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Ghoul                                              Giant Badger

             Medium undead, chaotic evil                        Medium beast, unaligned
             Armor Class 12                                     Armor Class 10
             Hit Points 22 (5d8)                                Hit Points 13 (2d8 + 4)
             Speed 30 ft.                                       Speed 30 ft., burrow 10 ft.

                STR   DEX    CON      INT    WIS    CHA            STR   DEX    CON      INT    WIS    CHA
               13 (+1)   15 (+2)   10 (+0)   7 (−2)   10 (+0)   6 (−2)    13 (+1)   10 (+0)   15 (+2)   2 (−4)   12 (+1)   5 (−3)

             Damage Immunities poison                           Senses darkvision 30 ft., passive Perception 11
             Condition Immunities charmed, exhaustion, poisoned  Languages —
             Senses darkvision 60 ft., passive Perception 10    Challenge 1/4 (50 XP)
             Languages Common
             Challenge 1 (200 XP)
                                                                Keen Smell. The badger has advantage on Wisdom
                                                                (Perception) checks that rely on smell.
             Actions
                                                                Actions
             Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
             Hit: 9 (2d6 + 2) piercing damage.                  Multiattack. The badger makes two attacks: one with its bite
                                                                and one with its claws.
             Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
             Hit: 7 (2d4 + 2) slashing damage. If the target is a creature   Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
             other than an elf or undead, it must succeed on a DC 10   Hit: 4 (1d6 + 1) piercing damage.
             Constitution saving throw or be paralyzed for 1 minute. The   Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
             target can repeat the saving throw at the end of each of its   Hit: 6 (2d4 + 1) slashing damage.
             turns, ending the effect on itself on a success.


            With their razor-sharp teeth and jagged claws, ghouls
            roam the night in packs, driven by an insatiable hunger   Giant Bat
            for humanoid flesh.                                 Large beast, unaligned
                                                                Armor Class 13
             Giant Ape                                          Hit Points 22 (4d10)
             Huge beast, unaligned                              Speed 10 ft., fly 60 ft.
                                                                   STR   DEX    CON      INT    WIS    CHA
             Armor Class 12                                       15 (+2)   16 (+3)   11 (+0)   2 (−4)   12 (+1)   6 (−2)
             Hit Points 157 (15d12 + 60)
             Speed 40 ft., climb 40 ft.
                                                                Senses blindsight 60 ft., passive Perception 11
                                                                Languages —
                STR   DEX    CON      INT    WIS    CHA         Challenge 1/4 (50 XP)
               23 (+6)   14 (+2)   18 (+4)   7 (−2)   12 (+1)   7 (−2)

             Skills Athletics +9, Perception +4                 Echolocation. The bat can’t use its blindsight while deafened.
             Senses passive Perception 14
             Languages —                                        Keen Hearing. The bat has advantage on Wisdom
             Challenge 7 (2,900 XP)                             (Perception) checks that rely on hearing.
                                                                Actions
             Actions                                            Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
             Multiattack. The ape makes two fist attacks.       Hit: 5 (1d6 + 2) piercing damage.
             Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
             Hit: 22 (3d10 + 6) bludgeoning damage.
             Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
             target. Hit: 30 (7d6 + 6) bludgeoning damage.













                                                                                           Chapter 12: Monsters
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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