Inept Wizard

Bestiary

This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Creatures

Ass

Medium Beast, Unaligned


Armour Class 10
Hit Points 11 (2d8 + 2)
Speed 35 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 5 (−3)

Senses Passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2


Beast of Burden. The ass’s Carrying Capacity is seven times its Strength score.

Stubborn. Wisdom (Animal Handling) ability checks made to drive, coax, or ride the ass are made with Disadvantage.

Sure-Footed. The ass has Advantage on Strength and Dexterity saving throws made against being knocked Prone, and it ignores naturally occurring Difficult Terrain.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Bludgeoning damage. If the ass was Surprised when the fight began, the ass has Advantage on this attack roll.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.

Aurochs

Large Beast, Unaligned


Armour Class 10
Hit Points 39 (6d10 + 6)
Speed 40 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 5 (−3)

Damage Resistances Bludgeoning +2, Slashing +2
Senses Passive Perception 10
Languages —
Challenge 1 (200 XP)
Proficiency Bonus +2


Herdingcall. In forest country, you can draw the aurochs to you by singing the herdingcall. A successful DC 15 Charisma (Performance) check brings the creature in. The same song calms an aggressive aurochs for 1 minute on a successful DC 15 Charisma (Performance) check.

Protective Partner. The aurochs becomes particularly aggressive in the defence of its herd, gaining Advantage on attack rolls if its mate or offspring are within 30 feet.

Actions

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Piercing damage.

Boar

Medium Beast, Unaligned


Armour Class 11
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3)

Damage Resistances Bludgeoning +2, Slashing +2
Senses Passive Perception 9
Languages —
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Charge. If the boar moves at least 20 feet straight towards a target and then hits it with a Tusk attack on the same turn, the target takes an extra 3 (1d6) Slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or have the Prone condition.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Slashing damage.

Boulder

Large Elemental, Lawful Neutral


Armour Class 5
Hit Points 52 (5d10 + 25)
Speed 0 ft. (cannot move)
Initiative −5 (5)


STR DEX CON INT WIS CHA
14 (+2) 1 (−5) 20 (+5) 6 (−2) 16 (+3) 2 (−4)

Skills Perception +7
Damage Resistances Bludgeoning +15, Piercing +15, Slashing +15, Poison +20
Condition Immunities Blinded, Deafened, Frightened, Paralysed, Petrified, Prone, Weakened
Senses Tremorsense 30 ft., Passive Perception 17
Languages —
Challenge 1/2 (100 XP)
Proficiency Bonus +2


False Appearance. While the boulder remains motionless, it is indistinguishable from an ordinary boulder.

Actions

Gravel Shrapnel. Ranged Weapon Attack: +4 to hit, range 10/15 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.

Draught Horse

Large Beast, Unaligned


Armour Class 10
Hit Points 22 (3d10 + 6)
Speed 45 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (−4) 11 (+0) 6 (−2)

Saving Throws STR +4, CON +4
Skills Athletics +6, Perception +2
Damage Resistances Bludgeoning +2, Slashing +2
Senses Passive Perception 12
Languages —
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Beast of Burden. The horse’s Carrying Capacity is fifteen times its Strength score.

Plodding Strength. The horse has Advantage on any ability check or saving throw made to resist being moved, knocked Prone, Grappled, or Restrained, and to break free of a Grapple or Restraint.

Skittish. The horse has Disadvantage on saving throws against being Frightened.

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Bludgeoning damage.

Frost Giant

Huge Giant, Neutral Evil


Armour Class 13 (Scale)
Hit Points 76 (8d12 + 24)
Speed 20 ft.
Initiative −1 (9)


STR DEX CON INT WIS CHA
18 (+4) 8 (−1) 16 (+3) 9 (−1) 10 (+0) 8 (−1)

Saving Throws STR +6, CON +5
Skills Athletics +6, Perception +2
Damage Resistances Cold +20, Fire −20, Piercing +2, Slashing +1
Gear Scale, Warhammer
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Giant
Challenge 2 (450 XP)
Proficiency Bonus +2


Cold Aura. A frigid aura surrounds the frost giant. Any creature that starts its turn within 5 feet of the frost giant must succeed on a DC 13 Constitution saving throw or take 2 (1d4) Cold damage.

Legendary Resistance (1/Day). If the frost giant fails a saving throw, it can choose to succeed instead.

Snow Strider. Snow and ice are not Difficult Terrain for the frost giant.

Actions

Warhammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) Bludgeoning damage. On a hit, the target must succeed on a DC 13 Strength saving throw or be knocked back 10 feet and take an additional 3 (1d6) Bludgeoning damage from the fall.

Snow Boulder (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) Bludgeoning damage. On a hit, the target must succeed on a DC 13 Strength saving throw or have the Prone condition.

Lesser Wyrm

Medium Dragon, Unaligned


Armour Class 12 (natural armour)
Hit Points 11 (2d8 + 2)
Speed 0 ft., Fly 40 ft.
Initiative +2 (12)


STR DEX CON INT WIS CHA
7 (−2) 15 (+2) 12 (+1) 2 (−4) 12 (+1) 6 (−2)

Skills Perception +3
Damage Resistances Lightning +10, Poison +10
Senses Passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Flyby. The lesser wyrm doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage, plus 3 (1d6) Poison damage.

Lightning Bolt (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 11 (3d6 + 1) Lightning damage.

Ox

Large Beast, Unaligned


Armour Class 10
Hit Points 67 (9d10 + 18)
Speed 20 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 2 (−4) 11 (+0) 5 (−3)

Saving Throws STR +5, CON +4
Skills Athletics +7
Damage Resistances Bludgeoning +2, Slashing +2
Senses Passive Perception 10
Languages —
Challenge 1 (200 XP)
Proficiency Bonus +2


Beast of Burden. The ox’s Carrying Capacity is fifteen times its Strength score.

Charge. If the ox moves at least 20 feet straight towards a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) Piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and have the Prone condition.

Plodding Strength. The ox has Advantage on any ability check or saving throw made to resist being moved, knocked Prone, Grappled, or Restrained, and to break free of a Grapple or Restraint.

Actions

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one Prone target. Hit: 8 (2d4 + 3) Bludgeoning damage.

Polar Bear

Large Beast, Unaligned


Armour Class 10 (natural armour)
Hit Points 47 (5d10 + 20)
Speed 40 ft., Swim 30 ft.
Initiative +0 (10)


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 2 (−4) 14 (+2) 6 (−2)

Skills Perception +4
Damage Resistances Bludgeoning +2, Slashing +2
Senses Darkvision 60 ft., Scent 60 ft., Passive Perception 14
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2


Actions

Multiattack. The bear makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage. On a hit, the target must succeed on a DC 13 Strength saving throw or have the Prone condition.

Riding Horse

Large Beast, Unaligned


Armour Class 12
Hit Points 13 (2d10 + 2)
Speed 60 ft.
Initiative +2 (12)


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 2 (−4) 11 (+0) 10 (+0)

Skills Perception +2
Damage Resistances Bludgeoning +2, Slashing +2
Senses Passive Perception 12
Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2


Beast of Burden. The horse’s Carrying Capacity is fifteen times its Strength score.

Fleet. The horse can take the Dash action as a Bonus Action.

Skittish. The horse has Disadvantage on saving throws against being Frightened.

Sure-Footed. The horse has Advantage on Strength and Dexterity saving throws made against being knocked Prone, and it ignores naturally occurring Difficult Terrain.

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) Bludgeoning damage.

Warhorse

Large Beast, Unaligned


Armour Class 11
Hit Points 30 (4d10 + 8)
Speed 70 ft.
Initiative +1 (11)


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 15 (+2) 2 (−4) 11 (+0) 12 (+1)

Saving Throws STR +7, CON +4
Skills Athletics +9, Perception +2
Damage Resistances Bludgeoning +3, Piercing +2, Slashing +3
Senses Passive Perception 12
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2


Beast of Burden. The horse’s Carrying Capacity is fifteen times its Strength score.

Fleet. The horse can take the Dash action as a Bonus Action.

Sure-Footed. The horse has Advantage on Strength and Dexterity saving throws made against being knocked Prone, and it ignores naturally occurring Difficult Terrain.

Trampling Charge. If the horse moves at least 20 feet straight towards a target and then hits it with a Hooves attack on the same turn, and if the target is a creature, the target must succeed on a DC 13 Strength saving throw or have the Prone condition. If the target is Prone, the horse can make one Hooves attack against it as a Bonus Action.

War-Trained. The horse has Advantage on saving throws against being Frightened, and it doesn’t provoke Opportunity Attacks from creatures it moves past while a rider is mounted on it and conscious.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Bludgeoning damage.