From a Canadian DM! Enjoy!
- - - - - - - - - - - - - - - - - - - - - -
Armor Class: 12 (Natural Armor)
Hit Points: 16 (3d8 + 3)
Speed: 30 ft., swim 30 ft.
STR: 15 (+2)
DEX: 11 (+0)
CON: 13 (+1)
INT: 3 (-4)
WIS: 11 (+0)
CHA: 7 (-2)
Skills: Perception +2
Senses: passive Perception 12
Languages: ---
Challenge: 1/2 (100 xp)
Tree Felling. The beaver deals double damage to wooden objects and structures, as well as to creatures made of wood (such as Treants or Wood Woads).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4+2 piercing damage.
- - - - - - - - - - - - - - - - - - - - - -
Armor Class: 14 (Natural Armor + Dex)
Hit Points: 76 (8d12 + 24)
Speed: 50 ft.
STR: 21 (+5)
DEX: 12 (+1)
CON: 17 (+3)
INT: 2 (-4)
WIS: 11 (+0)
CHA: 6 (-2)
Senses: passive Perception 10
Languages: ---
Challenge: 5 (1,800 xp)
Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 2d10 damage. If the target is a creature, it must succeed on a DC:16 Strength saving throw or be knocked prone.
Multiattack. The moose makes two attacks: one with its antlers and one with its tail.
Antlers. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d10+5 piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 3d6+5 piercing damage.
- - - - - - - - - - - - - - - - - - - - - -
Medium Monstrosity, Neutral Good
Armor Class: 12 (Leather + Dex)
Hit Points: 44 (8d8 + 8)
Speed: 30 ft., fly 40 ft., swim 30 ft.
STR: 14 (+2)
DEX: 13 (+1)
CON: 13 (+1)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 16 (+3)
Skills: Intimidation +7, Persuasion +5
Damage Resistances: Cold
Senses: passive Perception 11
Languages: ---
Challenge: 2 (450 xp)
Multiattack. The harpy makes two melee weapon attacks, if can only make bladed hockey stick attacks if it’s not flying.
Bladed Hockey Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10+2 slashing damage.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.
Intimidating Song. The harpy honks a magical melody. Every non-harpy creature within 300 feet of the harpy that can hear the song must succeed on a DC:13 Wisdom saving throw or be frightened of the harpy until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
A frightened target can repeat its saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy’s song for the next 24 hours.
- - - - - - - - - - - - - - - - - - - - - -