
They serve as generic flyless intelligent birds. They are mostly harmless. They often travel in small groups. Through the use of their Telepathy abilities, they trade with any and all friendly creatures. Often trading goods for other goods and food. They always seem shady and prefer to sell their goods in the shadows. It is very rare to hear them speak, preferring to communicate through telepathy. They often set camp near the monthly clan gatherings to sell their goods.
- Owl
Changes: intelligence is increased to 8. They can understand common, Beast, and one random language.
Owls, when not hunting, will listen and watch other creatures. They are constantly learning and thinking. They rarely speak or be seen. If spoken to, they tend to carry themselves in high esteem and a desire to show off their knowledge.
- Vulture
Changes: intelligence and Wisdom is increased to between 8 and 16 depending on age.
Vulture are immune to time because they eyes of death cannot see them after they feast on flesh. This is why vulture are often seen as being intelligent or wise. They can live for hundreds of years, and they gain knowledge as they grow older. The easiest way to threaten a crow is not with violence, but convincing them you can inform Death of their deception.
CR 1/4[edit]
- Giant Owl
Like their smaller counterpart (owls), when not hunting, will listen and watch other creatures. Unlike their smaller counterpart, Giant owls are more open to be seen and more likely to start up a conservation. Their ego is much smaller but still retain the idea of being the smartest creature in land, smarter than normal owls.
- Humming Bird
Spite Stat Block. Longsword is called peck and shortbow is called blow dart
The smallest civilized fey in the material realm. They are often found in hard to get locations like torn bush, tiny opening in a tree or ground, high up in the trees, or on top of a lake. They are known to collect and store nectar.
They are usually neutral to cats. Spites don't mess with cats because a wrong move will end up as dinner. Cats don't mess with Spites because of their weapons and annoying ability to disappear. They leave each other alone. Sometimes a bored or naughty spite will prank a cat.
Despite spite's small size, spites rarely find themselves on the dinner plate for bigger predators. They are armed with poisoned darts and the magical ability to turn invisible.
CR 1/2[edit]
- Magpies
Darkling. Gains 60 ft flying speed.
Unlike most fey, magpies are lone wolf creatures. During the night, they will go out and search for shiny objects to bring back home. When it comes to shiny objects, they can be very obsessive of it.
CR 1[edit]
- Giant Vultures
Changes: intelligence and Wisdom is increased to between 8 and 16 depending on age.
Like the smaller version they have cheated death. Being bigger and stronger, they are no longer passive and wait for a creature to die. They will attack weakened foes. If they feel death is approaching, they will attack healthy creatures.
Dragons[edit]
In this world, dogs are the equitant of dragons: big, scarry, and hoard treasure. They are great danger to any cat that challenge them. You may use any dragon stat blocks for dogs.
Instead of flying, they gain frightful howl or dragon pack tactics.
- Frightful Howl
As an action, all non-dog or non-dragon creatures with 60 ft makes a wisdom saving throw vs the dc of the breath attack or some other attack with a dc or become frightened until the end of this creature's next turn. Any dogs who hear this howl may use their reaction to howl. For every dog joining the howl, increase the dc of the saving throw by 1, This feature can be used once per short or long rest.
- Dragon Pack Tactics
Add 1d4 to the natural attack's damage if there is another ally within 5 ft of you.
Fiends (demon and devils)[edit]
The circles of hell is replaced by the Dark Forest. A plane where there is no stars, moon, or sun. There is just endless forest with no animals. This is the home of fiend (demon). Any Dark Forest cat that lives their has a demon stat block.
Celestial[edit]
You can use Starclan or tribe of endless hunting for a location for celestial. Any cat from those places have a celestial stat block.
Constructs[edit]
They made and owned by twolegs (humanoid). This is any toy robot, electrical cars, and drones. It can be a magical golem or animated statue guarding the land.
Humanoid[edit]
Just use any cats as humanoid creatures.
Ooze and Plants[edit]
Ooze and plants are found in heavily strong magical locations. Ooze generally prefers the underground as there is a fewer magical predator in the underground.
Undead[edit]
Natural undead is ghosts (most popular), spectators, and will-o-wisp exist. The brainless undead are created by a special type of fugus that uses the dead bodies to create more dead bodies. The rest of the intelligent, corporeal undead are extremally rare and unheard of.
Twoleg[edit]
Twoleg the creature type for all traditional dnd races. They cannot be communicated in any way. Twolegs are very resistant to attacks but have terrible damage. Twolegs are not enemies but creatures to avoid. As such, they do not have a cr.
- Civilians
They are normal, defenseless twolegs. They have the bandit stat except for multiply hit points by 10 and ac of 11 (no armor). The scimitar attack is an improvised weapon or unarmed attack. The light crossbow attack is flavored to improvised ranged weapon attack.
When taken about down to three-quarters of maximum health or see another twoleg flee, civilians will flee from battle unless they have a good reason to remain in a "losing" battle.
- Armed civilians
These civilians are armed with a gun and are quite willing to use it. This is the main reason to not attack twolegs. They have the same stats as civilians with a special attack: Shot Gun or pistol.
- Shot Gun
As an attack action, all creatures in a 10 ft cone from you make a dexterity saving throw vs dc of 10. On a failed save, creatures take 2d10 piercing damage and become frightened of the twoleg. On a pass save, take half damage and no other additional effects.
- Pistol
The pistol is a ranged weapon with loading, light, and range of 60/180 ft. Armed civilians do not have proficiency with this weapon. On a hit, it deals 1d12+2 piercing damage and that creature becomes frightened of you.
- Animal Catchers
These twolegs are more equipped to deal with hostile creatures. Animal catchers avoid hurting creatures and choose to save lives over capturing animals. They are here to relocate or rescue animals. They have the scout stat except for multiply hit points by 10 and ac of 15 (full body padding armor). Instead of the normal attacks, they have a net throw and cage trap.
When taken about down to three-quarters of maximum health or see another twoleg flee, animal catchers will flee from battle unless they have a good reason to remain in a "losing" battle.
- Net Throw
Animal Catchers are equipped with 10 nets and can make two net throws per turn due to the multi-attack feature. View the net weapon for more information.
- Cage Trap
After one minute of preparation, the animal catcher can set a cage trap on the ground. Cats that can smell the bait make a wisdom saving throw vs dc of 12. Kittypets, warriorclan, and loners have the advantage to this save. On a failed save, the creature is charmed and has the desire to eat the bait.
If any creature larger than a kit enters the cage trap, the trap is sprung and the creature inside is trapped. The cage has an ac of 20 and hit points of 100. The cage is immune to all electrical, necrotic, and non-magical slashing, piercing, and bludgeoning damage. The cage is resistant to all other types of damage except fire damage. Whenever an attack from the outside of the cage misses an attack, the creatures inside make a dexterity save of 12. On a fail, they are hit by the attack.
It requires an arcana check of 12 to figure out that this cage is a trap. Kittypets, warriorclan, and loners have the advantage to this check.
Animal catchers have only one cage trap.
- Police
The police are called when there is a reported crime or hostile and dangerous creatures to twolegs that is needed to be put down. They have the bandit captain stat except for multiply hit points by 10 and ac of 19 (Bullet Proof Armor and large riot shield with +1 enchantment). They are resistant to non-magical piercing, slashing, and burgeoning damage. Instead of the normal attacks, they have a flame thrower, combat pistol, or sniper rifle.
- Flame Thrower
As an action, all creatures in a 15 ft cone from you make a dexterity saving throw vs dc of 15. On a failed save, creatures take 3d10 fire damage and become frightened of the twoleg. On a pass save, take half damage and no other additional effects.
- Combat Pistol
The combat pistol is a ranged weapon with loading, light, and range of 60/180 ft. On a hit, it deals 2d12+2 piercing damage and that creature becomes frightened of the twoleg.
- Sniper Rifle
The sniper rifle is a ranged weapon with loading, light, and unlimited range. On a hit, it deals 3d12+2 piercing damage and that creature becomes frightened of the twoleg. Sniper Rifle requires an action to reload and aim.
- Miliary
When something too dangerous for the police to handle, the miliary is called in. It is their job to keep the lands tamed and relatively safe for twolegs to wander into. Use any fitting high cr creature. They have ten times more hit points and increased ac by 2 due to enchanted high-quality armor. This armor grants resistance to all damage types and an advantage to all saving throws.
Don't forget high-level technology like tanks, planes, and bombs or high-level magic. They are "gods" of this world and it should be as difficult as fighting a real god. The real gods, the gods of dnd, should be too powerful to even think about fighting them.
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