Page 334 - Monster Manual [11th Print]
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MULE OWL
Medium beast, unaligned Tiny beast, unaligned
Armor Class 1 0 Armor Class 1 1
Hit Points 1 1 (2d8 + 2) Hit Points 1 (ld4 - 1)
Speed 40 ft. Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+O) 13 (+l) 2 (-4) 10 (+O) 5 (-3) 3 (-4) 13 (+l) 8 (-1) 2 (-4) 12 (+l) 7 (-2)
Senses passive Perception 10 Skills Perception +3, Stealth +3
Languages - Senses darkvision 2 0 ft., passive Perception 1 3
1
Challenge / 8 (25 XP) Languages -
1
Challenge 0 (10 XP)
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity. Flyby. The owl doesn't provoke opportunity attacks when it
flies out of an enemy's reach.
Sure-Footed. The mule has advantage on Strength and
Dexterity saving throws made against effects that would Keen Hearing and Sight. The owl has advantage on Wisdom
knock it prone. (Perception) checks that rely on hearing or sight.
ACTI O N S ACTI O N S
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. T a lons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld4 + 2) bludgeoning damage. Hit: 1 slashing damage.
O C T OPUS P A NTHER
Small beast, unaligned Medium beast, unaligned
Armor Class 1 2 Armor Class 12
1
Hit Points 3 (ld6) Hit Points 3 (3d8)
Speed 5 ft., swim 30 ft. Speed 50 ft., climb 40 ft.
STR DEX CON I N T WIS CHA STR DEX CON INT WIS CHA
4 (-3) 1 5 (+2) 1 1 (+0) 3 (-4) 10 (+O) 4 (-3) 14 (+2) 1 5 (+2) 1 0 (+O) 3 (-4) 14 (+2) 7 (-2)
Skills Perception +2, Stealth +4 Skills Perception +4, Stealth +6
Senses darkvision 30 ft., passive Perception 2 Senses passive Perception 14
1
Languages - Languages -
Challenge 0 (10 XP) Challenge 1/4 (SO XP)
Hold Breath. While out of water, the octopus can hold its Keen Smell. The panther has advantage on Wisdom
breath for 30 minutes. (Perception) checks that rely on smell.
Underwater Camouflage. The octopus has advantage on Pounce. If the panther moves at least 20 feet straight toward a
Dexterity (Stealth) checks made while underwater. creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
Water Breathing. The octopus can breathe only underwater.
be knocked prone. If the target is prone, the panther can make
ACTI O N S one bite attack against it as a bonus action.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one ACTI O N S
target. Hit: 1 bludgeoning damage, and the target is grappled Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
(escape DC 1 0 ) . U n til this grapple ends, the octopus can't use Hit: 5 (ld6 + 2) piercing damage.
its tentacles on another target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Ink Cloud (Recharges a f t er a Short or Long Rest). A 5-foot Hit: 4 (ld4 + 2) slashing damage.
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.
APPENDIX A: MISCEI.L A N EOU.S CREATURF�
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