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Spider

Tiny beast, unaligned


• AC 12
• Hp 1 (1d4 − 1)
• Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA

2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +4
• Condition Immunities blinded,
deafened
• Senses blindsight 5 ft. (blind beyond this
radius), passive Perception 10
• Languages —
Traits
Spider Climb. The spider can climb
difficult surfaces, including upside down
on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web,
the spider knows the exact location of any
other creature in contact with the same
web.
Web Walker. The spider ignores movement
restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 1 piercing damage,
and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4)
poison damage.
Weasel

Tiny beast, unaligned


• AC 13
• Hp 1 (1d4 − 1)
• Speed 30 ft.
STR DEX CON INT WIS CHA

3 (−4) 16 (+3) 8 (−1) 4 (−3) 12 (+1) 3 (−4)


• Skills Perception +3, Stealth +5
• Senses passive Perception 13
• Languages —
• Challenge 0 (10 XP)
Traits
Keen Hearing and Smell. The weasel has
advantage on Wisdom (Perception) checks
that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Cat

Tiny beast, unaligned


• AC 12
• Hp 2 (1d4)
• Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA

3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)


• Skills Perception +3, Stealth +4
• Senses passive Perception 13
• Languages —
• Challenge 0 (10 XP)
Traits
Keen Smell. The cat has advantage on
Wisdom (Perception) checks that rely on
smell.

Actions
Claws. Melee Weapon Attack: +0 to hit,
reach 5 ft., one target. Hit: 1 slashing
damage.
Bat

Tiny beast, unaligned


• AC 12
• Hp 1 (1d4 − 1)
• Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA

2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)


• Senses blindsight 60 ft., passive
Perception 11
• Languages —
• Challenge 0 (10 XP)
Traits
Echolocation. The bat can’t use its blind-
sight while deafened.
Keen Hearing. The bat has advantage on
Wisdom (Perception) checks that rely on
hearing.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach
5 ft., one creature. Hit: 1 piercing damage.
Raven

Tiny beast, unaligned


• AC 12
• Hp 1 (1d4 − 1)
• Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA

2 (−4) 14 (+2) 8 (−1) 5 (−3) 12 (+1) 7 (−2)


• Skills Perception +3
• Senses passive Perception 13
• Languages —
• Challenge 0 (10 XP)
Traits
Mimicry. The raven can mimic simple
sounds it has heard, such as a person
whispering, a baby crying, or an animal
chittering. A creature that hears the
sounds can tell they are imitations with a
successful DC 10 Wisdom (Insight) check.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Hawk

Tiny beast, unaligned


• AC 13
• Hp 2 (1d4)
• Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA

5 (−3) 16 (+3) 10 (+0) 4 (−3) 14 (+2) 6 (−2)


• Skills Perception +4
• Senses passive Perception 14
• Languages —
• Challenge 0 (10 XP)
Traits
Keen Sight. The hawk has advantage on
Wisdom (Perception) checks that rely on
sight.

Actions
Talons. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1 slashing
damage.
Frog

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA

1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4)


• Skills Perception +1, Stealth +3
• Senses darkvision 30 ft., passive
Perception 11
• Languages —
• Challenge 0 (0 XP)
Traits
Amphibious. The frog can breathe air and
water.
Standing Leap. The frog’s long jump is up
to 10 feet and its high jump is up to 5 feet,
with or without a running start.
Owl

Tiny beast, unaligned


• AC 12
• Hp 2 (1d4)
• Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA

3 (−4) 15 (+2) 10 (+0) 4 (−3) 12 (+1) 7 (−2)


• Skills Perception +3, Stealth +4
• Senses darkvision 120 ft., passive
Perception 13
• Languages —
• Challenge 0 (10 XP)
Traits
Flyby. The owl doesn’t provoke opportu-
nity attacks when it flies out of an enemy’s
reach.
Keen Hearing and Sight. The owl has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.

Actions
Talons. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 1 slashing
damage.
Rat

Tiny beast, unaligned


• AC 10
• Hp 1 (1d4 − 1)
• Speed 20 ft.
STR DEX CON INT WIS CHA

2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3)


• Senses darkvision 30 ft., passive
Perception 10
• Languages —
• Challenge 0 (10 XP)
Traits
Keen Smell. The rat has advantage on
Wisdom (Perception) checks that rely on
smell.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Dwarf Pig

Tiny beast, unaligned


• AC 10
• Hp 2 (1d4)
• Speed 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 10 (+0) 12 (+1) 6 (−1) 10 (+0) 10 (+0)


• Skills Perception +2
• Senses passive Perception 12
• Languages —
• Challenge 0 (10 XP)
Traits
Keen Smell. The dwarf pig has advantage
on Wisdom (Perception) checks that rely
on smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Chinchilla

Tiny beast, unaligned


• AC 10
• Hp 2 (1d4)
• Speed 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 16 (+3) 10 (+0) 5 (−3) 10 (+0) 10 (+0)


• Skills Acrobatics +5, Perception +2,
Stealth +5
• Senses passive Perception 12
• Languages —
• Challenge 0 (10 XP)
Traits
Standing Leap. The chinchilla’s long and
high jumps are up to 5 times its height
without a running start. Chinchillas are
about 10 inches tall.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Flying Squirrel

Tiny beast, unaligned


• AC 10
• Hp 2 (1d4)
• Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 16 (+3) 10 (+0) 5 (−3) 10 (+0) 10 (+0)


• Skills Acrobatics +5, Perception +2,
Stealth +5
• Senses passive Perception 12
• Languages —
• Challenge 0 (10 XP)
Traits
Feather Fall. The flying squirrel can
benefit at will from an effect similar to the
feather fall spell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Gobbler

Tiny beast, unaligned


• AC 10
• Hp 2 (1d4)
• Speed 20 ft.
STR DEX CON INT WIS CHA

4 (−3) 10 (+0) 10 (+0) 5 (−3) 10 (+0) 10 (+0)


• Skills Perception +2
• Senses blidsight 60 ft., passive
Perception 12
• Languages —
• Challenge 0 (10 XP)
Traits
Echolocation. The gobbler cannot use
blindsight while deafened.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Big Maw. The gobbler can swallow or
regurgitate a Tiny item. The item can
thus be kept hidden. How much weight a
gobbler can carry in this fashion is limited
by its carrying capacity, but it does not
otherwise hinder its movements.
Crockfish

Tiny beast, unaligned


• AC 12 (natural armor)
• Hp 2 (1d4)
• Speed 20 ft., burrow 5 ft.
STR DEX CON INT WIS CHA

4 (−3) 10 (+0) 10 (+0) 5 (−3) 10 (+0) 10 (+0)


• Skills Perception +2
• Senses tremorsence 30 ft., passive
Perception 12
• Languages —
• Challenge 0 (10 XP)
Actions
Claw. Melee Weapon Attack: +0 to hit,
reach 5 ft., one target. Hit: 1 bludgeoning
damage.
Lizard

Tiny beast, unaligned


• AC 10
• Hp 2 (1d4)
• Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA

2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4)


• Senses darkvision 30 ft., passive
Perception 9
• Languages —
• Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +0 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Carrion Wriggler

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed 30 ft.
STR DEX CON INT WIS CHA

12 (+1) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) piercing
damage.
Great Iridescent Moth

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speedflight 40 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Luminescent. The great iridescent moth
can project a bright light in a 5-foot radius
and dim light for 5 feet further.
Glowslug

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed20 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Defensive Luminescence. The
glowslug uses an effect similar to the
dancing lights spell.

Bonus Actions
Variable Halo. The glowslug can project a
bright light in a radius of 5 to 20 feet, and
dim light for an additional distance equi-
valent to the chosen radius. The glowslug
can use a bonus action to change this
radius.
Black Stinkbug

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed10 ft., flight 30 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Traits
Deathly Stench. When a black stinkbug
takes damage, any creature within 5 feet
must succeed on a DC 9 Constitution
saving throw or be poisoned for 1 minute.
The target can repeat the saving throw
at the end of each of its turns and ends
the effect on a success. Any creature that
succeeds the saving throw or for whom
the effect ends is immune to the black
stinkbugs’ smell for the next 24 hours.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Opaline Frog

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed20 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Traits
Amphibious. The opaline frog can breathe
air and water.
Grasshopper Leaps. The opaline frog’s
long jump and high jump is up to 10 times
its size (2 inches), without a running start.
Transparent. Even when the opaline frog
is in plain sight, it takes a successful DC 15
Wisdom (Perception) check to spot a frog
that has neither moved nor attacked. A
creature that tries to enter the frog’s space
while unaware of it is surprised by the
creature.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Flying Soldier Beetle

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed10 ft., flight 40 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Perception* +4, Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Deep Tick

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed20 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 9 (−1) 1 (−5) 10 (+0) 2 (−4)


• Skills Stealth +3
• Condition Immunities blinded,
deafened
• Senses blindsight 30 ft. (blind beyond
this radius), passive Perception 10
• Languages —
• Challenge 0 (10 XP)
Traits
Damage Transfer. While it is attached
to a creature, the tick takes only half the
damage dealt to it, and the host creature
takes the other half.

Actions
Blood Absorption. Melee Weapon Attack:
+3 to hit, reach 5 ft., one creature. Hit: the
deep tick attaches to its target. As long as
it remains attached, the tick doesn’t attack.
The target loses 1 hit point at the start of
each of the tick’s turns from blood loss.
The deep tick can release itself by using
5 feet of its movement. It does so after
absorbing 2 hit points or if its target dies. A
creature can remove the tick by using one
action.
Kosmima

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed30 ft., climb 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 12 (+1) 8 (−1) 6 (−2) 12 (+1) 8 (−1)


• Skills Perception +3, Stealth +3
• Damage Immunities poison
• Condition Immunities poisoned
• Senses tremorsense 30 ft., passive
Perception 13
• Languages understands one humanoid
language but can’t speak
• Challenge 0 (10 XP)
Traits
Labyrinthine Recall. The kosmima can
perfectly recall any path it has traveled.
Spider Climb. The kosmima can climb
difficult surfaces, including upside down
on ceilings, without needing to make an
ability check.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one creature. Hit: 1 piercing damage,
and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4)
poison damage.
Olm

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed20 ft., swim 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 12 (+1) 8 (−1) 6 (−2) 12 (+1) 8 (−1)


• Skills Perception +3, Stealth +3
• Damage Vulnerabilities fire
• Senses blindvision 60 ft., passive
Perception 13
• Languages —
• Challenge 0 (10 XP)
Traits
Amphibious. The olm can breathe air and
water.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 bludgeoning damage.
Skull-bearer Khbiz

Tiny beast, unaligned


• AC 13
• Hp 2 (1d4 − 1)
• Speed30 ft., climb 30 ft.
STR DEX CON INT WIS CHA

4 (−3) 16 (+3) 10 (+0) 5 (−3) 12 (+1) 8 (−1)


• Skills Acrobatics +5, Perception +3,
Stealth +5
• Senses darkvision 60 ft., passive
Perception 13
• Languages understands one humanoid
language but can’t speak
• Challenge 0 (10 XP)
Traits
Spider Climb. The skull-bearer khbiz can
climb difficult surfaces, including upside
down on ceilings, without needing to
make an ability check.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 1 piercing damage.

Bonus Actions
Nimble Escape. The skull-bearer khbiz
can take the Disengage or Hide action as a
bonus action on each of its turns.
Svetudilven

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA

4 (−3) 12 (+1) 8 (−1) 4 (−3) 12 (+1) 8 (−1)


• Skills Perception +3, Stealth +3
• Condition Immunities blinded,
deafened, prone
• Senses blindvision 60 ft., passive
Perception 13
• Languages —
• Challenge 0 (10 XP)
Actions
Paralyzing Tentacle. Melee Weapon Attack:
+3 to hit, reach 5 ft., one creature. Hit: 1
acid damage, and the target must succeed
on a DC 9 Constitution saving throw or be
paralyzed until the end of its next turn.

Bonus Actions
Variable Halo. The svetudilven sheds
bright light in a 5 to 20-foot radius and
dim light for an additional number of feet
equal to the radius of the bright light. It
can change this radius as a bonus action.
Silvery Dancer

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed0 m, flight 40 ft.
STR DEX CON INT WIS CHA

4 (−3) 12 (+1) 8 (−1) 5 (−3) 12 (+1) 8 (−1)


• Skills Perception +3, Stealth +3
• Damage Immunities poison
• Condition Immunities poisoned
• Senses darkvision 60 ft., passive
Perception 13
• Languages communicates with flight
patterns; can learn languages, but can
only speak via flapping
• Challenge 0 (10 XP)
Traits
Flyby. The silvery dancer doesn’t provoke
opportunity attacks when it flies out of an
enemy’s reach.
Silvery Halo. The silvery dancer reflects
any unobstructed source of bright light
within 120 feet, shedding bright light in a
5-foot radius and dim light for an additio-
nal 5 feet.

Actions
Leg Slam. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 1 bludgeoning
damage.
Crab

Tiny beast, unaligned


• AC 11 (natural armor)
• Hp 2 (1d4)
• Speed20 ft., swim 20 ft.
STR DEX CON INT WIS CHA

2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4)


• Skills Stealth +2
• Senses blindsight 30 ft., passive
Perception 9
• Languages —
• Challenge 0 (10 XP)
Traits
Amphibious. The crab can breathe air and
water.

Actions
Claw. Melee Weapon Attack: +0 to hit,
reach 5 ft., one target. Hit: 1 bludgeoning
damage.
Sea Horse

Tiny beast, unaligned


• AC 11
• Hp 1 (1d4 − 1)
• Speed0 ft., swim 20 ft.
STR DEX CON INT WIS CHA

1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)


• Senses passive Perception 10
• Languages —
• Challenge 0 (0 XP)
Traits
Water Breathing. The sea horse can
breathe only underwater.
Octopus

Small beast, unaligned


• AC 12
• Hp 3 (1d6)
• Speed5 ft., swim 30 ft
STR DEX CON INT WIS CHA

4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)


• Skills Perception +2, Stealth +4
• Senses darkvision 30 ft., passive
Perception 12
• Languages —
• Challenge 0 (10 XP)
Traits
Hold Breath. While out of water, the
octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus
has advantage on Dexterity (Stealth)
checks made while underwater.
Water Breathing. The octopus can breathe
only underwater.

Actions
Tentacles. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 1 bludgeo-
ning damage, and the target is grappled
(escape DC 10). Until this grapple ends, the
octopus can’t use its tentacles on another
target.
Ink Cloud (Recharges after a Short or
Long Rest). A 5-foot-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.
Quipper

Tiny beast, unaligned


• AC 13
• Hp 1 (1d4 − 1)
• Speed0 ft., swim 40 ft.
STR DEX CON INT WIS CHA

2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)


• Senses darkvision 60 ft., passive
Perception 8
• Languages —
• Challenge 0 (10 XP)
Traits
Blood Frenzy. The quipper has advantage
on melee attack rolls against any creature
that doesn’t have all its hit points.
Water Breathing. The quipper can breathe
only underwater.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 1 piercing damage.
Poisonous Snake

Tiny beast, unaligned


• AC 13
• Hp 2 (1d4)
• Speed30 ft., swim 30 ft.
STR DEX CON INT WIS CHA

2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)


• Senses blindsight 10 ft., passive
Perception 10
• Languages —
• Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 1 piercing damage, and
the target must make a DC 10 Constitution
saving throw, taking 5 (2d4) poison damage
on a failed save, or half as much damage on
a successful one.
Pseudodragon

Tiny dragon, neutral good


• AC 13 (armure naturelle)
• Hp 7 (2d4 + 2)
• Speed15 ft., fly 60 ft.
STR DEX CON INT WIS CHA

8 (−1) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)


• Skills Perception +3, Stealth +4
• Senses blindsight 10 ft., darkvision
60 ft., passive Perception 13
• Languages understands Common and
Draconic but can’t speak
• Challenge 1/4 (50 XP)
Traits
Keen Senses. The pseudodragon has
advantage on Wisdom (Perception) checks
that rely on sight, hearing, or smell.
Magic Resistance. The pseudodragon has
advantage on saving throws against spells
and other magical effects.
Limited Telepathy. The pseudodragon
can magically communicate simple ideas,
emotions, and images telepathically with
any creature within 100 feet of it that can
understand a language.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Sting. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage, and the target must succeed
on a DC 11 Constitution saving throw or
become poisoned for 1 hour. If the saving
throw fails by 5 or more, the target falls
unconscious for the same duration, or
until it takes damage or another creature
uses an action to shake it awake.
Homunculus

Tiny construct, neutral


• AC 13 (armure naturelle)
• Hp 5 (2d4)
• Speed20 ft., fly 40 ft.
STR DEX CON INT WIS CHA

4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)


• Damage Immunities poison
• Condition Immunities charmed,
poisoned
• Senses darkvision 60 ft., passive
Perception 10
• Languages understands the languages of
its creator but can’t speak
• Challenge 0 (10 XP)
Traits
Telepathic Bond. While the homuncu-
lus is on the same plane of existence as
its master, it can magically convey what it
senses to its master, and the two can com-
municate telepathically.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 1 piercing damage,
and the target must succeed on a DC 10
Constitution saving throw or be poisoned
for 1 minute. If the saving throw fails by 5
or more, the target is instead poisoned for
5 (1d10) minutes and unconscious while
poisoned in this way.

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