SPOILER WARNING: All campaigns will take place AFTER the final book in Dragonwatch. If you want to avoid spoilers, finish the series!
Most of the creatures here were introduced in the Fablehaven books. However, in order to flesh out the magical preserves, I made up some of my own magical creatures that fit the Fablehaven vibe. Also, depending on location, you might run across creatures that look or act a little different than their counterparts on other preserves. (For example, fairies come in a lot of variety based off of where they come from)
Whirligigs: Magical Creatures with Animal-Like Intelligence
Drumants
Tiny, No Alignment
AC: 5
HP: 1
Speed: 20 ft.
STR DEX CON INT WIS CHA
3 13 10 1 7 1
-4 +1 +0 -5 -2 -5
Special Abilities:
Spider Climb. The drumant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Image Projection. The drumant can hide it's presence by going invisible and projecting an image of itself a few feet away.
Attacks:
Poison Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 10 (4d4) piercing damage. Roll a DC 20 to avoid being poisoned.
Jackalope
Very Small, No Alignment
AC: 10
HP: 2
Speed: 40 ft.
STR DEX CON INT WIS CHA
3 10 10 3 12 7
-4 +0 +0 -4 +1 -2
Special Abilities:
Keen Hearing. The jackalope has advantage on Wisdom (Perception) checks that rely on sound.
Attacks:
Kick. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Tuatara
Tiny, No Alignment
AC: 10
HP: 2
Speed: 20 ft.
STR DEX CON INT WIS CHA
2 11 10 3 12 3
-4 +0 +0 -4 +1 -4
Special Abilities:
Third Eye. The tuatara can see the next action of any one target at any time.
Attacks:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Sirrush
Small, No Alignment
AC: 13
HP: 10
Speed: 40 ft fly
STR DEX CON INT WIS CHA
12 17 12 10 13 11
+1 +3 +1 +0 +1 +0
Special Abilities:
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Attacks:
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Mouse-Fish
Tiny, No Alignment
AC: 4
HP: 1
Speed: 20 ft swim
STR DEX CON INT WIS CHA
3 13 10 1 7 1
-4 +1 +0 -5 -2 -5
Special Abilities:
Shapeshift. The mouse-fish looks like a mouse on land but becomes a large goldfish when it is submerged in water.
Attacks:
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 1 piercing damage
Shedding Bat
Tiny, No Alignment
AC: 12
HP: 1
Speed: 30 ft fly
STR DEX CON INT WIS CHA
2 15 8 2 12 4
-4 +2 -1 -4 +1 -3
Special Abilities:
Shed Wings. Twice a week, the bat sheds it's wings and grows a new pair within a day. The shed wings can be attached to another animal within an hour after shedding. The wings will then merge to the new animal, giving it flight.
Echolocation. The bat has blindsight while it can hear. It can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Attacks:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 3 piercing damage.
Milch Cow
Huge, No Alignment
AC: 12
HP: 80
Speed: 40 ft.
STR DEX CON INT WIS CHA
22 9 17 3 11 6
+6 -1 +3 -4 +0 -2
Special Abilities:
Magic Milk. Milk produced by the Milch Cow will provide mortals with the ability to see magical creatures for a full day.
Attacks:
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Peryton
Medium, No Alignment
AC: 13
HP: 7
Speed: 50 ft fly
STR DEX CON INT WIS CHA
11 16 11 2 14 5
+0 +3 +0 -4 +2 -3
Special Abilities:
Poisoned Body. If you attempt to eat the peryton, you will take 5 poison damage.
Attacks:
Poisoned Prongs. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d4) piercing damage. Target is poisoned on a failure to roll a DC 20 CON roll.
Direbear
Large, No Alignment
AC: 13
HP: 60
Speed: 40 ft
STR DEX CON INT WIS CHA
20 12 17 3 12 7
+5 +1 +3 -4 +1 -2
Special Abilities:
Keen Sight and Smell. The direbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Attacks:
Teeth. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Dreadwolf
Large, No Alignment
AC: 13
HP: 40
Speed: 40 ft.
STR DEX CON INT WIS CHA
12 15 12 3 12 6
+1 +2 +1 -4 +1 -2
Special Abilities:
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Attacks:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Griffon
Medium, No Alignment
AC: 12
HP: 50
Speed: 80 ft fly
STR DEX CON INT WIS CHA
18 15 16 2 13 8
+4 +2 +3 -4 +1 -1
Special Abilities:
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Attacks:
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fairy Frog
Small, No Alignment
AC: 11
HP: 1
Speed: 20 ft.
STR DEX CON INT WIS CHA
1 13 8 1 8 3
-5 +1 -1 -5 -1 -4
Special Abilities:
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.
Charming Voice. The frog's croak has a DC 10 chance to charm you. Once charmed, you will do all you can to catch/follow the frog wherever it goes.
Thylacine
Small, No Alignment
AC: 13
HP: 10
Speed: 30 ft.
STR DEX CON INT WIS CHA
12 17 12 10 13 11
+1 +3 +1 +0 +1 +0
Special Abilities:
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Attacks:
Quick Attacks. The dog can attack twice on every turn.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 piercing damage.
Thunderbird
Large, No Alignment
AC: 13
HP: 10
Speed: 70 ft fly
STR DEX CON INT WIS CHA
5 16 8 2 14 6
-3 +3 -1 -4 +2 -2
Special Abilities:
Immunity. Immune to damage from lightning and storm attacks.
Attacks:
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
Lightning. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
Roc
Huge, No Alignment
AC: 15
HP: 200
Speed: 120 ft fly
STR DEX CON INT WIS CHA
28 10 20 3 10 9
+9 +0 +5 -4 +0 -1
Special Abilities:
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Attacks:
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Whisper-Hound
Small, No Alignment
AC: 12
HP: 10
Speed: 60 ft fly
STR DEX CON INT WIS CHA
13 14 12 3 14 7
+1 +2 +1 -4 +2 -2
Special Abilities:
Domain Awareness. If you enter a whisper-hound's domain, it will always know where you are, regardless of sight, smell, sound, etc.
Invisibility. The whisper-hound is unable to be seen or smelled. It can only be detected by touch or sound.
Attacks:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Lantern Fly
Tiny, No Alignment
AC: 5
HP: 1
Speed: 30 ft fly
STR DEX CON INT WIS CHA
3 13 10 1 7 1
-4 +1 +0 -5 -2 -5
Special Abilities:
Selective Glow. It produces a magical light (30 ft radius) that can only be seen by mortals drinking milk or light creatures.
Turquoise Macaws
Small, No Alignment
AC: 13
HP: 1
Speed: 60 ft fly
STR DEX CON INT WIS CHA
5 16 8 2 14 6
-3 +3 -1 -4 +2 -2
Special Abilities:
Regeneration. The Turquoise Macaw gains back lost feathers in a day, and lost limbs in a week.
Attacks:
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Three-Eyed Sloths
Small, No Alignment
AC: 13
HP: 10
Speed: 2 ft. 20 ft swim.
STR DEX CON INT WIS CHA
12 17 12 10 13 11
+1 +3 +1 +0 +1 +0
Special Abilities:
Foresight. Receiving a hug from a sloth will give you a short glimpse into the future.
Attacks:
Claws. Melee Weapon Attack: -3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Orchid Moths
Tiny, No Alignment
AC: 5
HP: 1
Speed: 20 ft fly
STR DEX CON INT WIS CHA
3 13 10 1 7 1
-4 +1 +0 -5 -2 -5
Special Abilities:
Camouflage. The orchid moth looks like an ordinary white moth in the air, but when it lands, it changes shape and color to match its environment.
Giant Rhinoceros Beetle
Large, No Alignment
AC: 13
HP: 30
Speed: 40 ft fly
STR DEX CON INT WIS CHA
14 10 12 3 7 3
+2 +0 +1 -4 -2 -4
Special Abilities:
Weight Halving. The beetle can carry twice as much weight as its strength allows.
Attacks:
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 7 slashing damage.
Red Spider Monkey
Small, No Alignment
AC: 12
HP: 5
Speed: 40 ft
STR DEX CON INT WIS CHA
13 14 12 3 14 7
+1 +2 +1 -4 +2 -2
Special Abilities:
Multi-Limbed. The monkey has advantage on all rolls that use it's limbs (saving throws against being grappled, attempts to grab, AC rolls to hit, etc.)
Attacks:
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage.
Phantom Piranha
Very Small, No Alignment
AC: 19
HP: 20
Speed: 40 fly or swim
STR DEX CON INT WIS CHA
1 28 10 13 14 11
-5 +9 +0 +1 +2 +0
Special Abilities:
Ephemeral. The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Attacks:
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Pocket Dimension Anaconda
Medium, No Alignment
AC: 12
HP: 13
Speed: 30 ft.
STR DEX CON INT WIS CHA
15 14 12 1 10 3
+2 +2 +1 -5 +0 -4
Special Abilities:
Pocket Stomach. Anything the anaconda can fit in its mouth can be placed inside a pocket dimension, to be stored for later. Dimension is 30x30x30 ft and is an enclosed cavern.
Attacks:
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Common Magical Creatures
Tauran
Large, Neutral Light
AC: 12
HP: 45
Speed: 50 ft.
STR DEX CON INT WIS CHA
18 14 14 9 13 11
+4 +2 +2 -1 +1 +0
Special Abilities:
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Attacks:
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Satyr
Medium, Chaotic Light
AC: 14
HP: 30
Speed: 40 ft
STR DEX CON INT WIS CHA
12 16 11 12 10 14
+1 +3 +0 +1 +0 +2
Special Abilities:
Natural Athlete. Advantage on game rolls.
Attacks:
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Wood Nymph
Medium, Neutral Light
AC: 12
HP: 25
Speed: 30 ft.
STR DEX CON INT WIS CHA
10 12 11 14 15 18
+0 +1 +0 +2 +2 +4
Special Abilities:
Dryad: Forest Connection: You can sense presences within forests and pinpoint their locations.
Hamadryad: Tree Connection: You are immortal as long as your tree survives. (You cannot die.) If you plant a seed from your tree, your life is extended to the life of the new tree.
Attacks:
Tree Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Naiad
Medium, Chaotic Light
AC: 12
HP: 25
Speed: 40 ft swim.
STR DEX CON INT WIS CHA
10 12 11 14 15 18
+0 +1 +0 +2 +2 +4
Special Abilities:
Merge With Water. the naiad can choose to become invisible while fully encased in water.
Attacks:
Slap. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage.
Fairy
Tiny, Neutral Light
AC: 15
HP: 2
Speed: 40 ft fly
STR DEX CON INT WIS CHA
3 18 10 14 13 11
-4 +4 +0 +2 +1 +0
Special Abilities:
Fairy Ring. When a group of ten or more fairies combine, they can perform powerful magic.
Attacks:
Flash of Light. +2 to hit. 2 fire damage.
Brownie
Tiny, Lawful Light
AC: 15
HP: 2
Speed: 20 ft
STR DEX CON INT WIS CHA
3 18 10 14 13 11
-4 +4 +0 +2 +1 +0
Special Abilities:
Creativity. Provide brownies with ingredients or broken materials, leave them overnight and they will craft them into either a wonderful dessert or an improved version of the broken item.
Out of Sight. Brownies are nearly impossible to see at work.
Golem/Dullion
Large, Lawful Neutral
AC: 15
HP: 70
Speed: 40 ft.
STR DEX CON INT WIS CHA
20 12 17 7 12 7
+5 +1 +3 -2 +1 -2
Special Abilities:
Regenerate. When near dirt and mud, (or whatever material it is made of) it can add to it's mass and gain 10 HP. Takes a whole turn.
Attacks:
Unarmed Strike. Melee Attack: +9 to hit, reach 15 ft., one target. Hit: 10 bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Basilisk
Large, Neutral Dark
AC: 15
HP: 50
Speed: 30 ft
STR DEX CON INT WIS CHA
16 8 15 2 8 7
+3 -1 +2 -4 -1 -2
Special Abilities:
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Attacks:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Chimera
Large, Neutral
AC: 14
HP: 120
Speed: fly 60
STR DEX CON INT WIS CHA
19 11 19 3 14 10
+4 +0 +4 -4 +2 +0
Special Abilities:
Multi-Headed. The chimera speaks a different language from each head and each has a unique personality. Dragon: Draconic, fierce. Goat: Sylvan, wise.
Lion: Jiganti, ambitious.
Attacks:
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Cyclops
Large, Lawful Dark
AC: 11
HP: 60
Speed: 40 ft
STR DEX CON INT WIS CHA
19 8 16 10 7 7
+4 -1 +3 +0 -2 -2
Special Abilities:
Narrow Vision. The cyclops can only focus on one target at a time.
Attacks:
Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Octoblob
Small, Neutral
AC: 12
HP: 5
Speed: 10 ft
STR DEX CON INT WIS CHA
4 15 11 3 10 4
-3 +2 +0 -4 +0 -3
Special Abilities:
Ooze. The octoblob appears as a blob of goo most of the time but can take an octopus like shape in order to maneuver around.
No Breath. It does not need to breath air or water and can exist without sustenance.
Attacks:
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Wraith
Medium, Lawful Dark
AC: 13
HP: 60
Speed: 60 ft fly
STR DEX CON INT WIS CHA
6 16 16 12 14 15
-2 +3 +3 +1 +2 +2
Special Abilities:
Incorporeal. Immune to all non-magical attacks. Cannot be grappled, paralyzed, poisoned, or knocked over.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magical Fear. Any creature within a 20 ft vicinity must make a DC 20 saving throw or be frightened until the wraith leaves.
Attacks:
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Dwarf
Small, Neutral
AC: 16
HP: 11
Speed: 30 ft.
STR DEX CON INT WIS CHA
13 12 12 10 11 10
+1 +1 +1 +0 +0 +0
Special Abilities:
Earth Sense. Dwarves have double advantage on finding precious metals and stones when digging.
Attacks:
Battle Hammer. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands to make a melee attack.
Red- Eyed Tree Elves
Very Small, Neutral Light
AC: 12
HP: 5
Speed: 30 ft.
STR DEX CON INT WIS CHA
7 15 9 8 10 8
-2 +2 -1 -1 +0 -1
Special Abilities:
Tree Speed. The elf can maneuver at 3x speed when traveling by treetop.
Attacks:
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Fair Folk
Medium, Neutral
AC: 15
HP: 12
Speed: 30 ft.
STR DEX CON INT WIS CHA
11 12 11 12 14 16
+0 +1 +0 +1 +2 +3
Special Abilities:
Automatic Charm. Any character interacting with a fair folk must roll a DC 5 saving throw or else be charmed by them unintentionally.
Attacks:
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Gargoyles
Medium, Lawful Dark
AC: 15
HP: 50
Speed: 60 ft fly
STR DEX CON INT WIS CHA
15 11 16 6 11 7
+2 +0 +3 -2 +0 -2
Special Abilities:
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Attacks:
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Fog Giants
Huge, Chaotic Dark
AC: 17
HP: 120
Speed: 40 ft
STR DEX CON INT WIS CHA
23 15 20 10 12 9
+6 +2 +5 +0 +1 -1
Special Abilities:
Poison Resistance.
Attacks:
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Snow Giant
Huge, Neutral
AC: 17
HP: 120
Speed: 40 ft
STR DEX CON INT WIS CHA
23 15 20 10 12 9
+6 +2 +5 +0 +1 -1
Special Abilities:
Cold Resistance.
Attacks:
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Gnomes
Very Small, Neutral Light
AC: 10
HP: 7
Speed: 20 ft
STR DEX CON INT WIS CHA
6 11 10 15 10 13
-2 +0 +0 +2 +0 +1
Special Abilities:
Diggers. Gnomes move at 2x speed underground.
Attacks:
Shovel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing/bludgeoning damage.
Goblins
Small, Lawful Dark
AC: 15
HP: 7
Speed: 30 ft
STR DEX CON INT WIS CHA
8 14 10 10 8 8
-1 +2 +0 +0 -1 -1
Special Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Attacks:
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hag
Medium, Chaotic Dark
AC: 17
HP: 80
Speed: 30 ft
STR DEX CON INT WIS CHA
18 12 16 13 14 14
+4 +1 +3 +1 +2 +2
Special Abilities:
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Attacks:
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Caiman Trolls
Medium, Neutral Dark
AC: 12
HP: 5
Speed: 30 ft.
STR DEX CON INT WIS CHA
7 15 9 8 10 8
-2 +2 -1 -1 +0 -1
Special Abilities:
River Speed. The troll can maneuver at 3x speed when traveling by water.
Attacks:
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Harpy
Medium, Chaotic Dark
AC: 11
HP: 30
Speed: 40 ft fly
STR DEX CON INT WIS CHA
12 13 12 7 10 13
+1 +1 +1 -2 +0 +1
Special Abilities:
Tracking. The harpy can track a scented enemy up to 50 miles away.
Attacks:
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Imp
Tiny, Neutral Dark
AC: 15
HP: 2
Speed: 20 ft
STR DEX CON INT WIS CHA
3 18 10 14 13 11
-4 +4 +0 +2 +1 +0
Special Abilities:
Dark Connections. The imp automatically knows the location of the nearest powerful dark creatures.
Attacks:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 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.
Lamassu
Large, Neutral Light
AC: 10
HP: 15
Speed: 30 ft
STR DEX CON INT WIS CHA
18 10 14 10 10 4
+4 +0 +2 +0 +0 -3
Special Abilities:
Charge. If the lamassu moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Attacks:
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Leprechaun
Tiny, Chaotic Light
AC: 15
HP: 4
Speed: 20 ft
STR DEX CON INT WIS CHA
3 18 10 14 13 11
-4 +4 +0 +2 +1 +0
Special Abilities:
Minor Illusions: You can alter the appearance of objects and locations to seem different then they are. Illusion breaks when object is touched.
Bigger on the Inside: You can take a smaller space and use it to hold three times as much as it normally would.
Gold Weakness: Every time you see treasure, you must succeed on a Constitution roll to stop yourself from chasing it.
Magic Blockage: If you are physically caught, (at least your beard/hair must be held onto to) you are unable to use any of your magic except at the request of your captor.
Attacks:
Tiny Kicks. +3 to hit. 1d4+1 damage.
Luvian
Medium, Lawful Light
AC: 10
HP: 13
Speed: 60 ft
STR DEX CON INT WIS CHA
16 10 12 12 11 10
+3 +0 +1 +1 +0 +0
Special Abilities:
Speak with Animals. Luvians can speak human languages but can also understand non-talking animals.
Attacks:
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Sphinx
Medium, Lawful Neutral
AC: 12
HP: 30
Speed: 50 ft
STR DEX CON INT WIS CHA
17 15 13 13 15 10
+3 +2 +1 +1 +2 +0
Special Abilities:
Pounce. If the sphinx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sphinx can make one bite attack against it as a bonus action.
Attacks:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
River Fairy
Super Tiny, Lawful Light
AC: 15
HP: 2
Speed: 20 ft
STR DEX CON INT WIS CHA
3 18 10 14 13 11
-4 +4 +0 +2 +1 +0
Special Abilities:
Amphibious. The river fairy can breathe air and water and swim without losing speed.
Attacks:
Splash. +7 to hit. 1 water damage.
Phantom
Varies, Varies
AC: 12
HP: 60
Speed: 40 ft
STR DEX CON INT WIS CHA
1 14 10 12 11 17
-5 +2 +0 +1 +0 +3
Special Abilities:
Detect Presence. Within their domain, nothing can hide from a phantom.
Attacks:
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Sea-Serpent
Huge, Chaotic Dark
AC: 20
HP: 300
Speed: 60 ft swim
STR DEX CON INT WIS CHA
25 10 20 10 12 12
+7 +0 +5 +0 +1 +1
Special Abilities:
Magical Fear. Anything in its presence must make a DC 15 saving throw or be frightened.
Attacks:
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the sea serpent and knocked prone.
Shape-Shifter
Varies, Lawful Neutral
AC: Varies
HP: Varies
Speed: Varies
STR DEX CON INT WIS CHA
Same as Animal Shape.
Special Abilities:
Shapeshift. Every shifter has one set size, within that size they can shapeshift into any animal.
Regenerate. While out of combat, the shape-shifter can fully heal all it's injuries.
Attacks:
Same as animal shape.
Merfolk
Medium, Chaotic Neutral
AC: 11
HP: 11
Speed: 40 ft swim
STR DEX CON INT WIS CHA
10 13 12 11 11 12
+0 +1 +1 +0 +0 +1
Special Abilities:
Water Sense. The merfolk can detect outsiders/unwanted presences in the water surrounding them.
Attacks:
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Tundra Cyclops
Large, Neutral Dark
AC: 11
HP: 60
Speed: 40 ft
STR DEX CON INT WIS CHA
19 8 16 10 7 7
+4 -1 +3 +0 -2 -2
Special Abilities:
Third Eye. The cyclops is blind, and has no physical eyes. However, it can sense glimpses of the future and other hidden information using it's third eye.
Cold Resistance.
Attacks:
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Selkie
Medium, Neutral Light
AC: 11
HP: 11
Speed: 40 ft swim
STR DEX CON INT WIS CHA
10 13 12 11 11 12
+0 +1 +1 +0 +0 +1
Special Abilities:
Sealskin. While on land, the selkie sheds it's sealskin, which becomes like a coat. Donning the coat in the water turns it into a seal.
Attacks:
Bite (Seal Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Elephant Troll
Large, Chaotic Dark
AC: 15
HP: 80
Speed: 40 ft
STR DEX CON INT WIS CHA
18 13 20 7 9 7
+4 +1 +5 -2 -1 -2
Special Abilities:
Long Memory. The troll has a perfect photographic memory that cannot be erased by magic.
Attacks:
Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Humans & Subclasses
Medium, Varies
AC: 10
HP: 10
Speed: 30 ft
STR DEX CON INT WIS CHA
10 10 10 10 10 10
+0 +0 +0 +0 +0 +0
Narcoblix:
Special Abilities:
Sleepwalker (Bite someone, then control in sleep- Your level of control is determined by a constitution roll. Your control ends if they are woken up or a normal amount of sleeping time passes.)
Skinwalker:
Special Abilities:
Animal Shape (Choose one ordinary animal (up to the size of an elephant)- you can transform into them at will and change back at will. Use their stats during transformation.)
Firewalker:
Special Abilities:
Fire-Proof (You are resistant to fire and come from a volcano islander heritage. You can handle extreme heat but do have limits. No swimming in lava.)
Attacks:
Unarmed Strike. +5 to hit. 3d4+2 damage.
Minotaur
Medium, Lawful Neutral
AC: 14
HP: 70
Speed: 40 ft
STR DEX CON INT WIS CHA
18 11 16 10 16 9
+4 +0 +3 -2 +3 -1
Special Abilities:
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Attacks:
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Woodling
Varies, Neutral Light
AC: 13
HP: 12
Speed: 20 ft
STR DEX CON INT WIS CHA
10 6 15 10 10 7
+0 -2 +2 +0 +0 -2
Special Abilities:
Voiceless. It cannot speak or hear but can understand anyone if they use basic gestures and expressions.
Attacks:
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Wyverns
Large, Chaotic Neutral
AC: 13
HP: 100
Speed: 70 ft fly
STR DEX CON INT WIS CHA
19 10 16 5 12 6
+4 +0 +3 -3 +1 -2
Special Abilities:
Poison Resistance.
Attacks:
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Rare & Powerful Magical Creatures
Sky Giant
Enormous, Lawful Neutral
AC: 14
HP: 200
Speed: 40 ft.
STR DEX CON INT WIS CHA
27 10 22 12 16 16
+8 +0 +6 +1 +3 +3
Special Abilities:
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Attacks:
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Dragon
Enormous, Varies
AC: 19
HP: 200
Speed: run 50 ft. fly 80 ft, swim 50 ft.
STR DEX CON INT WIS CHA
23 12 21 18 15 17
+6 +1 +5 +4 +2 +3
Special Abilities:
Amphibious. The dragon can breathe air and water.
Overpowered: the dragon has advantage on deception, perception, persuasion and stealth rolls.
Dragon Fear: As it desires, all creatures within its sight are frozen in place and unable to speak or move. If the dragon looks away, they can attempt a saving throw to be unfrozen.
The dragon also cannot be poisoned by anything other than dragonsbane.
Attacks:
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Breath Weapon: The dragon exhales it's unique breath weapon in a 60 foot cone. Any creature it's its path takes 50 damage unless they can make a successful DC 18 Con throw, in which case they take half damage.
Breath Weapons: Lightning, fire, poison, hot water, or a unique effect without damage i.e. sleeping gas or truth serum.
Unicorn
Medium, Lawful Light
AC: 12
HP: 70
Speed: 50 ft.
STR DEX CON INT WIS CHA
18 14 15 11 17 16
+4 +2 +2 +0 +3 +3
Special Abilities:
Human Avatar: You can shift into a human form or into a horse form at will. You keep your magic in both forms.
Horn Weapon: You can use your horn to attack, or while in human form, transform it into a sword.
First Horn: Your first horn can be used as a magical telephone, or it can provide a bubble of protection against dark forces. It can also counteract poison & disease.
Insight: You can read a character's alignment and basic motivations if they allow it, and you touch their hands.
Healing: You can restore 10 HP with a touch. (3x per day)
Actions:
Hooves (horse only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn (transforms into sword when in human form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shimmering Shield (Must be holding second horn). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Pheonix
Large, Lawful Light
AC: 12
HP: 150
Speed: run 20 ft, fly 120 ft.
STR DEX CON INT WIS CHA
18 10 10 3 15 16
+4 +0 +0 -4 +2 +3
Special Abilities:
Fire Immunity
Rebirth: If the phoenix is killed, it can collapse into ashes. As long as the ashes lay untouched, (or gathered together) it can regenerate in 24 hours.
Attacks:
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Demon
Varies, Chaotic Dark
AC: Varies
HP: Varies
Speed: Varies
STR DEX CON INT WIS CHA
You'll have to find out.
Special Abilities:
Varies with each demon.
Attacks:
Always a good one. Varies.
Hydra
Huge, Chaotic Dark
AC: 15
HP: 170
Speed: swim 50 ft. (no land)
STR DEX CON INT WIS CHA
20 12 20 2 10 7
+5 +1 +5 -4 +0 -2
Special Abilities:
Amphibious: The hydra can breathe air and water.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Regrowth: If the hydra loses a head, it can regrow a new one on the next turn. It lives as long as one head is alive. (if order to kill it you must destroy all heads it has left at once)
Multi-Heads: As long as the hydra has two heads, it can attack twice on each turn. It can also react to attacks.
Attacks:
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Jinn
Large, Chaotic Dark
AC: 17
HP: 160
Speed: fly 90 ft.
STR DEX CON INT WIS CHA
21 15 22 15 16 20
+5 +2 +6 +2 +3 +5
Special Abilities:
Truth Detection: The jinn automatically succeeds on checks to determine a player's truthfulness.
Transformation Curse: It can transform one target into an ordinary animal 3 times per day.
Attacks:
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (jinn's choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the jinn can see within 120 feet of it. The whirlwind lasts as long as the jinn maintains concentration (as if concentrating on a spell). Any creature but the jinn that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The jinn can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the jinn loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Wizard
Medium, Varies
AC: 15
HP: 100
Speed: 40 ft.
STR DEX CON INT WIS CHA
10 14 12 20 15 16
+0 +2 +1 +5 +2 +3
Special Abilities:
Magical Resistance: Advantage on saving throws against magical attacks.
Fortifications: (once per week) Makes an enclosure or path impervious to attack from outside.
Alignment Check: With a casual conversation, the wizard can obtain your actual alignment and a general sense of truth or deception about your purposes.
Enchantment: The wizard can provide an ordinary object with one of these abilities (once per day):
Distractor Spell
Attractor Spell
Treaty Link
Homing Flight
Time Stoppage
Soothing Effects
Real-Time Map
Magical Ammo
Grant Invisibility
Attacks:
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Lightning. A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.