Squeekie's Beasts

Lvl 2 large beast

34
Trampling Charge.If the Auroch can move 4 spaces before an attack they roll the attack with advantage, on damage prone if dc10 strength save fails
ACTIONS: Choose one.
  • Gore.2d8+4
  • Stomp.2d8+4

Lvl 1

26
ACTIONS:
  • Rend.2d8+2

Lvl 2 large

34
ACTIONS:
  • Rend.2d8+4

Lvl 1 large beast

0
ACTIONS:
  • Kick.2d8+2

Lvl 2

1234
ACTIONS:
  • Rend.2d8+4
Level 6 Solo Huge Beast
175
Str+, Wil-
Fearsome roar.Creatures (or a creature) who hear this make a WIL save (DC14)or are Frightened for 1 turn. 1/Encounter
Brute.Attacks also knockback a number of spaces equal to the primary die rolled.
Aggressive. While bloodied.+3 speed if moving toward enemies.
ACTIONS: After each hero's turn choose one
  • Rend and Tear.3d10+7
  • Charge and Bite.Move up to speed and do a bite attack. 1d10+6, then DC 14 STR save or also knocked Prone.

BLOODIED: At 87 HP the Dire Bear becomes enraged and gains access to Aggressive

LAST STAND: The Dire Bear is dying! 44 more damage and she dies. Until then, its Attacks use d12s instead of d8s.

Lvl 3 large beast

1041
Pack Tactics.Advantage on attacks when an ally is adjacent to the target.
ACTIONS: Choose one.
  • Bite.2d8+6 On crit: Prone

Lvl 1/4 beast

812
ACTIONS: Choose one.
  • Kick.1d4+1
  • Bite.1d4+1

Lvl 1/3 large beast

815
ACTIONS: Choose one.
  • Kick.1d6+2

Lvl 4 large

49
Brutal.Treat the highest die rolled as the Primary Die. On crit: knock Prone.
ACTIONS:
  • Rend.2d10+7

Lvl 3 beast

841
Sneak.Invisible until they attack.
ACTIONS:
  • Rend.2d8+6

Lvl 3 large beast

841
Pack Tactics.Advantage on attacks when an ally is adjacent to the target.
ACTIONS: Choose one.
  • Rend.2d8+6
  • Roar.Frighten enemies within Range on a failed DC11 WIL save. 1/encounter.

Lvl 3 large

1241
Standing Leap.Can jump 8 squares long or 4 squares high with no running speed
ACTIONS:
  • Claws.2d8+6

Lvl 6 large

1268
Standing Leap.Can jump 8 squares long or 4 squares high with no running speed
Spiked.When hit by a melee attack, the attacker takes 1d4 piercing damage in return.
ACTIONS:
  • Claws.2d8+12

Lvl 1/3 small

15
ACTIONS:
  • Claw.1d6+2
Standing Leap.Can jump 4 squares long or 2 squares high with no running speed
ACTIONS:
  • Claw.2d8+2

Lvl 2 beast

1034
Sneak.Invisible until they attack.
ACTIONS: Choose one.
  • Rend.2d8+4

Lvl 1/2 large

1218
ACTIONS: Choose one.
  • Kick.1d6+3

Lvl 5 large beast

858
Grappler.On hit: Grapples.
Pounce.With a 2 square running start, it can jump up to 5 squares.
ACTIONS:
  • Bite.2d10+8

Lvl 3 large beast

841
ACTIONS:
  • Rend.2d8+6

Lvl 2 large beast

1234
Trampling Charge.If the Warhorse moves at least 4 spaces straight towards a creature and hits with Hooves, the target must make a DC 10 STR save or be knocked Prone.
ACTIONS: Choose one.
  • Kick.2d8+2

Lvl 1 beast

1026
Pack Tactics.Advantage on attacks when an ally is adjacent to the target.
ACTIONS: Choose one.
  • Bite.2D8+2 On crit: Prone