Appendix F — Beasties

Moorbounder

Large Beast, Unaligned


AC 13 (natural armor) Initiative +2 (12)
HP 30 (4d10 + 8)
Speed 70 ft.

STR DEX CON INT WIS CHA
Score 18 14 14 2 13 5
Mod +4 +2 +2 -4 +1 -3
Save +4 +2 +2 -4 +1 -3

Senses Darkvision 60 ft.; Passive Perception 11

Languages

CR 1 (XP 200; PB +2)

Traits

Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) Slashing damage.

Ruby Golem

Medium Construct, Neutral


AC 20 Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 30 ft., Fly 30 ft. (hover)

STR DEX CON INT WIS CHA
Score 18 13 16 10 10 10
Mod +4 +1 +3 +0 +0 +0
Save +4 +1 +3 +0 +0 +0

Skills Perception +4

Immunities Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Senses Blindsight 60 ft.; Passive Perception 14

Languages Understands Common plus one other language but can’t speak

CR 4 (XP 1,100; PB +2)

Traits

Magic Resistance. The ruby golem has Advantage on saving throws against spells and other magical effects.

Spell Immunity. The ruby golem is immune to three spells chosen by its creator. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.

Actions

Multiattack. The ruby golem makes two Resonant Slam attacks.

Resonant Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 5 (1d10) Force damage.