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Giant Rat                                          Giant Sea Horse

             Small beast, unaligned                             Large beast, unaligned
             Armor Class 12                                     Armor Class 13 (natural armor)
             Hit Points 7 (2d6)                                 Hit Points 16 (3d10)
             Speed 30 ft.                                       Speed 0 ft., swim 40 ft.

                STR   DEX    CON      INT    WIS    CHA            STR   DEX    CON      INT    WIS    CHA
               7 (−2)   15 (+2)   11 (+0)   2 (−4)   10 (+0)   4 (−3)    12 (+1)   15 (+2)   11 (+0)   2 (−4)   12 (+1)   5 (−3)

             Senses darkvision 60 ft., passive Perception 10    Senses passive Perception 11
             Languages —                                        Languages —
             Challenge 1/8 (25 XP)                              Challenge 1/2 (100 XP)

             Keen Smell. The rat has advantage on Wisdom (Perception)   Charge. If the sea horse moves at least 20 feet straight toward
             checks that rely on smell.                         a target and then hits it with a ram attack on the same turn,
                                                                the target takes an extra 7 (2d6) bludgeoning damage. If the
             Pack Tactics. The rat has advantage on an attack roll against a   target is a creature, it must succeed on a DC 11 Strength
             creature if at least one of the rat’s allies is within 5 feet of the   saving throw or be knocked prone.
             creature and the ally isn’t incapacitated.
                                                                Water Breathing. The sea horse can breathe only underwater.
             Actions
             Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   Actions
             Hit: 4 (1d4 + 2) piercing damage.                  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
                                                                Hit: 4 (1d6 + 1) bludgeoning damage.

             Giant Scorpion                                    Giant sea horses are often used as mounts by aquatic
                                                               humanoids.
             Large beast, unaligned

             Armor Class 15 (natural armor)                     Giant Shark
             Hit Points 52 (7d10 + 14)
             Speed 40 ft.                                       Huge beast, unaligned

                STR   DEX    CON      INT    WIS    CHA         Armor Class 13 (natural armor)
               15 (+2)   13 (+1)   15 (+2)   1 (−5)   9 (−1)   3 (−4)  Hit Points 126 (11d12 + 55)
                                                                Speed 0 ft., swim 50 ft.
             Senses blindsight 60 ft., passive Perception 9       STR    DEX    CON      INT    WIS    CHA
             Languages —
             Challenge 3 (700 XP)                                 23 (+6)   11 (+0)   21 (+5)   1 (−5)   10 (+0)   5 (−3)

                                                                Skills Perception +3
             Actions                                            Senses blindsight 60 ft., passive Perception 13
                                                                Languages —
             Multiattack. The scorpion makes three attacks: two with its   Challenge 5 (1,800 XP)
             claws and one with its sting.
             Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   Blood Frenzy. The shark has advantage on melee attack rolls
             Hit: 6 (1d8 + 2) bludgeoning damage, and the target is   against any creature that doesn’t have all its hit points.
             grappled (escape DC 12). The scorpion has two claws, each of
             which can grapple only one target.                 Water Breathing. The shark can breathe only underwater.
             Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one   Actions
             creature. Hit: 7 (1d10 + 2) piercing damage, and the target   Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
             must make a DC 12 Constitution saving throw, taking 22   Hit: 22 (3d10 + 6) piercing damage.
             (4d10) poison damage on a failed save, or half as much
             damage on a successful one.
                                                               A giant shark is 30 feet long and normally found in
                                                               deep oceans.











                                                                                           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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