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Giant Lizard                                       Giant Owl

             Large beast, unaligned                             Large beast, neutral
             Armor Class 12 (natural armor)                     Armor Class 12
             Hit Points 19 (3d10 + 3)                           Hit Points 19 (3d10 + 3)
             Speed 30 ft., climb 30 ft.                         Speed 5 ft., fly 60 ft.

                STR   DEX    CON      INT    WIS    CHA            STR   DEX    CON      INT    WIS    CHA
               15 (+2)   12 (+1)   13 (+1)   2 (−4)   10 (+0)   5 (−3)    13 (+1)   15 (+2)   12 (+1)   8 (−1)   13 (+1)   10 (+0)

             Senses darkvision 30 ft., passive Perception 10    Skills Perception +5, Stealth +4
             Languages —                                        Senses darkvision 120 ft., passive Perception 15
             Challenge 1/4 (50 XP)                              Languages Giant Owl, understands Common, Elvish, and
                                                                 Sylvan but can’t speak them
                                                                Challenge 1/4 (50 XP)
             Actions
             Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   Flyby. The owl doesn’t provoke opportunity attacks when it
             Hit: 6 (1d8 + 2) piercing damage.                  flies out of an enemy’s reach.

                                                                Keen Hearing and Sight. The owl has advantage on Wisdom
            Giant lizards are fearsome predators often used as   (Perception) checks that rely on hearing or sight.
            mounts or draft animals by reptilian humanoids and resi-
            dents of the Underdark.                             Actions
                                                                Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
             Giant Octopus                                      Hit: 8 (2d6 + 1) slashing damage.
             Large beast, unaligned
                                                               Giant owls are intelligent creatures that are the guard-
             Armor Class 11                                    ians of their woodland realms.
             Hit Points 52 (8d10 + 8)
             Speed 10 ft., swim 60 ft.
                                                                Giant Poisonous Snake
                STR   DEX    CON      INT    WIS    CHA         Medium beast, unaligned
               17 (+3)   13 (+1)   13 (+1)   4 (−3)   10 (+0)   4 (−3)
                                                                Armor Class 14
             Skills Perception +4, Stealth +5                   Hit Points 11 (2d8 + 2)
             Senses darkvision 60 ft., passive Perception 14    Speed 30 ft., swim 30 ft.
             Languages —
             Challenge 1 (200 XP)                                  STR   DEX    CON      INT    WIS    CHA
                                                                  10 (+0)   18 (+4)   13 (+1)   2 (−4)   10 (+0)   3 (−4)
             Hold Breath. While out of water, the octopus can hold its
             breath for 1 hour.                                 Skills Perception +2
                                                                Senses blindsight 10 ft., passive Perception 12
             Underwater Camouflage. The octopus has advantage on   Languages —
             Dexterity (Stealth) checks made while underwater.  Challenge 1/4 (50 XP)
             Water Breathing. The octopus can breathe only underwater.
                                                                Actions
             Actions
                                                                Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
             Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one   Hit: 6 (1d4 + 4) piercing damage, and the target must make
             target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is   a DC 11 Constitution saving throw, taking 10 (3d6) poison
             a creature, it is grappled (escape DC 16). Until this grapple   damage on a failed save, or half as much damage on a
             ends, the target is restrained, and the octopus can’t use its   successful one.
             tentacles on another target.
             Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
             radius cloud of ink extends all around the octopus 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 octopus can use the Dash action as a
             bonus action.








                                                                                           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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