Giant Beaver For 5th Edition

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The Giant Beaver

Monster and Character Options

Introduction: One of the monsters found in the first pages of the first edition Monster
Manual was the Giant Beaver. The humanoid giant beaver subsequently and sadly
disappeared from later editions. Here is a version for fifth edition along with
suggestions for its use as a character race and an example encounter.

A First Edition Monster Returns for Fifth

by Darren Couillard

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D
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characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by
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Not for resale. Permission granted to print or photocopy this document for personal use only. Giant Beavers 1
community. Giant beaver pelts are highly valued in some
quarters and may be worth up to 500 GP apiece. Young
beaver pups may be captured and trained. Beaver
communities will ally with neighbors against a common
threat and are willing trade partners, bartering both their
services (there are few creatures better at dockside
carpentry and construction) and their few trade goods
(primarily wood, fish, and lore) for metal items and tools
they are unable to produce for themselves.

Berserker Beaver
Giant Beaver Medium Humanoid, Neutral

Armor Class 15 (Natural Armor & Unarmored Defense)


Medium Humanoid, Neutral
Hit Points 44 (4d12+12)
Speed 30 ft, Swim 30 ft
Armor Class 12 (Natural Armor - Fur)
Challenge 1 (200 XP)
Hit Points 20 (3d8+6)
Speed 30 ft, Swim 30 ft
Str Dex Con Int Wis Cha
Challenge (100 XP)
14 (+2) 10 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Str Dex Con Int Wis Cha Skills: Perception +3, Stealth +2, Athletics +4
13 (+1) 10 15 (+2) 9 (-1) 12 (+1) 9 (-1)

Languages: Beaver
Skills: Perception +3, Stealth +2
Senses: Passive Perception 13, Keen Smell: The beaver
Languages: Beaver
has Advantage on Wisdom (Perception) checks that rely
on smell.
Senses: Passive Perception 13, Keen Smell: The beaver
has Advantage on Wisdom (Perception) checks that rely
Hold Breath: The giant beaver can hold its breath
on smell.
underwater for 15 minutes.
Hold Breath: The giant beaver can hold its breath
Rage. 3x per long rest. Gain advantage on Strength
underwater for 15 minutes.
checks and saving throws, gain an extra +2 damage on
melee attacks, and gain resistance to bludgeoning,
Actions: Single attack, by bite or by weapon carried,
piercing, and slashing damage for one minute. Also gain
typically spear.
a bonus melee attack while raging.
Crude Wooden Spear. Melee or ranged weapon attack:
Reckless attack. Can choose to attack recklessly to gain
+3 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 4
advantage on Strength based melee attacks but this gives
(1d4+1) piercing damage or 5 (1d6+1) piercing damage
attack rolls against the berserker have advantage as well.
if used with two hands in melee attack.
Actions: Single attack, by bite or by weapon carried,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
typically spear.
target. Hit 8 (2d6+1) piercing damage.
Crude Wooden Spear. Melee or ranged weapon attack:
Small communities of up to 40 of these intelligent man
+4 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 5
sized rodents are found in dammed up ponds and small
(1d4+2) piercing damage or 6 (1d6+2) piercing damage
lakes as well as along rivers and streams.
if used with two hands in melee attack.
Technologically primitive, the beavers are nonetheless
excellent builders, using simple materials to build
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
extensive dams and lodges. Typically the whole
target. Hit 9 (2d6+2) piercing damage.
community lives in a giant lodge constructed by the
beavers in the middle of a lake or pond. When beavers
Every beaver clan includes one or two of these berserker
outside the lodge detect a potential threat they use their
champions who serve as their frontline warriors and
tails to slap the water loudly to warn the rest of the

Not for resale. Permission granted to print or photocopy this document for personal use only. Giant Beavers 2
defenders of the community. They tend to be even more Hit Points 10 (1d8+2)
bestial than the typical giant beaver but also somewhat Speed 25 ft, Swim 30 ft
tougher. And often angrier as well. Challenge 1/8 (25 XP)

Str Dex Con Int Wis Cha


Beaver Chieftain 11 10 14 (+2) 9 (-1) 12 (+1) 9 (-1)

Medium Humanoid, Neutral Skills: Perception +3, Stealth +2

Armor Class 12 (Natural Armor - Fur) Languages: Beaver


Hit Points 31 (5d8+8)
Speed 30 ft, Swim 30 ft Senses: Passive Perception 13, Keen Smell: The beaver
Challenge 2(400 XP) has Advantage on Wisdom (Perception) checks that rely
on smell.
Str Dex Con Int Wis Cha
14 (+2) 10 15 (+2) 10 14 (+2) 10
Hold Breath: The giant beaver can hold its breath
underwater for 15 minutes.
Skills: Perception +5, Stealth +3
Actions: Single attack, by bite or by weapon carried,
Languages: Beaver, Common, Sylvan typically spear.

Senses: Passive Perception 15, Keen Smell: The beaver Crude Wooden Spear. Melee or ranged weapon attack:
has Advantage on Wisdom (Perception) checks that rely +3 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 3
on smell. (1d4) piercing damage or 4 (1d6) piercing damage if
used with two hands in melee attack.
Hold Breath: The giant beaver can hold its breath
underwater for 15 minutes. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 4 (1d6) piercing damage.
Spellcasting. The chieftain is a 2nd level spellcaster. Its
spellcasting ability is Wisdom (spell save 13, +5 to hit The offspring of giant beavers are sometimes valued as
with spell attacks). exotic slaves and as gladiators, which is one reason the
Cantrips (at will): Thorn whip, Guidance giant beavers often avoid contact with civilization.
1st level (3 slots): Animal Friendship, Cure Wounds,
Speak with Animals
Beaver (Common)
Actions: Single attack, by bite or by weapon carried,
typically spear. Tiny Beast, Unaligned

Crude Wooden Spear. Melee or ranged weapon attack: Armor Class 11


+5 to hit, reach 5 ft., or range 20/60 ft., 1 target. Hit: 5 Hit Points 4 (1d4+1)
(1d4+2) piercing damage or 6 (1d6+2) piercing damage Speed 20 ft, Swim 30 ft
if used with two hands in melee attack. Challenge 0 (10 XP)

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Str Dex Con Int Wis Cha
target. Hit 9 (2d6+2) piercing damage. 6 (-2) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

The chieftains of the giant beaver clans are often older Senses: Passive Perception 11, Keen Smell: The beaver
and wilier than the typical specimen, and have often has Advantage on Wisdom (Perception) checks that rely
studied a bit of druidic magic as well that aides their clan on smell.
in coexisting with the local wildlife.
Hold Breath: The beaver can hold its breath underwater
for 15 minutes.
Giant Beaver Pup Actions: Single attack by bite.
Small Humanoid, Neutral
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft, one
Armor Class 12 (Natural Armor - Fur) target. Hit 4 (1d4+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Giant Beavers 3
or mutual defensive pact to be found between the
The common beaver is found in and near lakes, ponds, humans and the giant beavers. There may be an effective
and streams in temperate climates. They are noted for role playing solution here for the PCs to negotiate an
building dams and lodge homes out of trees and occasional draw down of the water level in the reservoir.
branches. Adult pelts are worth 2 GP.

As a Playable Race
A Giant Beaver Encounter
When giant beavers find their way to more civilized
While traveling through a mountainous or hilly lands, their animalistic appearance and behavior clearly
countryside, the party comes across a human village by a distinguish them from other races. Their innate caution
river that looks like it was recently much reduced in and the typical self-sufficiency of the beavers lodge
volume, to judge from the docks and nets now 100 away communities typically will ensure that these excursions
from where the stream now trickles by. The people are away from their wilderness homes are somewhat rare.
somewhat agitated, and the village headman comes forth However, they are social creatures and can often become
to petition the PCs for assistance. integral members of organizations dominated by others.

He describes the recent drying up of the river as being a The rare giant beaver adventurer is most typically a
sudden and unexpected hardship, with the village now barbarian or druid, but those who have greater exposure
unable to send the lumber they harvest down river and no to a more advanced civilization have been known to
longer being able to supplement their diets with fish from explore other paths as well.
the river. He describes an expedition that recently
traveled upriver being chased away by large furry Giant Beaver Traits
monsters, and asks the adventurers to investigate. If they Giant beavers are typically strong and hardy wilderness
can restore the river to the point where lumber can be natives.
floated downstream again, the villagers are willing to
give the adventurers the proceeds of the next lumber Ability score increase. Giant beavers have a +2 bonus to
shipment, worth perhaps 100 GP. Constitution and a +1 bonus to Strength.
Age. Giant beavers mature rapidly and typically live
If the PCs make the journey upstream, it could be a shorter lives compared to humans, reaching physical
good time to throw some wandering monsters unrelated maturity by the age of 10 and rarely living past the age
to the beavers into the mix. Or it could be a good chance of 50.
to be intentional, and perhaps the characters experience Alignment. Often focused on survival in a sometimes
the local goblin/orc/kobold problem first hand. The harsh and dangerous environment, the typical giant
journey should take about a day and a half to get a little beaver is neutral in alignment, although their focus on
over 12 miles through terrain that becomes increasingly the success of the community as a whole makes good
challenging as they ascend the stream valley. Eventually alignments more common than evil.
they come upon a gigantic crude wooden dam. If they Size. Giant beavers are approximately human-sized in
immediately start investigating ways to break it, they are height, though their fur gives them a bulkier appearance.
interrupted by a small mob of a dozen angry giant Their size is medium.
beavers who seek to drive them away. If they investigate Speed. Giant beavers have a base movement speed on
what is on the other side of the dam, they find a recently both land and while swimming of 30 feet.
created reservoir with a castle like beaver lodge being Keen Smell. The giant beaver has advantage on Wisdom
constructed in the middle of it. (Perception) checks that rely on their sense of smell.
Hold Breath. Giant beavers can hold their breath
A full community of 30 or so giant beavers should give underwater for 15 minutes.
1st to 4th level adventurers pause for making an Bite attack. Giant beavers are proficient in making a bite
immediate attack, especially if there is a berserker beaver attack that does 2d6 + strength modifier piercing damage
present. And they may have good reason to have created on successful hit.
their defensive reservoir and castle like dwelling. Natural armor. Giant beavers have a base AC of 12 due
Perhaps the aforementioned goblins/orcs/kobolds have to their thick fur and hides.
driven them here. Perhaps there is a trading opportunity

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