ABC
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SkillDescriptionAssociated Beast(s)
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Beast of BurdenConsidered to be a large animal for the purpose of determining its carrying capacityMule
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Blood FrenzyAdvantage on melee attack rolls against any creature that doesn't have all its hit pointsQuipper, Hunter Shark, Giant Shark
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ChargeIf they move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 1d4 (Goat) / 2d4 (Giant Goat) / 1d6 (Boar) / 2d6 (Elk, Giant Sea Horse, Giant Boar, Giant Elk) / 2d8 (Rhinoceros) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 (Goat) / DC 11 (Boar, Giant Sea Horse) / DC 13 (Elk, Giant Goat, Giant Boar) / DC 14 (Giant Elk) / DC 15 (Rhinoceros) Strength saving throw or be knocked proneGoat, Boar, Elk, Giant Goat, Giant Seahorse, Giant Boar, Rhinoceros, Giant Elk
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FlybyDoesn't provoke opportunity attacks when it flies out of an enemy's reachOwl, Flying Snake, Giant Owl, Pteranodon
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IlluminationSheds bright light in a 10-foot (Giant Fire Beetle) / 30-foot (Fire Elemental) radius and dim light for an additional 10 feet (Giant Fire Beetle) / 30 feet (Fire Elemental) Giant Fire Beetle, Fire Elemental
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Ink CloudA 5-foot-radius (Octopus) / 20-foot-radius (Giant Octopus) cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after a Short or Long RestOctopus, Giant Octopus
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MimicryCan mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sound can tell they are imitations with a successful DC 10 Wisdom (Insight) checkRaven
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Pack TacticsHas advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitatedBaboon, Hyena, Jackal, Giant Rat, Wolf, Reef Shark, Vulture, Blood Hawk, Dire Wolf, Giant Vulture, Lion
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PounceIf they move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC 14 (Saber-Toothed Tiger) / DC 13 (Tiger, Lion, Allosaurus) / DC 12 (Panther) Strength saving throw or be knocked probe. If the target is prone, they can make one bite attack against the target as a bonus actionPanther, Lion, Tiger, Allosaurus, Saber-Toothed Tiger
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RampageWhen the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attackGiant Hyena
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RelentlessIf the boar takes 7 (Boar) / 10 (Giant Boar) damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Recharges after a Short or Long RestBoar, Giant Boar
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Running LeapWith a 10-foot running start, the lion can long jump up to 25 feetLion
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Spider ClimbThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability checkSpider, Giant Wolf Spider, Giant Spider, Giant Lizard Variant
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Standing LeapLong jump is up to 20 feet (Giant Frog, Giant Toad) / 10 feet (Frog) and its high jump is up to 10 feet (Giant Frog, Giant Toad) / 5 feet (Frog), with or without a running startFrog, Giant Frog, Giant Toad
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Sure FootedHas advantage on Strength and Dexterity saving throws made against effects that would knock it proneGoat, Mule, Giant Goat
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SwallowMake one bite attack against a Small (Giant Frog) / Medium (Giant Toad) or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the attacker, and it takes 2d4 (Giant Frog) / 3d6 (Giant Toad) acid damage at the start of each of the attacker's turns. The attacker can have only one target swallowed at a time. If the attacker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting proneGiant Frog, Giant Toad
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Trampling ChargeIf they move at least 20 feet straight toward a creature and then hit it with a hooves attack oc the same turn, that target must succeed on a DC 12 (Elephant) / DC 13 (Triceratops) / DC 14 (Warhorse) / DC 18 (Mammoth) Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus actionWarhorse, Elephant, Triceratops, Mammoth
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Web SenseWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same webSpider, Giant Wolf Spider, Giant Spider
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Web WalkerThe spider ignores movement restrictions caused by webbingSpider, Giant Wolf Spider, Giant Spider
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Elementals
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SkillDescriptionAssociated Beast(s)
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WhirlwindEach creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 3d8+2 bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Recharge 4-6Air Elemental
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Air FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezingAir Elemental
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Earth GlideThe elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves throughEarth Elemental
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Siege MonsterThe elemental deals double damage to objects and structuresEarth Elemental
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Fire FormThe elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.Fire Elemental
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Water SusceptibilityFor every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damageFire Elemental
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WhelmEach creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 2d8+4 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 2d8+4 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. Recharge 4-6Water Elemental
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Water FormThe elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezingWater Elemental
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FreezeIf the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turnWater Elemental