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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.

