Hills & Field Denizens of Kyrandia
This collection is for those who roam the hills and fields in my homebrew world
Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
- Swarm Bite.
1d4+1. Any creature within the swarm takes damage
Advantage against creatures, if an ally is adjacent to it.
- Bite.
1d4+3. on Crit. Prone
- • Kick.
1d6+3
- • Bite.
1d4+4

- Latch On.
1d4+2. On hit: Latched On.
Goats can move around on mountains were other animals would fall off
- Ram.
2d8+2. On Crit. Knock back 2 spaces
- Venomous Stinger.
1d8. On hit, target is poisoned until healed or Make Camp. All creatures within the swarm are attacked
Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
When hit, a huge swarm divides themselves into two large ones
- Swarm Bite.
1d8+1. Any creature within the swarm takes damage
- Bite.
1d8. On Hit. Poisoned until healed or Make Camp. All creatures within the swarm are attacked
Advantage on attacks when an ally is adjacent to the target.
- • Bite.
2d8+4
- • Talons.
1d4+10. on crit. Vicious,
Has advantage on attacks against Bloodied targets.
- Bite.
2d8+4

- • Move & Smack.
1d8+2. Move 8. On damage: Prone.
- • Grab & Throw.
1d8+2. On damage: they are thrown at another hero within 6 spaces. Both make a DC 12 DEX save or take 1d8+2 damage and are knocked Prone, half damage on save.
At 37 HP, Pudge's damage increases to 1d12+2.
Pudge is dying! 20 more damage and he dies. Until then, Pudge can move 6 spaces, and use Grab & Throw each turn.
1/encounter. Frighten enemies within Range 8 on a failed DC11 WIL save.
- Rend 2x.
1d8+4
- • Skull shove.
2d8+6. Reach 2, on crit. Target is thrown 2 spaces up in the air
- • Clobbering Charge.
2d8+6. Move up to speed, for each space moved knock target back the same amount
Move at least 4 in a straight line, advantage on the attack, on hit target is knocked prone
- • Gore.
2d8+10
- • Hooves.
2d8+10. Req. Prone target
They always act first when combat starts
- • Rend 2x.
1d8+6. On Hit. Grappled (escape DC 12)
- • Bite.
2d8+10

- Latch On.
1d12+10. On hit: Latched On.
- Tail.
(Reach: 2) 4d6+4 bludgeoning. On damage: Dazed.
Made by SanityWithIn for Monster Monday Week 14: Time.
All crits are Vicious
- Bite.
3d8+10. Reach 2, on Crit. Vicious
- • Gore.
3d8+10
- • Charge.
3d8+12. if moved 4 spaces in a line, on hit Knocked back primary die spaces
The Stegosaurus uses it Dorsal plate as armor, and until a critical hit occurs or its bloodied, whatever comes first it has Medium Armor
- Tail Swipe.
3d8+12. Reach 3, on Crit. Vicious
Can move through spaces occupied by medium or smaller creatures; Dealing 10 bludgeoning to them on its way.
- Gore.
4d8+6 piercing. On damage: Knockback primary die spaces.
Made by SanityWithIn for Monster Monday Week 14: Time.
- • Stomp.
4d8+12
- • Tail.
2d8+7. Reach 4, on hit Knocked back Primary die spaces

On hit: Knockback Primary Die spaces.
- • Smash (2×).
1d6+15. (Reach 2)
- • Boulder!
1d6+20. (12ft)
Bite deal 1 wound against grappled creatures.
- • Bite.
4d10+10 piercing. On damage: Grappled. Then:
- • Tail Swipe.
(Reach: 2) 2d10+2 bludgeoning. On damage: Knockback primary die spaces.
Made by SanityWithIn for Monster Monday Week 14: Time.
Cone 5. When swimming on the surface the Spinosaurus can use its sail to slap the water creating a wave that creates a wave that does 7d8+11, DC17 DEX save for half damage
- • Bite.
7d8+11. Reach 4, on Crit. Grappled
- • Claws 2x.
3d8+7. Reach 2, on crit Vicious