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

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, a character can draw the aurochs to her 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 ft.

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 be knocked Prone.

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.

Frost Giant

Huge Giant, Neutral Evil


Armour Class 11 (leather armour)
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 +5, Slashing +5
Gear Maul
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

Maul. 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 ft. and take an additional 3 (1d6) Bludgeoning damage from the fall.

Snow Boulder (Recharge 5–6). Ranged 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 be knocked Prone.

Lesser Wyrm

Medium Beast, 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 Attack: +4 to hit, range 30/60 ft., one target. Hit: 11 (3d6 + 1) Lightning 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 be knocked Prone.