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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.

