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Satyr Sea Horse
Medium fey, chaotic neutral Tiny beast, unaligned
Armor Class 14 (leather armor) Armor Class 11
Hit Points 31 (7d8) Hit Points 1 (1d4 − 1)
Speed 40 ft. Speed 0 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)
Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 10
Senses passive Perception 12 Languages —
Languages Common, Elvish, Sylvan Challenge 0 (0 XP)
Challenge 1/2 (100 XP)
Water Breathing. The sea horse can breathe only underwater.
Magic Resistance. The satyr has advantage on saving throws
against spells and other magical effects.
Actions Skeleton
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Medium undead, lawful evil
Hit: 6 (2d4 + 1) bludgeoning damage.
Armor Class 13 (armor scraps)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit Points 13 (2d8 + 4)
target. Hit: 6 (1d6 + 3) piercing damage.
Speed 30 ft.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Satyrs are raucous fey that resemble stout male humans Damage Vulnerabilities bludgeoning
with the furry lower bodies and cloven hooves of goats. Damage Immunities poison
They frolic in wild forests, driven by curiosity and hedo- Condition Immunities exhaustion, poisoned
nism in equal measure. Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
but can’t speak
Scorpion Challenge 1/4 (50 XP)
Tiny beast, unaligned
Actions
Armor Class 11 (natural armor)
Hit Points 1 (1d4 − 1) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 10 ft. target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
STR DEX CON INT WIS CHA one target. Hit: 5 (1d6 + 2) piercing damage.
2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4)
Senses blindsight 10 ft., passive Perception 9
Languages —
Challenge 0 (10 XP)
Actions
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must make
a DC 9 Constitution saving throw, taking 4 (1d8) poison
damage on a failed save, or half as much damage on a
successful one.
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.

