Page 334 - Monster Manual [11th Print]
P. 334

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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