Estatísticas de Criaturas Desalinhadas
Estatísticas de Criaturas Desalinhadas
Características Características
Olfato Aguçado. O urso tem vantagem em testes de
Familiar. Com a permissão do Mestre, a magia " Encontrar
Familiar" pode invocar um Almiraj. Sabedoria ( Percepção ) que dependem do olfato.
Str 16 +3 +3 D ex 14 +2 +2 C ontra 14 +2 +2
Int 6 -2 -2 Sabedoria 12 +1 +1 C há 7 -2 -2
Idiomas —
Ações
Ataques Múltiplos. O macaco realiza dois ataques de
Punho.
Punho. Ataque corpo a corpo: +5 , alcance 1,5 m. Acerto: 5
( 1d4 + 3 ) de dano contundente.
Rocha (Recarga 6 ). Ataque à Distância: +5 , alcance 7,6
m/15 m. Acerto: 10 ( 2d6 + 3 ) de dano contundente.
Str 16 +3 +3 D ex 10 +0 +0 C ontra 12 +1 +1
Str 2 -4 -4 D ex 11 +0 +0 C ontra 9 -1 -1
Int 10 +0 +0 Sabedoria 10 +0 +0 C há 6 -2 -2Int 10 +0 +0 Sabedoria 10 +0 +0 C há 4 -3 -3
Características Características
Investida. Se o alce se mover pelo menos 6 metros em Olfato Aguçado. O rato tem vantagem em testes de
linha reta em direção a um alvo e, em seguida, atingi-lo Sabedoria ( Percepção ) que dependem do olfato.
com um ataque de aríete no mesmo turno, o alvo sofre 7 (
Ações
2d6 ) de dano extra. Se o alvo for uma criatura, ele deve ser
Mordida. Ataque com arma corpo a corpo: +0 para acertar,
bem-sucedido em umteste de resistência de Força CD 13
alcance de 1,5 m, um alvo. Acerto: 1 de dano perfurante.
ou será derrubado .
Ações Babuíno MM'25 p349
Str 15 +2 +2 D ex 12 +1 +1 C ontra 14 +2 +2
Perícias Percepção +3
Int 2 -4 -4 Sabedoria 12 +1 +1 C há 7 -2 -2
Res. Veneno
Perícias Percepção +5
Sentidos Visão no escuro 30 pés, Percepção passiva 13
Sentidos Visão no escuro 18 metros, Percepção passiva
Idiomas — 15
—
Ações Idiomas
Bastão MM'25 p349 Rasgar. Ataque corpo a corpo. Rolagem: +4 , alcance 1,5 m.
Acerto: 5 ( 1d6 + 2 ) de dano cortante.
Pequena Besta, Desalinhada
CA
Iniciali
HP Velocidade CR
Falcão de Sangue MM'25 p350
zação.
Pequena Besta, Desalinhada
+2 5 pés, Fly 30 0 (XP 10; PB
12 1 ( 1d4 - 1 ) Iniciali
(12) pés. +2) CA HP Velocidade CR
zação.
mod salvar mod salvar mod salvar
+2 10 pés, Voe 1/8 (XP 25;
Str 2 -4 -4 D ex 15 +2 +2 C ontra 8 -1 -1 12 7 ( 2d6 )
(12) 60 pés. PB +2)
Int 2 -4 -4 Sabedoria 12 +1 +1 C há 4 -3 -3
mod salvar mod salvar mod salvar
Sentidos Visão às Cegas 18 metros, Percepção Passiva Str 6 -2 -2 D ex 14 +2 +2 C ontra 10 +0 +0
11
Int 3 -4 -4 Sabedoria 14 +2 +2 C há 5 -3 -3
Idiomas — Perícias Percepção +6
Str 13 +1 +1 D ex 11 +0 +0 C on 14 +2 +2 Str 15 +2 +2 D ex 8 -1 -1 C on 17 +3 +5
Int 2 -4 -4 W is 9 -1 -1 C ha 5 -3 -3 Int 2 -4 -4 W is 11 +0 +0 C ha 5 -3 -3
Languages — Languages —
Traits Actions
Bloodied Fury. While Bloodied, the boar has Advantage on Bite. Melee
Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2)
attack rolls. Bludgeoning damage.
Actions
Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Cat MM'25 p351
Brown Bear MM'25 p350 mod save mod save mod save
Str 3 -4 -4 D ex 15 +2 +4 C on 10 +0 +0
Large Beast, Unaligned
Int 3 -4 -4 W is 12 +1 +1 C ha 7 -2 -2
AC Init. HP Speed CR
Str 13 +1 +1 D ex 10 +0 +0 C on 15 +2 +2 Str 12 +1 +1 D ex 16 +3 +3 C on 14 +2 +2
Int 2 -4 -4 W is 12 +1 +1 C ha 5 -3 -3 Int 4 -3 -3 W is 12 +1 +1 C ha 10 +0 +0
Senses Darkvision 30 ft., Tremorsense 60 ft., Passive Skills Perception +3, Stealth +5
Perception 11
Senses Passive Perception 13
Languages —
Languages —
Traits
Keen Smell. The badger has advantage on Wisdom
Traits
Pack Tactics. The clawfoot has advantage on an attack
(Perception) checks that rely on smell.
roll against a creature if at least one of the clawfoot's allies
Tunneler. When the badger burrows, it leaves tunnels is within 5 feet of the creature and the ally isn't
behind. incapacitated.
Actions Pounce. If theclawfoot moves at least 20 feet straight
Multiattack. The badger makes two attacks: one with its toward a creature and then hits it with a claw attack on the
bite and one with its claws. same turn, that target must succeed on a DC 11 Strength
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. saving throw or be knocked prone. If the target is prone, the
Hit: 4 (1d6 + 1) piercing damage. clawfoot can make one bite attack against it as a bonus
action.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage. Actions
Multiattack. The clawfoot makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Str 15 +2 +2 D ex 14 +2 +2 C on 12 +1 +1
Int 1 -5 -5 W is 10 +0 +0 C ha 3 -4 -4
Languages —
Actions
Bite. MeleeAttack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
Piercing damage.
Constrict. StrengthSaving Throw: DC 12, one Medium or
smaller creature the snake can see within 5 feet. Failure: 7
(3d4) Bludgeoning damage, and the target has the
Grappled condition (escape DC 12).
Str 18 +4 +4 D ex 10 +0 +0 C on 14 +2 +2 Str 15 +2 +2 D ex 10 +0 +0 C on 13 +1 +3
Int 2 -4 -4 W is 10 +0 +0 C ha 4 -3 -3 Int 2 -4 -4 W is 10 +0 +0 C ha 5 -3 -3
—
Traits Languages
AC Init. HP Speed CR
Tiny Beast, Unaligned
+0 20 ft., Swim 0 (XP 10; PB
11 3 (1d4 + 1) AC Init. HP Speed CR
(10) 20 ft. +2)
+2 10 ft., Fly 50 0 (XP 10; PB
12 1 (1d4 - 1)
mod save mod save mod save (12) ft. +2)
Str 6 -2 -2 D ex 11 +0 +0 C on 12 +1 +1
mod save mod save mod save
Int 1 -5 -5 W is 8 -1 -1 C ha 2 -4 -4
Str 2 -4 -4 D ex 14 +2 +2 C on 8 -1 -1
Skills Stealth +2 Int 2 -4 -4 W is 12 +1 +1 C ha 6 -2 -2
—
Traits Languages
Str 18 +4 +4 D ex 10 +0 +0 C on 14 +2 +2 Str 15 +2 +2 D ex 15 +2 +2 C on 14 +2 +2
Int 2 -4 -4 W is 10 +0 +0 C ha 4 -3 -3 Int 4 -3 -3 W is 12 +1 +1 C ha 6 -2 -2
—
Traits Languages
13
+3
4 (1d8) 50 ft.
0 (XP 10; PB Diatryma WDH 191 p
(13) +2)
Large Beast, Unaligned
mod save mod save mod save
AC Init. HP Speed CR
Str 11 +0 +0 D ex 16 +3 +3 C on 11 +0 +0
+1 1/4 (XP 50;
Int 2 -4 -4 W is 14 +2 +2 C ha 5 -3 -3 11 19 (3d10 + 3) 50 ft.
(11) PB +2)
Skills Perception +4 mod save mod save mod save
+0 30 ft., Swim 1/4 (XP 50; +1 0 ft., Swim 60 1/8 (XP 25;
12 19 (3d8 + 6) 12 11 (2d8 + 2)
(10) 20 ft. PB +2) (11) ft. PB +2)
mod save mod save mod save mod save mod save mod save
Str 14 +2 +2 D ex 10 +0 +0 C on 15 +2 +2 Str 14 +2 +2 D ex 13 +1 +1 C on 13 +1 +1
Int 2 -4 -4 W is 10 +0 +0 C ha 5 -3 -3 Int 6 -2 -2 W is 12 +1 +1 C ha 7 -2 -2
Languages — Languages —
Actions Traits
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hold Breath. The dolphin can hold its breath for 20
Hit: 9 (2d6 + 2) piercing damage. minutes.
Actions
Dire Wolf MM'25 p352
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Large Beast, Unaligned target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin
moved at least 30 feet straight toward the target
AC Init. HP Speed CR
immediately before the hit, the target takes an extra 3 (1d6)
+2 1 (XP 200; PB
14 22 (3d10 + 6) 50 ft. bludgeoning damage.
(12) +2)
mod save mod save mod save Draft Horse MM'25 p352
Str 17 +3 +3 D ex 15 +2 +2 C on 15 +2 +2
Large Beast, Unaligned
Int 3 -4 -4 W is 12 +1 +1 C ha 7 -2 -2
AC Init. HP Speed CR
Skills Perception +5, Stealth +4 +0 1/4 (XP 50;
10 15 (2d10 + 4) 40 ft.
Senses Darkvision 60 ft., Passive Perception 15 (10) PB +2)
mod save mod save mod save
Languages —
Str 18 +4 +4 D ex 10 +0 +0 C on 15 +2 +2
Traits Int 2 -4 -4 W is 11 +0 +0 C ha 7 -2 -2
Pack Tactics. The wolf has Advantage on an attack roll Senses Passive Perception 10
against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally doesn't have the Languages —
Incapacitated condition.
Actions
Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4)
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3)
Bludgeoning damage.
Piercing damage. If the target is a Large or smaller
creature, it has the Prone condition.
Str 6 -2 -2 D ex 15 +2 +2 C on 12 +1 +1 Str 5 -3 -3 D ex 16 +3 +3 C on 8 -1 -1
Int 2 -4 -4 W is 14 +2 +2 C ha 7 -2 -2 Int 2 -4 -4 W is 14 +2 +2 C ha 6 -2 -2
Languages — Languages —
Actions Traits
Talons. MeleeAttack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Keen Sight. The falcon has advantage on Wisdom
Slashing damage. (Perception) checks that rely on sight.
Actions
Elk MM'25 p353
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Large Beast, Unaligned target. Hit: 1 slashing damage.
AC Init.
+0
HP Speed CR
10 11 (2d10) 50 ft.
(10) PB +2) Medium Beast, Unaligned
mod save mod save mod save AC Init. HP Speed CR
Actions Languages —
Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3)
Bludgeoning damage. If the target is a Large or smaller Traits
creature and the elk moved 20+ feet straight toward it Quickness (Recharge 5–6). The fastieth can take the
immediately before the hit, the target takes an extra 3 (1d6) Dodge action as a bonus action.
Bludgeoning damage and has the Prone condition. Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Int 3 -4 -4 W is 12 +1 +1 C ha 4 -3 -3 Str 8 -1 -1 D ex 14 +2 +2 C on 11 +0 +0
Int 5 -3 -3 W is 12 +1 +1 C ha 6 -2 -2
Skills Perception +3, Stealth +7
Senses Passive Perception 11
Res. Cold, Fire, Lightning
Languages —
Imm. Poison; Poisoned
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one +3 30 ft., Burrow 0 (XP 10; PB
13 2 (1d4)
creature. Hit: 4 (1d6 + 1) piercing damage, and the target (13) 5 ft. +2)
must make a DC 11 Constitution saving throw, taking 7
mod save mod save mod save
(2d6) poison damage on a failed save, or half as much
Str 2 -4 -4 D ex 16 +3 +3 C on 11 +0 +0
damage on a successful one. If the poison damage
Int 3 -4 -4 W is 12 +1 +1 C ha 6 -2 -2
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is Skills Perception +3, Stealth +5
paralyzed while poisoned in this way.
Senses Darkvision 60 ft., Passive Perception 13
Languages —
Traits
Water Breathing. The fish can breathe only underwater.
—
Idiomas
Ações
Mordida. Ataque corpo a corpo. Jogada: +5 , alcance 1,5 m.
Características Acerto: 6 ( 1d6 + 3 ) de dano perfurante.
Anfíbio. O sapo pode respirar ar e água.
Salto parado. O salto em distância do sapoé de até 3 Canário Gigante FTD p23
metros e o salto em altura é de até 1,5 metro, com ou sem
corrida. Grande Besta, Desalinhada
Ações CA
Iniciali
HP Velocidade CR
Mordida. Ataque corpo a corpo: +3 , alcance 1,5 m. Acerto: zação.
Str 13 +1 +1 D ex 10 +0 +0 C ontra 17 +3 Bicada. Ataque com arma corpo a corpo: +4 para acertar,
+3
Int 2 -4 -4 Sabedoria 12 +1 +1 C há 5 -3 alcance 1,5 m, um alvo. Acerto: 7 ( 1d10 + 2 ) de dano
-3
perfurante.
Perícias Percepção +3
Idiomas —
Ações
Mordida. Ataque corpo a corpo: +4 , alcance 1,5 m. Acerto:
4 ( 1d4 + 2 ) de dano perfurante, e o alvo permanece na
condição Envenenado até o início do próximo turno da
centopeia.
Iniciali
CA HP Velocidade CR Pequena Besta, Desalinhada
zação.
Iniciali
+1 30 pés, Nade 1/8 (XP 25; CA HP Velocidade CR
15 13 ( 3d8 ) zação.
(11) 30 pés. PB +2)
+0 30 pés, Suba 0 (XP 10; PB
mod salvar mod salvar 13
mod salvar 4 ( 1d6 + 1 )
(10) 30 pés. +2)
Str 13 +1 +1 D ex 13 +1 +1 C ontra 11 +0 +0
mod salvar mod salvar mod salvar
Int 1 -5 -5 Sabedoria 9 -1 -1 C há 3 -4 -4
Str 8 -1 -1 D ex 10 +0 +0 C ontra 12 +1 +1
Habilidades Furtividade +3
Int 1 -5 -5 Sabedoria 7 -2 -2 C há 3 -4 -4
Sentidos Visão às Cegas 9 m, Percepção Passiva 9 Res. Fogo
Características Idiomas —
Anfíbio. O caranguejo pode respirar ar e água.
Características
Ações Iluminação. O besouro emite Luz Brilhante em um raio de 3
Garra. Ataque Corpo a Corpo: +3 , alcance 1,5 m. Acerto: 4 (
metros e Luz Fraca por mais 3 metros.
1d6 + 1 ) de dano Contundente. Se o alvo for uma criatura
Média ou menor, ele tem a condição Agarrado (CD 11 para Ações
escapar ) de uma das duas garras. Mordida. Ataque corpo a corpo: +1 , alcance 1,5 m. Acerto:
1 de dano de Fogo.
Libélula gigante WBtW p234
Mosca gigante DMG'24 p261
Grande Besta, Desalinhada
Grande Besta, Desalinhada
Iniciali
CA HP Velocidade CR
zação. Iniciali
CA HP Velocidade CR
zação.
+4 10 pés, Voe 1/2 (XP 100;
16 22 ( 4d10 ) +1 19 ( 3d10 + 3 30 pés, Voe
(14) 60 pés. PB +2)
11 0 ( PB +2)
(11) ) 60 pés.
mod salvar mod salvar mod salvar
mod salvar mod salvar mod salva
Str 15 +2 +2 D ex 18 +4 +4 C ontra 11 +0 +0
Int 3 -4 -4 Sabedoria 10 +0 +0 C há 3 -4 Str 14 +2
-4 +2 D ex 13 +1 +1 C ontra 13 +1 +1
Int 2 -4 -4 Sabedoria 10 +0 +0 C há 3 -4 -4
Sentidos Percepção Passiva 10
Sentidos Visão no escuro 18 metros, Percepção passiva
Idiomas — 10
Características Idiomas —
Drone. Aobater as asas, a libélula emite um zumbido alto
que pode ser ouvido a uma distância de até 36 metros.
Ações
Mordida. Ataque com arma corpo a corpo: +6 para acertar,
alcance de 1,5 m, um alvo. Acerto: 6 ( 1d4 + 4 ) de dano
perfurante.
Reações
Esquiva Sobrenatural. A libélula reduz pela metade o dano
sofrido por um ataque, desde que consiga ver o atacante.
Str 14 +2 +2 D ex 16 +3 +3 C ontra 12 +1 +1
Senses Darkvision 30 ft., Passive Perception 12
Int 2 -4 -4 Sabedoria 11 +0 +0 C há 4 -3 -3
Languages —
Habilidades Furtividade +7
Traits
Sentidos Visão às Cegas 3 metros, Visão no Escuro 18
Amphibious. The frog can breathe air and water.
metros, Percepção Passiva 10
Standing Leap. The frog's Long Jump is up to 20 feet and
Idiomas — its High Jump is up to 10 feet with or without a running
start.
Características
Escalada de Aranha. A aranha pode escalar superfícies Actions
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2)
difíceis, incluindo tetos de cabeça para baixo, sem
precisar fazer um teste de habilidade. Piercing damage. If the target is a Medium or smaller
creature, it has the Grappled condition (escape DC 11).
Sentido da Teia. Aoentrar em contato com uma teia, a
Swallow. The frog swallows a Small or smaller target it is
aranha sabe a localização exata de qualquer outra criatura
em contato com a mesma teia. grappling. While swallowed, the target isn't Grappled but
has the Blinded and Restrained conditions, and it has Total
Caminhante da teia. A
aranha ignora as restrições de
Cover against attacks and other effects outside the frog.
movimento causadas pela teia.
While swallowing the target, the frog can't use Bite, and if
Ações the frog dies, the swallowed target is no longer Restrained
Mordida. Ataque com Arma Corpo a Corpo: +5 para acertar, and can escape from the corpse using 5 feet of movement,
alcance 1,5 m, uma criatura. Acerto: 7 ( 1d8 + 3 ) de dano exiting with the Prone condition.
perfurante, e o alvo deve realizar umteste de resistência de At the end of the frog's next turn, the swallowed target
Constituição CD 11 , sofrendo 9 ( 2d8 ) de dano de veneno takes 5 (2d4) Acid damage. If that damage doesn't kill it,
em caso de falha, ou metade desse dano em caso de the frog disgorges it, causing it to exit Prone.
sucesso. Se o dano de veneno reduzir o alvo a 0 pontos de
vida, o alvo fica estável, mas envenenado por 1 hora, Giant Goat MM'25 p357
Languages —
Actions
Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3)
Bludgeoning damage. If the target is a Large or smaller
creature and the goat moved 20+ feet straight toward it
immediately before the hit, the target takes an extra 5 (2d4)
Bludgeoning damage and has the Prone condition.
Str 16 +3 +3 D ex 14 +2 +2 C on 14 +2 +2 Str 17 +3 +3 D ex 13 +1 +1 C on 13 +1 +1
Int 2 -4 -4 W is 12 +1 +1 C ha 7 -2 -2 Int 5 -3 -3 W is 10 +0 +0 C ha 4 -3 -3
Senses Darkvision 60 ft., Passive Perception 13 Senses Darkvision 60 ft., Passive Perception 14
Languages — Languages —
Actions Traits
Bite. MeleeAttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Water Breathing. The octopus can breathe only
Piercing damage. underwater. It can hold its breath for 1 hour outside water.
Bonus Actions Actions
Rampage (1/Day). Immediately after dealing damage to a Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 +
creature that was already Bloodied, the hyena can move up 3) Bludgeoning damage. If the target is a Medium or
to half its Speed, and it makes one Bite attack. smaller creature, it has the Grappled condition (escape DC
13) from all eight tentacles. While Grappled, the target has
Giant Lizard MM'25 p358 the Restrained condition.
Traits 13
+3
7 (2d6)
30 ft., Climb 1/8 (XP 25;
Spider Climb. The lizard can climb difficult surfaces, (13) 30 ft. PB +2)
including along ceilings, without needing to make an ability mod save mod save mod save
check. Str 7 -2 -2 D ex 16 +3 +5 C on 11 +0 +0
Actions Int 2 -4 -4 W is 10 +0 +0 C ha 4 -3 -3
Bite. MeleeAttack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
Skills Perception +2
Piercing damage.
Senses Darkvision 60 ft., Passive Perception 12
Languages —
Traits
Pack Tactics. The rat has Advantage on an attack roll
against a creature if at least one of the rat's allies is within
5 feet of the creature and the ally doesn't have the
Incapacitated condition.
Actions
Bite. MeleeAttack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3)
Piercing damage.
Giant Riding Lizard OotA p131 Giant Sea Eel GoS p237
+1 30 ft., Climb 1/4 (XP 50; +2 0 ft., Swim 40 1/2 (XP 100;
12 19 (3d10 + 3) 14 19 (3d10 + 3)
(11) 30 ft. PB +2) (12) ft. PB +2)
mod save mod save mod save mod save mod save mod save
Str 15 +2 +2 D ex 12 +1 +1 C on 13 +1 +1 Str 11 +0 +0 D ex 14 +2 +4 C on 12 +1 +1
Int 2 -4 -4 W is 10 +0 +0 C ha 5 -3 -3 Int 7 -2 -2 W is 10 +0 +0 C ha 7 -2 -2
—
Traits Languages
Languages — Traits
Water Breathing. The seahorse can breathe only
Traits underwater.
Camouflage. The octopus has advantage on Dexterity
Actions
(Stealth) checks.
Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2)
Actions Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one if the seahorse moved 20+ feet straight toward the target
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target immediately before the hit.
is a creature, it is grappled (escape DC 16). Until this
Bonus Actions
grapple ends, the target is restrained, and the octopus can't
Bubble Dash. While underwater, the seahorse moves up to
use its tentacles on another target.
half its Swim Speed without provoking Opportunity
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot- Attacks.
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.
Str 15 +2 +2 D ex 3 -4 -4 C on 11 +0 +0 Str 14 +2 +2 D ex 16 +3 +3 C on 12 +1 +1
Int 3 -4 -4 W is 10 +0 +0 C ha 3 -4 -4 Int 2 -4 -4 W is 11 +0 +0 C ha 4 -3 -3
—
Traits Languages
Skills Perception +4
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses Passive Perception 14
Hit: 7 (2d4 + 2) piercing damage.
Languages Auran, Common
Traits
Keen Sight. The swan has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Multiattack. The swan makes two attacks with its beak.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Str 15 +2 +2 D ex 13 +1 +1 C on 13 +1 +1 Str 10 +0 +0 D ex 14 +2 +2 C on 10 +0 +0
Int 2 -4 -4 W is 10 +0 +0 C ha 3 -4 -4 Int 1 -5 -5 W is 10 +0 +0 C ha 3 -4 -4
Languages — Languages —
Traits Traits
Amphibious. The toad can breathe air and water. Flyby. The wasp doesn't provoke an Opportunity Attack
Standing Leap. The toad's Long Jump is up to 20 feet and when it flies out of an enemy's reach.
its High Jump is up to 10 feet with or without a running Actions
start. Sting. MeleeAttack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2)
Actions Piercing damage plus 5 (2d4) Poison damage.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2)
Piercing damage plus 5 (2d4) Poison damage. If the target Giant Weasel MM'25 p361
Str 10 +0 +0 D ex 18 +4 +4 C on 13 +1 +1
Int 2 -4 -4 W is 10 +0 +0 C ha 3 -4 -4
Skills Perception +2
Languages —
Actions
Bite. MeleeAttack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4)
Piercing damage plus 4 (1d8) Poison damage.
Str 12 +1 +1 D ex 16 +3 +3 C on 13 +1 +1 Str 16 +3 +3 D ex 10 +0 +0 C on 12 +1 +1
Int 3 -4 -4 W is 12 +1 +1 C ha 4 -3 -3 Int 2 -4 -4 W is 10 +0 +0 C ha 6 -2 -2
AC Init. HP Speed CR
Large Beast (Dinosaur), Unaligned
+0 40 ft., Climb 0 (XP 10; PB
10 4 (1d8) AC Init. HP Speed CR
(10) 30 ft. +2)
+0 1/4 (XP 50;
mod save mod save mod save 11 19 (3d10 + 3) 40 ft.
(10) PB +2)
Str 11 +0 +2 D ex 10 +0 +0 C on 11 +0 +0
mod save mod save mod save
Int 2 -4 -4 W is 10 +0 +0 C ha 5 -3 -3
Str 15 +2 +2 D ex 10 +0 +0 C on 13 +1 +1
Skills Perception +2 Int 2 -4 -4 W is 10 +0 +0 C ha 5 -3 -3
Senses Darkvision 60 ft., Passive Perception 12 Skills Perception +2
Languages — Senses Passive Perception 12
Actions Languages —
Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning
damage, or 2 (1d4) Bludgeoning damage if the goat moved Actions
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
20+ feet straight toward the target immediately before the
hit. Hit: 7 (1d10 + 2) bludgeoning damage.
Str 1 -5 -5 D ex 17 +3 +3 C on 9 -1 -1 Str 5 -3 -3 D ex 14 +2 +2 C on 12 +1 +1
Int 2 -4 -4 W is 11 +0 +0 C ha 4 -3 -3 Int 1 -5 -5 W is 7 -2 -2 C ha 3 -4 -4
—
Languages
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Traits creature. Hit: 4 (1d4 + 2) piercing damage, and the target
Escape. The hare can take the Dash, Disengage, or Hide
must succeed on a DC 11 Constitution saving throw or
action as a bonus action on each of its turns.
take 10 (3d6) poison damage. If the poison damage
reduces the target to 0 hit points, the target is stable but
Hawk MM'25 p362
poisoned for 1 hour, even after regaining hit points, and is
Tiny Beast, Unaligned paralyzed while poisoned in this way.
AC Init.
+3
HP Speed
10 ft., Fly 60
CR
0 (XP 10; PB
Hyena MM'25 p363
13 1 (1d4 - 1)
(13) ft. +2) Medium Beast, Unaligned
mod save mod save mod save AC Init. HP Speed CR
Str 11 +0 +0 D ex 13 +1 +1 C on 12 +1 +1
Senses Passive Perception 16
Int 2 -4 -4 W is 12 +1 +1 C ha 5 -3 -3
Languages — Skills Perception +3
Traits
Pack Tactics. The hyena has Advantage on an attack roll
against a creature if at least one of the hyena's allies is
within 5 feet of the creature and the ally doesn't have the
Incapacitated condition.
Actions
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing
damage.
Str 14 +2 +2 D ex 16 +3 +3 C on 12 +1 +1 Str 8 -1 -1 D ex 15 +2 +2 C on 11 +0 +0
Int 2 -4 -4 W is 11 +0 +0 C ha 4 -3 -3 Int 3 -4 -4 W is 12 +1 +1 C ha 6 -2 -2
Str 14 +2 +2 D ex 14 +2 +2 C on 11 +0 +0 Str 17 +3 +3 D ex 15 +2 +2 C on 11 +0 +0
Int 1 -5 -5 W is 6 -2 -2 C ha 1 -5 -5 Int 3 -4 -4 W is 12 +1 +1 C ha 8 -1 -1
—
Traits Languages
+2 0 ft., Swim 40 1/2 (XP 100; Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3)
13 16 (3d10) Slashing damage.
(12) ft. PB +2)
Roar. Wisdom Saving Throw: DC 11, one creature within 15
mod save mod save mod save
feet. Failure: The target has the Frightened condition until
Str 12 +1 +1 D ex 15 +2 +2 C on 11 +0 +0
the start of the lion's next turn.
Int 2 -4 -4 W is 12 +1 +1 C ha 5 -3 -3
Senses Passive Perception 11 Lizard MM'25 p364
Actions Características
Besta de Carga. A mula é considerada um tamanho maior
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1)
para determinar sua capacidade de carga.
Piercing damage. If the target is a Medium or smaller
creature, it has the Prone condition. Ações
Cascos. Ataque corpo a corpo: +4 , alcance 1,5 m. Acerto:
Mountain Goat IDRotF p304 4 ( 1d4 + 2 ) de dano contundente.
Iniciali
Besta Média, Desalinhada
CA HP Velocidade CR
zação. Iniciali
CA HP Velocidade CR
+0 15 ( 2d10 + 4 1/4 (XP 50; zação.
10 30 pés.
(10) ) PB +2) +0 10 pés, Voe 0 (XP 10; PB
10 5 ( 1d8 + 1 )
mod salvar mod salvar mod salvar
(10) 50 pés. +2)
Str 13 +1 +1 D ex 11 +0 +0 C ontra 12 +1 +1
Str 12 +1 +1 D ex 15 +2 +2 C ontra 10 +0 +0
Int 2 -4 -4 Sabedoria 9 -1 -1 C há 5 -3 -3Int 2 -4 -4 Sabedoria 9 -1 -1 C há 5 -3 -3
Idiomas —
Piranha MM'25 p366
Características
Pequena Besta, Desalinhada Sobrevoo. Opteranodonte não provoca um Ataque de
Iniciali Oportunidade quando voa para longe do alcance de um
CA HP Velocidade CR
zação. inimigo.
+3 1,5 m, nadar 0 (XP 10; PB Ações
13 1 ( 1d4 - 1 )
(13) 12 m. +2) Mordida. Ataque corpo a corpo. Jogada: +4 , alcance 1,5 m.
mod salvar mod salvar mod Acerto:
salvar 6 ( 1d8 + 2 ) de dano perfurante.
Str 2 -4 -4 D ex 16 +3 +3 C ontra 9 -1 -1
Int 1 -5 -5 Sabedoria 7 -2 -2 C há 2 -4 -4
Rato MM'25 p367
Idiomas —
Ações
Cascos. Ataque corpo a corpo: +4 , alcance 1,5 m. Acerto:
4 ( 1d4 + 2 ) de dano contundente.
Str 2 -4 -4 D ex 14 +2 +2 C on 10 +0 +0 Str 16 +3 +3 D ex 10 +0 +0 C on 12 +1 +1
Int 5 -3 -3 W is 13 +1 +1 C ha 6 -2 -2 Int 2 -4 -4 W is 10 +0 +0 C ha 6 -2 -2
—
Languages
Traits
Charge. If the reindeer moves at least 20 feet straight
Traits toward a target and then hits it with a ram attack on the
Mimicry. The raven can mimic simple sounds it has heard,
same turn, the target takes an extra 7 (2d6) damage. If the
such as a whisper or chitter. A hearer can discern the
target is a creature, it must succeed on a DC 13 Strength
sounds are imitations with a successful DC 10 Wisdom
saving throw or be knocked prone.
(Insight) check.
Actions
Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing
target. Hit: 6 (1d6 + 3) bludgeoning damage.
damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Reef Shark MM'25 p368
prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
AC Init. HP Speed CR
Large Beast, Unaligned
+2 5 ft., Swim 30 1/2 (XP 100;
12 22 (4d8 + 4) AC Init. HP Speed CR
(12) ft. PB +2)
+1 1/4 (XP 50;
mod save mod save mod save 11 13 (2d10 + 2) 60 ft.
(11) PB +2)
Str 14 +2 +2 D ex 15 +2 +2 C on 13 +1 +1
mod save mod save mod save
Int 1 -5 -5 W is 10 +0 +0 C ha 4 -3 -3
Str 16 +3 +3 D ex 13 +1 +1 C on 12 +1 +1
Skills Perception +2 Int 2 -4 -4 W is 11 +0 +0 C ha 7 -2 -2
Senses Blindsight 30 ft., Passive Perception 12 Senses Passive Perception 10
Languages — Languages —
Traits Actions
Pack Tactics. The shark has Advantage on an attack roll Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3)
against a creature if at least one of the shark's allies is Bludgeoning damage.
within 5 feet of the creature and the ally doesn't have the
Incapacitated condition.
Water Breathing. The shark can breathe only underwater.
Actions
Bite. MeleeAttack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2)
Piercing damage.
Str 5 -3 -3 D ex 16 +3 +3 C on 8 -1 -1 Str 2 -4 -4 D ex 11 +0 +0 C on 8 -1 -1
Int 2 -4 -4 W is 14 +2 +2 C ha 6 -2 -2 Int 1 -5 -5 W is 8 -1 -1 C ha 2 -4 -4
—
Languages
Actions
Sting. Melee
Attack Roll: +2, reach 5 ft. Hit: 1 Piercing
Traits damage plus 3 (1d6) Poison damage.
Keen Sight. The rooster has advantage on Wisdom
(Perception) checks that rely on sight.
Seahorse MM'25 p369
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one Tiny Beast, Unaligned
target. Hit: 1 slashing damage. AC Init. HP Speed CR
+1 5 ft., Swim 20
12 1 (1d4 - 1) 0 (PB +2)
Rothé VGMʟ 208 p (11) ft.
AC Init. HP Speed CR
Str 1 -5 -5 D ex 12 +1 +1 C on 8 -1 -1
Str 10 +0 +0 D ex 12 +1 +1 C on 11 +0 +0 Str 12 +1 +1 D ex 15 +2 +2 C on 12 +1 +1
Int 3 -4 -4 W is 12 +1 +1 C ha 5 -3 -3 Int 3 -4 -4 W is 12 +1 +1 C ha 6 -2 -2
—
Traits Languages
Hold Breath. The seal can hold its breath for 15 minutes.
Traits
Keen Smell. The seal has advantage on Wisdom Keen Hearing and Smell. Thedog has advantage on
(Perception) checks that rely on smell. Wisdom (Perception) checks that rely on hearing or smell.
Actions Pack Tactics. The dog has advantage on an attack roll
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. against a creature if at least one of the dog's allies is
Hit: 1 piercing damage. within 5 feet of the creature and the ally isn't incapacitated.
Actions
Sheep SKT p142
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Small Beast, Unaligned Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
AC Init. HP Speed CR
it must succeed on a DC 11 Strength saving throw or be
knocked prone.
+0 0 (XP 10; PB
10 3 (1d6) 30 ft.
(10) +2)
Snow Leopard TftYP p183
mod save mod save mod save
Str 17 +3 +3 D ex 15 +2 +2 C on 14 +2 +2
Traits
Int 3 -4 -4 W is 12 +1 +1 C ha 8 -1 -1
Sure-Footed. The sheep has advantage on Strength and
Dexterity saving throws made against effects that would Skills Perception +3, Stealth +6
knock it prone.
Senses Darkvision 60 ft., Passive Perception 13
Languages —
Traits
Keen Smell. The leopard has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If theleopard 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
leopard can make one bite attack against it as a bonus
action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Str 12 +1 +1 D ex 18 +4 +4 C on 11 +0 +0 Str 2 -4 -4 D ex 11 +0 +0 C on 9 -1 -1
Int 1 -5 -5 W is 10 +0 +0 C ha 1 -5 -5 Int 2 -4 -4 W is 10 +0 +0 C ha 4 -3 -3
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 30 ft., Passive Perception 10
Languages — Languages —
Traits Traits
Unusual Nature. The eel doesn't require air. Keen Smell. the hamster has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack. If it
isn't attached to a creature, the eel makes
one Bite attack and one Tail Spine attack. Space Mollymawk BAM 57 p
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Small Beast, Unaligned
creature. Hit: 4 (1d6 + 1) piercing damage, and the eel AC Init. HP Speed CR
attaches to the target. While attached, the eel can't make +2 10 ft., Fly 50 0 (XP 10; PB
Bite attacks. Instead, the target takes 4 (1d6 + 1) piercing 12 3 (1d6)
(12) ft. +2)
damage at the start of each of the eel's turns. The eel can
mod save mod save mod save
detach itself as a bonus action. A creature, including the
target, can use its action to detach the eel. Str 6 -2 -2 D ex 14 +2 +2 C on 11 +0 +0
Tail Spine. Melee Weapon Attack: +3 to hit, reach 5 ft., one Int 3 -4 -4 W is 12 +1 +1 C ha 3 -4 -4
creature. Hit: 3 (1d4 + 1) piercing damage, and the target Skills Perception +5
must succeed on a DC 10 Constitution saving throw or be
poisoned for 1 minute. Until this poison ends, the target is Senses Passive Perception 15
paralyzed. The target can repeat the saving throw at the Languages —
end of each of its turns, ending the effect on itself on a
success. Traits
Flyby. The mollymawk doesn't provoke opportunity attacks
Space Guppy BAM 55 p when it flies out of an enemy's reach.
Small Beast, Unaligned Hold Breath. The mollymawk can hold its breath for 15
minutes.
AC Init. HP Speed CR
Str 3 -4 -4 D ex 16 +3 +3 C on 10 +0 +0
Int 1 -5 -5 W is 10 +0 +0 C ha 1 -5 -5
Languages —
Traits
Air Envelope. If it
has at least 1 hit point, the guppy can
generate an air envelope around itself when in a vacuum.
This air envelope can sustain the guppy and one other Tiny
creature in its space indefinitely.
Flyby. The guppy doesn't provoke opportunity attacks when
it flies out of an enemy's reach.
Actions
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage.
Str 12 +1 +1 D ex 12 +1 +1 C on 12 +1 +1 Str 5 -3 -3 D ex 15 +2 +2 C on 10 +0 +0
Int 4 -3 -3 W is 10 +0 +0 C ha 3 -4 -4 Int 2 -4 -4 W is 12 +1 +1 C ha 4 -3 -3
Skills Stealth +4
Languages —
Traits
Spider Climb. The spider can climb difficult surfaces,
including along ceilings, without needing to make an ability
check.
Web Walker. The spider ignores movement restrictions
caused by webs, and the spider knows the location of any
other creature in contact with the same web.
Actions
Bite. Melee
Attack Roll: +4, reach 5 ft. Hit: 1 Piercing
damage plus 2 (1d4) Poison damage.
Medium swarm of Tiny Beasts, Unaligned Medium swarm of Tiny Beasts, Unaligned
AC Init. HP Speed CR AC Init. HP Speed CR
Str 9 -1 -1 D ex 11 +0 +0 C on 9 -1 -1
Int 2 -4 -4 W is 10 +0 +0 C ha 3 -4 -4
Languages —
Traits
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can't
regain Hit Points or gain Temporary Hit Points.
Actions
Bites. MeleeAttack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing
damage, or 2 (1d4) Piercing damage if the swarm is
Bloodied.
Medium swarm of Tiny Beasts, Unaligned Medium swarm of Tiny Beasts, Unaligned
AC Init. HP Speed CR AC Init. HP Speed CR
+2 10 ft., Fly 50 1/4 (XP 50; 5 ft., Climb 5 1/2 (XP 100;
12 11 (2d8 + 2) 8 -2 (8) 22 (5d8)
(12) ft. PB +2) ft. PB +2)
mod save mod save mod save mod save mod save mod save
Str 6 -2 -2 D ex 14 +2 +2 C on 12 +1 +1 Str 2 -4 -4 D ex 7 -2 -2 C on 10 +0 +0
Int 5 -3 -3 W is 12 +1 +1 C ha 6 -2 -2 Int 1 -5 -5 W is 2 -4 -4 C ha 1 -5 -5
Imm. Charmed, Frightened, Grappled, Paralyzed, Petrified, Imm. Charmed, Frightened, Grappled, Paralyzed, Petrified,
Prone, Restrained, Stunned Prone, Restrained
Languages — Languages —
Traits Traits
Swarm. The swarm can occupy another creature's space Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any and vice versa, and the swarm can move through any
opening large enough for a Tiny raven. The swarm can't opening large enough for a Tiny maggot. The swarm can't
regain Hit Points or gain Temporary Hit Points. regain hit points or gain temporary hit points.
Actions Actions
Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one
Piercing damage, or 2 (1d4) Piercing damage if the swarm creature in the swarm's space. Hit: 7 (2d6) piercing
is Bloodied. damage, and the target must succeed on a DC 10
Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, Constitution saving throw or be poisoned. At the end of
one creature in the swarm's space. Failure: The target has each of the poisoned target's turns, the target takes 3 (1d6)
the Deafened condition until the start of the swarm's next poison damage. Whenever the poisoned target takes fire
turn. While Deafened, the target also has Disadvantage on damage, the target can repeat the saving throw, ending the
ability checks and attack rolls. effect on itself on a success. If the poisoned target ends
its turn with 0 hit points, it dies.
+3 1 (XP 200; PB
13 30 (4d10 + 8) 40 ft.
(13) +2)
mod save mod save mod save
Str 17 +3 +3 D ex 16 +3 +3 C on 14 +2 +2
Int 3 -4 -4 W is 12 +1 +1 C ha 8 -1 -1
Languages —
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)
Slashing damage. If the target is a Large or smaller
creature, it has the Prone condition.
Bonus Actions
Nimble Escape. The tiger takes the Disengage or Hide
action.
Str 6 -2 -2 D ex 14 +2 +2 C on 13 +1 +1 Str 7 -2 -2 D ex 10 +0 +0 C on 13 +1 +1
Int 4 -3 -3 W is 12 +1 +1 C ha 6 -2 -2 Int 2 -4 -4 W is 12 +1 +1 C ha 4 -3 -3
Languages — Languages —
Traits Traits
Pack Tactics. The velociraptor has advantage on an attack Pack Tactics. The vulture has Advantage on an attack roll
roll against a creature if at least one of the velociraptor's against a creature if at least one of the vulture's allies is
allies is within 5 feet of the creature and the ally isn't within 5 feet of the creature and the ally doesn't have the
incapacitated. Incapacitated condition.
Actions Actions
Multiattack. The velociraptor makes one Bite attack and Bico. Ataque corpo a corpo: +2 , alcance 1,5 m. Acerto: 2 (
one Claw attack. 1d4 ) de dano perfurante.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage. Morsa IDRotF p312
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Grande Besta, Desalinhada
target. Hit: 4 (1d4 + 2) slashing damage.
Iniciali
CA HP Velocidade CR
zação.
Venomous Snake MM'25 p372
22 ( 3d10 + 6 20 pés, Nade 1/4 (XP 50;
9 -1 (9)
Tiny Beast, Unaligned ) 40 pés. PB +2)
AC Init. HP Speed CR mod salvar mod salvar mod salva
Str 18 +4 +4 D ex 12 +1 +1 C ontra 13 +1 +1
Str 8 -1 -1 D ex 15 +2 +2 C ontra 11 +0 +0
Int 2 -4 -4 Sabedoria 12 +1 +3 C há 7 -2 -2Int 3 -4 -4 Sabedoria 12 +1 +1 C há 6 -2 -2
—
Ações Idiomas
Idiomas —
Características
Táticas de Matilha. O lobo tem Vantagem em jogadas de
ataque contra uma criatura se pelo menos um dos aliados
do lobo estiver a até 1,5 metro da criatura e o aliado não
tiver acondição Incapacitado .
Ações
Mordida. Ataque Corpo a Corpo: +4 , alcance 1,5 m. Acerto:
5 ( 1d6 + 2 ) de dano perfurante. Se o alvo for uma criatura
Média ou menor, ele tem a condição Caído .
Str 16 +3 +3 D ex 10 +0 +0 C ontra 12 +1 +1
Str 17 +3 +3 D ex 15 +2 +2 C ontra 15 +2 +2
Int 2 -4 -4 Sabedoria 10 +0 +0 C há 6 -2 -2Int 3 -4 -4 Sabedoria 12 +1 +1 C há 7 -2 -2
—
Características Idiomas
Str 16 +3 +3 D ex 10 +0 +0 C ontra 12 +1 +1
Int 2 -4 -4 Sabedoria 11 +0 +0 C há 7 -2 -2
Idiomas —
Ações
Cascos. Ataque com Arma Corpo a Corpo: +5 para acertar,
alcance de 1,5 m, um alvo. Acerto: 8 ( 2d4 + 3 ) de dano
contundente.