Tiny 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.

Tiny Beast[edit]

Tiny beast, unaligned


Armor Class 15 (natural armor)
Hit Points 2 (1d4)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 8 (-1) 13 (+1) 8 (-1)

Saving Throws Dex +5, Con +2
Skills Acrobatics +5, Nature +1, Sleight of Hand +5, Stealth +5, Survival +3
Senses passive Perception 11
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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage.


Tiny beasts are the bottom of the beastly food chain, only being able to feed on plant life, and at times each other. They typically hide within dens or hives, only attacking other creatures in life or death scenario.

Variants

Ammonite. The beast has a swimming speed of 30 feet and a movement speed of 5 feet, and can only breath water. As an action while underwater, it may swim up to 60 feet in a straight line without provoking opportunity attacks.

Avian. The beast has a flying speed of 30 feet and a movement speed of 10 feet, and has advantage on Wisdom (Perception) checks that rely on sight.

Badger. The beast has 30 ft. of darkvision and a burrowing speed of 30 feet.

Bat. The beast has blindsight of 60 ft. that does not function while it is deafened, and has advantage on Wisdom (Perception) checks that rely on hearing.

Bee. The beast has a flying speed of 30 feet and a movement speed of 10 feet, its bite deals poison damage, it a +1 bonus to its bite's attack and damage rolls, and it takes 2 (1d4) necrotic damage on a hit with its bite.

Canine. 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.

Crab. The beast has a swimming speed of 30 feet, and can breath both air and water.

Eoraptor. 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. Its Keen Sense is hearing and smell.

Feline. The beast has a climbing speed of 30 feet, and has advantage on Wisdom (Perception) checks that rely on smell.

Flying Snake. The beast has a flying speed of 30 feet, and does not provoke opportunity attacks when it flies out of an enemy's reach.

Frog. The beast has darkvision of 30 feet, and can breath both air and water.

Lizard. The beast has a climbing speed of 30 feet, and has darkvision of 30 feet.

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

Poisonous Snake. The beast's bite attack deals poison damage. On a hit with the beast's bite 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.

Poisonous Frog. The beast can breath both air and water. If it is hit by an unarmed strike or otherwise directly touched, the creature that did so must attempt a DC 12 Constitution saving throw. On a failure, they become poisoned and take 1 poison damage at the end of each of their turns for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Quiper. The beast has a swimming speed of 30 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.

Scorpion. On a hit with the beast's bite attack, the target must attempt a DC 12 Constitution saving throw. On a failure, they take 4 poison damage.

Spider. The beast has a climbing speed of 30 feet and ignores difficult terrain. While in contact with a web, the beast knows the exact location of any other creature in contact with the same web.

Stirge. The beast has a flying speed of 30 feet and a movement speed of 10 feet, and its attacks automatically hit a creature it is grappling.

Wasp. The beast has a flying speed of 30 feet and a movement speed of 5 feet, and its bite attack deals poison damage.


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