Small Beast (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule, and as such does not follow traditional CR. Additionally, it is meant to portray a wide variety of creatures with similar abilities, and is much less specific than typical 5e creatures.

Small Beast[edit]

Small beast, unaligned


Armor Class 14 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Dex +4, Wis +4
Skills Acrobatics +4, Nature +2, Perception +4, Stealth +4, Survival +4
Senses passive Perception 14
Languages
Challenge 1 (200 XP)


Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) slashing damage.


Small beasts prey on tiny beasts and live in fear of anything larger. They typically hide within dens, preferring only to take on their predators with great numbers, and often equal losses.

Variants

Acid Bug. As an action, the beast may force every creature within a 15 foot cone to attempt a DC 12 Dexterity saving throw. On a failure or take 5 (1d6 + 2) acid damage. This feature may be used once. At the start of each of the beast's turns, roll a d6. On a 6, it regains its use. The beast may use this feature when it dies without having a use.

Avian. The beast has a flying speed of 40 feet and a movement speed of 10 feet, and has advantage on Wisdom (Perception) checks that rely on sight.

Baboon. While grappling a creature, the beast may make a bite attack, acting as a swipe attack that deals piercing damage and either has advantage or deals twice as much damage.

Coelophysis. The beast is immune to poison and acid damage and its swipe attack deals poison damage.

Compsognathus. The beast has a movement speed of 60 feet. On a hit with its swipe attack, it may decrease its movement speed to deal 1 additional point of damage for every 5 feet.

Daggerfish. The beast has a swimming speed of 40 feet and a movement speed of 5 feet, can only breath water, and its swipe attack has advantage against creatures below their maximum hit points.

Dog. The beast has advantage on Charisma checks and Wisdom (Perception) checks that rely on sight or smell.

Giant Centipede. The beast has a climbing speed of 40 feet. On a hit with the beast's swipe attack, the target must attempt a DC 12 Constitution saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Giant Fire Beetle. The beast sheds bright light in a 10-foot radius and dim light for an additional 10 feet. After it dies, it continues to shed this light for 1d6 days. When the beast drops to 0 hit points, creatures within 10 feet of it must succeed a DC 12 Dexterity saving throw or take 4 (1d6 + 1) fire damage.

Giant Rat. The beast has 60 ft. of darkvision and advantage on Wisdom (Perception) checks that rely on smell.

Jackal. The beast has advantage on Wisdom (Perception) checks that rely on smell or sight and may take the Dash action as a bonus action if it does not take the Attack action.

Octopus. The beast has a swimming speed of 40 feet and a movement speed of 10 feet, can only breath water, and can hold its breath for 30 minutes. Once as an action, regaining use at the end of a long rest, it may create a 5-foot-radius cloud of ink if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the beast can use the Dash action as a bonus action.

Psittacosaurus . If the beast takes 4 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Sheep. The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Shuvuuia. The beast may take the Dash, Disengage, or Hide action as a bonus action.

Velociraptor. If the beast moves at least 20 feet straight toward a creature and then hits it with a swipe attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the beast can make one swipe attack against it as a bonus action.


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