Beary-ations
GMs love new monsters. Gaming blogger-folk love posting new monsters, writing about monsters, et cetera. I’ve posted quite a few new monsters over the years.
But there’s a secret about monsters, namely that I really don’t need very many new ones. Other people have already worked out the stats for all of the monsters I could ever need, and many of the new ones are really just variations on old ones, reskinned with new descriptive bits. In truth, when I think I need a new monster, I could just use bears.
Consider the 5E D&D brown bear:
Now let’s just use bears three different ways. In each case, I made minor tweaks to the brown bear’s stats.
The enormous humanoid shuffles into view. Twisted knots of fibrous tissue cover its muscular body. Its gait rolls, totters, due to legs of unequal length. Its powerful arms end in four-fingered hands that almost reach the ground. One meaty fist clutches the end of a greatclub. Its block-like head juts forward atop a thick neck. Ridges of bone grow from its brow.
Arth
Large giant, chaotic evil
Armor Class 11 (natural armor)
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
Ability Scores STR 19 (+4), DEX 10 (+0), CON 16 (+3), INT 4 (-3), WIS 13 (+1), CHA 7 (-2)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Giant
Challenge 1 (200 XP)
Keen Smell. The arth has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The arth makes two attacks: one with its headbutt and one with its greatclub.
Headbutt. Melee: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
Greatclub. Melee: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
The crack of a twig was the only warning of the monster’s sudden attack. Roughly humanoid, seemingly comprised of intertwined branches and vines, the monster rushes forward, flailing with a thorn-covered vine and a heavy branch.
Baavgai
Large plant, unaligned
Armor Class 11
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
Ability Scores STR 19 (+4), DEX 12 (+1), CON 16 (+3), INT 2 (-4), WIS 10 (+0), CHA 7 (-2)
Skills Stealth +3
Senses passive Perception 10
Languages —
Challenge 1 (200 XP)
Woody Stealth. The baavgai has advantage on Dexterity (Stealth) checks in forests.
Actions
Multiattack. The baavgai makes two attacks: one with its thorn-covered tendril and one its club-like limb.
Tendril. Melee: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Club. Melee: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Like a creature born from a nightmare, part monitor lizard, part mountain lion, its single green eye flashing in the torchlight, the monstrosity drops from the treetop. It lashes out with its serpentine tail that ends with a spiky knob of bone.
Iomair
Large monstrosity, unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
Ability Scores STR 19 (+4), DEX 10 (+0), CON 16 (+3), INT 2 (-4), WIS 13 (+1), CHA 7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)
Keen Smell. The iomair has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The iomair makes two attacks with its tail.
Tail. Melee: +5 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 2 (1d4) slashing damage.