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Tiny Tiger Edit

Challenge Rating: 7?

Armor Class: 13

Hit Points: 3

Speed: 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 12 (+1) 8 (-1) 8 (-1) 10 (+0)

Multiattack: Tiny can make two attacks after his first injury - one charge and one leap, or two charges.

Actions Edit

Leap: Tiny leaps at any opponent within ten feet and crashes down on them with his trident. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 30 (4d12+4) piercing damage.

Charge: Tiny charges at an opponent within his movement range, at least ten feet away, Trident-first. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (4d6+6)

Dingodile Edit

Challenge Rating: 9?

Armor Class: 14

Hit Points: 3

Speed: 30 ft.

Damage Resistances: fire

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

Multiattack: Dingodile can make two attacks per turn, either two long range shots, or one long range shot and one flame blast.

Actions Edit

Flamethrower Long Range Shots: Dingodile aims his flamethrower upward and fires off three blasts of his flamethrower at anyone he wants to within range. Ranged Weapon Attack: +7 to hit, range 120 ft., up to three targets. Hit: 1d12 + 4 fire damage per hit

Concentrated Flame Blast: Dingodile aims his flamethrower forward and fires off a concentrated blast of his flamethrower in a line. This blast can break down barriers. Ranged Weapon Attack: +7 to hit, range 40 ft., any targets in line. Hit: 6d6 + 10 fire damage

Reactions Edit

Overheating Explosion: When hit with an attack, Dingodile's flamethrower pack overheats and counts down in beeps, erupting and sending flame everywhere within a circular radius on his next turn. This blast can break down barriers, and automatically hits Dingodile himself. Ranged Weapon Attack: +7 to hit, range 10 ft. circular radius. Hit: 8d8 + 8 fire damage, 1/2 damage on successful save, save DC 16

Boar Edit

Challenge Rating: 1/4 (50 XP)

Armor Class: 11 (natural armor)

Hit Points: 7

Speed: 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Charge: If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions Edit

Tusk: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Giant Poisonous Snake Edit

Challenge Rating: 1/4 (50 XP)

Armor Class: 14

Hit Points: 7, 12

Speed: 30 ft., swim 30 ft.

Skills: Perception +2

Senses: blindsight 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

Actions Edit

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Giant Bat Edit

Challenge Rating: 1/4 (50 XP)

Armor Class: 13

Hit Points: 8, 10

Speed: 10 ft., fly 60 ft.

Senses: blindsight 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions Edit

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Giant Frog Edit

Challenge Rating: 1/4 (50 XP)

Armor Class: 11

Hit Points: 18

Speed: 30 ft., swim 30 ft.

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

Amphibious: The frog can breathe air and water.

Standing Leap: The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions Edit

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow: The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Lizard Edit

Challenge Rating: 1/4 (50 XP)

Armor Class: 12 (natural armor)

Hit Points: 20

Speed: 30 ft., climb 30 ft.

Senses: darkvision 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Actions Edit

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Giant Goat Edit

Challenge Rating: 1/2 (100 XP)

Armor Class: 11 (natural armor)

Hit Points: 24

Speed: 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Charge: If the goat moves at least 20 feet straight toward a target and then hits it with a rarn attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions Edit

Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Giant Crab Edit

Challenge Rating: 1/8 (25 XP)

Armor Class: 15 (natural armor)

Hit Points: 9, 13

Speed: 30 ft., swim 30 ft.

Skills: Stealth +4

Senses: blindsight 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Amphibious: The crab can breathe air and water.

Actions Edit

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Giant Scorpion Edit

Challenge Rating: 3 (700 XP)

Armor Class: 15 (natural armor)

Hit Points: 41

Speed: 40 ft.

Senses: blindsight 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Actions Edit

Multiattack: The scorpion makes three attacks: two with its claws and one with its sting.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

N. Gin's Mech Edit

Challenge Rating: 11?

Armor Class: 17

Hit Points: 90

  • First Arm: 72
  • Second Arm: 54
  • First Missile Launcher: 36
  • Second Missile Launcher: 18

Speed: 20 ft.

Damage Vulnerabilities: electricity

Damage Resistance: bludgeoning, slashing, fire, ice, force

Damage Immunities: poison, psychic, necrotic

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 8 (-1)

Multiattack: N. Gin can make two attacks. If he has both his arms, he can make two laser attacks. If he has one arm, he can make one laser attack, and one missile attack. If he lost both arms, he can make two missile attacks on two different people. If he loses one missile launcher, he can only target one person with the two attacks. If he loses both missile launchers, he can make only one attack per round.

Actions Edit

Arm Laser: N. Gin aims one of his robot's arms at an enemy and opens up the front, letting lose a laser beam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5d10 + 8 fire damage

Rocket Launchers: N. Gin fires multiple rockets at one enemy. Five rockets launch each time. Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 6d10 + 6 fire damage

Plasma Blast: N. Gin lets loose a blast of plasma from his robot's core. Can only be used once the robot's arms and rocket launchers are destroyed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11d12+9 fire damage

Neo Cortex Edit

Challenge Rating: 10?

Armor Class: 17

Hit Points: 219

  • Bombs Round 1: 146
  • Bombs Round 2: 73

Speed: 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 11 (+0) 20 (+5) 16 (+3) 14 (+2)

Multiattack: Cortex can make two attacks per turn, but can only make one blue laser or green laser attack.

Actions Edit

Purple Lasers: Cortex fires off three purple laser blasts. They can either all target one person, or target three different people. Ranged Weapon Attack: +7 to hit, range 60 ft., one to three targets. Hit: 4d8 + 4 electric damage

Blue Lasers: Cortex fires off two blue laser blasts. These blue lasers become semi-sentient and seek out the nearest target, attacking it with electricity. They dissipate after a successful attack or after successfully being attacked. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5d10 + 7 electricity damage

Green Laser: Cortex charges up a powerful electric shot and fires it at one enemy. This laser blast can be reflected with a shield or a successful strike with a melee weapon. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11d10 + 8 electricity damage

Reactions Edit

Shield Short Circuit: When Cortex is hit with a reflected green laser, his shields short circuit, making him vulnerable to attack for two rounds, after which he gets the shield fixed.

Bombs: Once Cortex is brought down to 2/3rds of his health, and then again at 1/3, he throws many bombs around the arena, which explode after one turn and drastically reduce the size of the area.

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