Beast of the Land

CR 0 · Medium Beast

Beast of the Land

Unaligned

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12 (natural armor)

Hit Points

11 2d8 + 2

Speed

35 ft., climb 30 ft.

STR14 +2
DEX12 +1
CON12 +1
INT3 -4
WIS12 +1
CHA7 -2

Defensive Resilience

Saving ThrowsStr +4
SkillsPerception +3, Stealth +3
Damage Immunitiesnone
Resistancesnone

Condition Immunities: none

Sensesdarkvision 60 ft., passive Perception 13
Languagesnone

Lore

Arcane Scribe
The Beast of the Land is no mere creature of flesh and bone, but a primal spirit woven from the raw, pulsing essence of the untamed wilds. These entities manifest in forms that echo the apex predators of the terrain—be it the heavy-limbed shadow of a bear or the lithe, sinewy grace of a mountain lion—yet their eyes burn with a fey-touched intelligence that transcends animal instinct. They are the land’s immune system, coalescing from the loam and leaf-litter at the call of those rare wardens who hold the keys to nature’s secret heart. In the lightless depths of the Old Growth or across the wind-scoured tundra, these beasts move with a supernatural silence, their presence marking the boundary between civilization and the primordial. They do not hunt for sustenance, but for the restoration of balance, appearing as omens of a forest’s wrath. Local legends speak of a silver-furred wolf that stalks the perimeter of a corrupted druid’s grove, its growl echoing like shifting tectonic plates. To encounter such a beast is to stand before the ancient, vengeful memory of the world itself, waiting for the command to reclaim what was lost.

Innate Traits

Keen Senses. The beast has advantage on Wisdom (Perception) checks that rely on smell.

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing or piercing damage (the beast's choice).

Primal Roar. The beast emits a guttural sound that alerts its kin. Each creature of the beast's choice within 30 feet that can hear it has advantage on its next attack roll made before the start of the beast's next turn.