11
19 (3d10 + 3)
60 ft.
passive Perception 11
—
1/2 (100 XP)
If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another attack with its hooves against it as a bonus action.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
12
13 (3d8)
10 ft., fly 50 ft.
passive Perception 10
—
1/2 (100 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) 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. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.
13
1 (1d4 - 1)
30 ft.
Perception +3, Stealth +5
passive Perception 13
—
0 (10 XP)
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
13
9 (2d8)
40 ft.
Perception +3, Stealth +5
darkvision 60 ft., passive Perception 13
—
1/8 (25 XP)
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
10 in humanoid form, 11 (natural armour) in bear and hybrid form
135 (18d8 + 54)
30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
Perception +7
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
passive Perception 17
Common (can't speak in bear form)
5 (1,800 XP)
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
10 in humanoid form, 11 (natural armour) in boar and hybrid form
78 (12d8 + 24)
30 ft. (40 ft. in boar form)
Perception +2
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
passive Perception 12
Common (can't speak in boar form)
4 (1,100 XP)
The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The wereboar makes two attacks, only one of which can be with its tusks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludegeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
12
33 (6d8 + 6)
30 ft.
Perception +2, Stealth +4
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
darkvision 60ft. (rat form only), passive Perception 12
Common (can't speak in rat form)
2 (450 XP)
The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
The wererat makes two attacks, only one of which can be a bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
12
120 (16d8 + 48)
30 ft. (40 ft. in tiger form)
Perception +5, Stealth +4
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
darkvision 60 ft., passive Perception 15
Common (can't speak in tiger form)
4 (1,100 XP)
The wereboar can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the weretiger can make one bite attack against it as a bonus action.
In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar lycanthropy.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
11 in humanoid form, 12 (natural armour) in wolf or hybrid form
58 (9d8 + 18)
30 ft. (40 ft. in wolf form)
Perception +4, Stealth +3
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
passive Perception 14
Common (can't speak in wolf form)
3 (700 XP)
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The werewolf makes two attacks: one with its bite and one with its claws or spear.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
14 (armor scraps) in humanoid form, 16 (natural armor) in wolf or hybrid form
119 (14d8 + 56)
30 ft. (40 ft. in wolf form)
Str +9, Con +8, Wis +6
Athletics +9, Perception +6
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
passive Perception 16
Common (can't speak in wolf form)
9 (5,000 XP)
If the werewolf fails a saving throw, it can choose to succeed instead.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the werewolf.
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The werewolf makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.
The werewolf moves up to its speed without provoking opportunity attacks.
The werewolf chooses a friendly creature who can see or hear it. That creature can use its reaction to move up to its speed without provoking opportunity attacks.
The werewolf can make one claw attack against each creature within 5 feet of it.
14 (studded leather)
45 (6d8 + 18)
30 ft.
Perception +3, Stealth +4
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
poison
Exhaustion, Poisoned
darkvision 60 ft., passive Perception 13
the languages it knew in life
3 (700 XP)
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 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. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
19
22 (9d4)
0 ft., fly 50 ft. (hover)
lightning, poison
acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
darkvision 120 ft., passive Perception 12
the languages it knew in life
2 (450 XP)
As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.
The will-o’-wisp can’t wear or carry anything.
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.
The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.
Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
The will-o’-wisp and its light magically become Invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
13 (natural armour)
11 (2d8 + 2)
40 ft.
Perception +3, Stealth +4
passive Perception 13
—
1/4 (50 XP)
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolf has advantage on an attack roll 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.
14 (natural armour)
37 (5d10 + 10)
50 ft.
Perception +3, Stealth +4
passive Perception 13
—
1 (200 XP)
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolf has advantage on an attack roll 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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
13 (natural armour)
75 (10d10 + 20)
50 ft.
Perception +5, Stealth +3
cold
passive Perception 15
Common, Giant, Winter Wolf
3 (700 XP)
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wolf has advantage on an attack roll 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.
The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
13 (natural armour)
26 (4d10 + 4)
50 ft.
Perception +4
darkvision 60 ft., passive Perception 14
Goblin, Worg
1/2 (100 XP)
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.
A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
13
67 (9d8 + 27)
0 ft., fly 60 ft. (hover)
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
necrotic, poison
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
darkvision 60 ft., passive Perception 12
the languages it knew in life
5 (1,800 XP)
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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a spectre in the space of its corpse or in the nearest unoccupied space. The spectre is under the wraith’s control. The wraith can have no more than seven spectres under its control at one time.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
13 (natural armour)
110 (13d10 + 39)
20 ft., fly 80 ft.
Perception +4
darkvision 60 ft., passive Perception 14
—
6 (2,300 XP)
The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.