A bunch of goblins dancing to a folk song in the distance

Winter Wolf

Large monstrosity, neutral evil

Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STRDEXCONINTWISCHA
18 (+4)13 (+1)14 (+2)7 (−2)12 (+1)8 (−1)

Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)

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 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.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. 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.
Cold Breath (Recharge 5–6). 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.

Description

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.

Will-o’-Wisp

Tiny undead, chaotic evil

Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)

STRDEXCONINTWISCHA
1 (−5)28 (+9)10 (+0)13 (+1)14 (+2)11 (+0)

Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Challenge 2 (450 XP)

Consume Life. 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.
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.
Variable Illumination. 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.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility. 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).

Weretiger

Medium humanoid (human, shapechanger), neutral

Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30 ft. (40 ft. in tiger form)

STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)10 (+0)13 (+1)11 (+0)

Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 15
Languages Common (can’t speak in tiger form)
Challenge 4 (1,100 XP)

Shapechanger. The weretiger 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 size, 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.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). 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.

Actions

Multiattack (Humanoid or Hybrid Form Only). 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.
Bite (Tiger or Hybrid Form Only). 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 weretiger lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Frog

Tiny beast, unaligned

Armor Class 11
Hit Points 1 (1d4 − 1)
Speed 20 ft., swim 20 ft.

STRDEXCONINTWISCHA
1 (−5)13 (+1)8 (−1)1 (−5)8 (−1)3 (−4)

Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Languages —
Challenge 0 (0 XP)

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.

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a toad.

Baboon

Small beast, unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
8 (−1)14 (+2)11 (+0)4 (−3)12 (+1)6 (−2)

Senses passive Perception 11
Languages —
Challenge 0 (10 XP)

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

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

Awakened Shrub

Small plant, unaligned

Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.

STRDEXCONINTWISCHA
3 (−4)8 (−1)11 (+0)10 (+0)0 (+0)6 (−2)

Damage Vulnerabilities. fire
Damage Resistances piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

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

An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.

Ape

Medium beast, unaligned

Armor Class 12  
Hit Points 19 (3d8 + 6)  
Speed 30 ft., climb 30 ft. 

STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)6 (−2)12 (+1)7 (−2)

Skills Athletics +5, Perception +3  
Senses passive Perception 13  
Languages —  
Challenge 1/2 (100 XP) 

Actions

Multiattack. The ape makes two fist attacks. 
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.  
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Punchflowers

Medium plant. Chaotic neutral.

Armor Class 7
Hit Points 4

Actions

Punchflowers grow as tall as 6 feet, resemble sunflowers, and crowd together. When a party passes through a field of them, they attempt to punch the party members in the back as they pass by. They do this by rolling up the leaves on their stem and swinging.

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

Reaction

Poison Pollen. If one Punchflower is attacked, all Punchflowers in the immediate area will release their poison pollen. All humanoids within 30 feet must make a DC 19 Constitution saving throw or lose one of their five senses—DM’s choice.

If not addressed with a poison cure, the poison will take another sense of the victim’s every 24 hours. Each sense that is taken away requires another application of a poison cure.

Tribal Warrior

Medium humanoid (any race), any alignment

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

STRDEXCONINTWISCHA
13 (+1)11 (+0)12 (+1)8 (−1)11 (+0)8 (−1)

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

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Spear. Melee or _Ranged Weapon Attack:__ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Description

Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

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