Tiny Pudding

Tiny ooze, unaligned

Armor Class 7
Hit Points 13 (1d10 + 3)
Speed 20 ft., climb 20 ft.

STRDEXCONINTWISCHA
12 (+1)5 (−3)16 (+3)1 (−5)6 (−2)1 (−5)

Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 1 (1d4) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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.

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.

Thug

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

Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STRDEXCONINTWISCHA
15 (+2)11 (+0)14 (+2)10 (+0)10 (+0)11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

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

Actions

Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Description

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

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