Giant Crab

Medium beast, unaligned

Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
13 (+1)15 (+2)11 (+0)1 (−5)9 (−1)3 (−4)

Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Languages —
Challenge 1/8 (25 XP)

Amphibious. The crab can breathe air and water.

Actions

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

Eagle

Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 10 ft., fly 60 ft.

STRDEXCONINTWISCHA
6 (−2)15 (+2)10 (+0)2 (−4)14 (+2)7 (−2)

Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 0 (10 XP)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Crab

Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 20 ft., swim 20 ft.

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

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

Actions

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

Blood Hawk

Small beast, unaligned

Armor Class 12
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft.

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

Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 1/8 (25 XP)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Description

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.

Bandit

Medium humanoid (any race), any non-lawful alignment

Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STRDEXCONINTWISCHA
11 (+0)12 (+1)12 (+1)10 (+0)10 (+0)10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Actions

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

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Description

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

Commoner

Medium humanoid (any race), any alignment

Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Aboleth

Challenge 10 (5,900 XP)

Large aberration, lawful evil

Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.

STRDEXCONINTWISCHA
21 (+5)9 (-1)15 (+2)18 (+4)15 (+2)18 (+4)

Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.

Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-­‐curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth 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 aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.

Tail Swipe. The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

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