This is a collection of awakened beasts suitable for use in the Hidden Heroes of the Awakened Woods adventure and campaign setting.
The listed beast characters follow the Creation & Advancement guidelines in the Hidden Heroes booklet, with some changes (see Modified rules). This document uses modified versions of the monster stat block template to list each creature’s attributes at each character level. As with the pre-generated characters in Hidden Heroes, each advancement level stat block is additive; they only include new information for that level, and anything not listed defers to the value of the last advancement level that modified that attribute.
The options below, combined with the pre-generated characters in Hidden Heroes, cover all beasts in Systems Reference Document 5.1 suitable for the adventure under the modified character rules.
The characters on this document follow a modified version of the guidance presented in the original book. The following changes have been made from the character creation and advancement guidance written in Hidden Heroes, and also apply to the pre-generated characters included in the adventure.
Tiny Beast
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 10 (+0) | 10 (+0) | 8 (-1) | 2 (-4) |
Amphibious. You can breathe air and water.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 Bludgeoning damage.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 11 (+0) | 10 (+0) | 10 (+0) | 9 (-1) | 3 (-4) |
Iron Grip. When you successfully hit a creature with your Claw attack, the target is Grappled. You can Grapple up to two creatures at a time, one with each claw. Until each Grapple ends, you cannot use that claw for a Claw attack on another target.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 4 (-3) |
Natural Armor. Your carapace has been magically strengthened. When you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Tiny Beast
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 11 (+0) | 9 (-1) | 10 (+0) | 10 (+0) | 4 (-3) |
Keen Smell. You have Advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 5 (-3) |
Pack Tactics. You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of your target and isn’t Incapacitated.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 6 (-2) |
Hail to the King (1/Long Rest). You emit a squeak of great authority, magically summoning a swarm of awakened rats in your space to aid you (use the swarm of rats stat block with Intelligence 10). The swarm obeys your commands and shares your initiative count, but it takes its turn immediately after yours. If you issue no commands to the swarm, it defends itself but otherwise takes no actions. Whenever you are sharing a space with the swarm, you have Advantage on Stealth checks to hide in the swarm. The swarm disappears if you or your allies deal damage to it, if you lose your Concentration, or after 10 minutes.
Tiny Beast
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 14 (+2) | 8 (-1) | 10 (+0) | 10 (+0) | 2 (-4) |
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, you know the exact location of any other creature in contact with the same web.
Web Walker. You ignore movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage, and the target must succeed on a DC 9 Constitution Saving Throw or take 2 (1d4) Poison damage.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 14 (+2) | 9 (-1) | 10 (+0) | 10 (+0) | 3 (-4) |
Web (1/Short or Long Rest). Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: The target is Restrained by webbing. As an Action, the Restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 2; vulnerability to Fire; immunity to Bludgeoning, Poison, and Psychic).
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 4 (-3) |
Silken Refuge (1/Long Rest). You can spin an enchanted web with a 5 foot radius centered on the space you occupy. The area covered by this webbing is Difficult Terrain. If you or any allies end a turn in the web, they regain 1 Hit Point, and they have partial cover and Advantage on Dexterity Saving Throws until the start of their next turn.
The enchanted webbing can be attacked and destroyed (AC 10; HP 5; vulnerability to Fire; immunity to Bludgeoning, Poison, and Psychic). After one minute, the webbing magically vanishes.