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System Reference Document 5.2.1
Giant Hyena
Large Beast, Unaligned
AC 12  Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 14 +2 +2 Con 14 +2 +2
Int 2 −4 −4 WIS 12 +1 +1 Cha 7 −2 −2
Skills Perception +3
Senses Darkvision 60 ft.; Passive Perception 13
Languages None
CR 1 (XP 200; PB +2)
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) 
Piercing damage.
Bonus Actions
Rampage (1/Day). Immediately after dealing damage 
to a creature that was already Bloodied, the hyena can 
move up to half its Speed, and it makes one Bite attack.
Giant Lizard
Large Beast, Unaligned
AC 12  Initiative +1 (11)
HP 19 (3d10 + 3)
Speed 40 ft., Climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 12 +1 +3 Con 13 +1 +1
Int 2 −4 −4 WIS 10 +0 +0 Cha 5 −3 −3
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 1/4 (XP 50; PB +2)
Traits
Spider Climb. The lizard can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) 
Piercing damage.
Giant Octopus
Large Beast, Unaligned
AC 11  Initiative +1 (11)
HP 45 (7d10 + 7)
Speed 10 ft., Swim 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 13 +1 +1 Con 13 +1 +1
Int 5 −3 −3 WIS 10 +0 +0 Cha 4 −3 −3
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 14
Languages None
CR 1 (XP 200; PB +2)
Traits
Water Breathing. The octopus can breathe only under-
water. It can hold its breath for 1 hour outside water.
Actions
Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 
(2d6 + 3) Bludgeoning damage. If the target is a Me-
dium or smaller creature, it has the Grappled condition 
(escape DC 13) from all eight tentacles. While Grap-
pled, the target has the Restrained condition.
Reactions
Ink Cloud (1/Day). Trigger: The octopus takes damage 
while underwater. Response: The octopus releases ink 
that fills a 10-foot Cube centered on itself, and the oc-
topus moves up to its Swim Speed. The Cube is Heavily 
Obscured for 1 minute or until a strong current or simi-
lar effect disperses the ink.
Giant Owl
Large Celestial, Neutral
AC 12  Initiative +2 (12)
HP 19 (3d10 + 3)
Speed 5 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 13 +1 +1 Dex 15 +2 +2 Con 12 +1 +1
Int 10 +0 +0 WIS 14 +2 +4 Cha 10 +0 +0
Skills Perception +6, Stealth +6
Resistances Necrotic, Radiant
Senses Darkvision 120 ft.; Passive Perception 16
Languages Celestial; understands Common, Elvish, and 
Sylvan but can’t speak them
CR 1/4 (XP 50; PB +2)
Traits
Flyby. The owl doesn’t provoke an Opportunity Attack 
when it flies out of an enemy’s reach.
Actions
Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 
+ 2) Slashing damage.
Spellcasting. The owl casts one of the following spells, 
requiring no spell components and using Wisdom as 
the spellcasting ability:
At Will: Detect Evil and Good, Detect Magic
1/Day: Clairvoyance