DM Guide To Hunting

Download as pdf or txt
Download as pdf or txt
You are on page 1of 12

The DMs  Guide

toHunting
The DMs  Guide
toHunting
Credits
Writers: Anja Svare & Zeke Gonzalez
Table of Contents
Layout: Anja Svare
Introduction 3
Tips for the DM 3
Cover Art: Winter Bear Hunt by Eric Pommer
Interior Art: provided by the DMs Guide Creator
Resources DMs Guide to Fishing 4
Magical Equipment sidebar 5

2 Hunting Mechanics & Storytelling 6

Cover
After tracking a bear through the snow,
Appendix A: Quarry Tables
General Hunting Table
Master of the Wild sidebar
6
6
7
a hunter prpeares to take down the wild beast.
Terrain-Specific Hunting Tables 8
Arctic 8
Cave/Underground 8

Sign up for my mailing list Coast/Ocean


Desert
9
9
Get a FREE Dungeon/Ruins/Urban 10
Adventure Forest 10
& Bestiary Grassland 11
Hills/Mountain 11
Click Here! Swamp 12

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

The DMs Guide to Hunting


of m y ca re er co lle ct in g no te s, le ge nds,
I have spent all os t da ng er ou s an d
and firsthand ac co un ts of th e m
st er s of ev er y ca te go ri za ti on im ag inable.
fantastical mon is ch ap te r is ab ou t.
Those creatures ar e no t w ha t th
de di ca te d to th e be as ts w e se e or hear
These pages are lo ca l h ab it at s. Pa cked
everyday in our co m m un it ie s an d
ge s ar e m y no te s on ev er yt h in g yo u need
within these pa et he r yo u tr ac k your
to become an ex pe rt h un te r. W h
rd an t M ou nt S ar tr e, th e lu m in es cent
quarry in the ve ys ta lli ne ru in s on
shores of Seaho rn B ay , or th e cr
rl ig ht , th is gu id e pr ov id es gu id an ce on
the Isles of Sta w he th er it be fo r sport
tracking and ki lli ng yo ur qu ar ry
-A.Z.Z. Konezegel’s
or survival. elium, Second Edition
The Traveler’s Guide to Meik

The DMs Guide to Hunting is a rules supplement containing hunting mechanics and an abundance of appropriate
3
hunting quarries to use in your games. Among these quarries are real mammals, reptiles, birds, and other animals
reimagined for D&D 5th Edition and new, completely original fantasy animals. This supplement uses rules, spells,
and concepts from Wizards of the Coast’s D&D 5th Edition and are intended to supplement your campaigns.

Tips for the DM
As with any supplement, The DMs Guide to Hunting
should be adapted to work for your group. If you don’t
like the way a mechanic works, please feel free to change
it. Adjust the descriptions, lore, details, and effects to suit
your games and your players. For example, if you want
to include hunting in your games but don’t like some of
the animals in the Appendix, replace them with animals
appropriate to your world or setting! If you want to make
hunting a more complex mechanical system, these rules
make a great starting point to create a new system of
your own. Use this supplement however it can best be
utilized at your table and in your games. I hope you have
as much fun with these rules as we have!

The DMs Guide to Hunting


The DMs Guide to Hunting
Hunting is an ages-old practice of tracking, pursuing,
and killing wild animals. Whether done for food or Melee Weapons
fun, it is a way of communing with the natural world A method of hunting also accessible to characters using
and recognizing our place in that hierarchy. In this traditional weapons is with melee weapons such as
supplement, you will find a set of mechanics for hunting spears, swords, or other slashing/piercing weapons.
as well as tables describing some of the wild animals Again, nonmagical variants of these weapons often go
(both mundane and magical) that can be hunted. The undescribed despite the incredible variance with which
rules described herein allow players to enjoy the leisurely different elements of a melee weapon can be crafted
(or sometimes thrilling) sport of the hunt. Whether it's or decorated. A character may wield a sword wrapped
a downtime activity between adventures or integrated with a long purple ribbon that belongs to their missing
into an adventure, hunting has the potential to enrich any beloved or a spear of iron tipped with an obsidian
setting and create wonderful roleplaying moments for point carved during their escape from the Underdark
the entire table! long ago. Again, ask your characters to describe an
interesting feature of their melee weapon. This can even
provide opportunities for more engaging & cinematic

Equipment
All that players require to go hunting is a method: ranged
descriptions in the future whether they are hunting or
locked in deadly combat!

weapons, melee weapons, or hunting traps.


Hunting Traps
Hunting traps come in a wide variety of shapes and
Ranged Weapons sizes, depending on the intended quarry and terrain.
There are four types of common hunting traps you can
A classic method of hunting is with ranged weapons
such as a bow and arrow or a crossbow. Although include in your game. The first are foothold traps such

4
commonly used in D&D, these weapons are rarely as the commonly known bear trap, though these traps
described unless they are magical. However, every bow come in a myriad of sizes and shapes with intended prey
and arrow will have its own personality and special that go from the size of a raccoon to that of a massive
details depending on who crafted it and what materials brown bear. These traps are triggered by pressure
they used. Perhaps a character wields the old crossbow and latch onto the foot of a quarry to prevent it from
used by their father on his final hunt or discovered a escaping without applying so much pressure as to
beautiful bow that was grown from a weeping willow by permanently maim or kill the animal. The second type
a melancholy druid. These details are up to the DM & the is body-gripping traps, also called squeeze traps, which
players and should be decided collaboratively. Whether secure around the central mass of a quarry to pin it
a character wields a bow from their starting equipment to the ground. These traps are commonly made of a
or purchases one from an appropriate store, ask them combination of wood and metal and trap quarry such
to describe one interesting feature of their bow, quiver, as beavers, mice, or ferrets. The third type is a rope
arrows, or crossbow. snare, which is secured to the ground and captures prey
around a limb to hoist them into the air where they can
be easily captured. They are often made of twine and
rope of thickness appropriate to their intended prey such
as rabbits or squirrels. The fourth type of trap is a cage
trap, which is a baited wooden box or metal cage that
lures prey inside and subsequently snaps shut to keep
the animal within until the hunters can come along and
pick it up. Hunting traps are sold in the average general
store for 25 gp in a number of the aforementioned types.
When your characters set their hunting traps, ask them
to describe that process and what they do while they wait
for the traps to be sprung.
Once players have their equipment, all they need to do is
find an appropriate location to hunt!!\

The DMs Guide to Hunting


Magical Equipment
If hunting becomes an important
part
sto ry,
of a campaign or a character’s
players may want to find magical
anical
equipment which confers mech
benefits while hunting in their
apons
favorite terrain. Most of the we
fou nd
used for hunting can already be
e
as magical variants in your averag
fantasy adventure or setting, but
staple
hunting traps are not a typical
ks a
in D&D. In the case a player see
ma y
magical hunting trap, a player
, or +3
purchase or quest for a +1, +2
re,
hunting trap (bear trap, rope sna
etc), which confers its res pec tive
numerical bonus to Strength
)
(Athletics) or Wisdom (Survival
checks made with the item while
y
hunting. Magical hunting gear ma
add itio nal
have a history that gives it
the
magical properties. For example,
vinesnare trap is a magical bea
crafted by a ranger determined
r tra
to
tch.
p
5
capture a dangerous bandersna
Once per day, when the vinesnare
trap is activated, it entangles its
the
target with magical vines as if by
e
ensnaring strike spell (spell sav
check
DC 14) rather than requiring a
from the character.
licit
Or perhaps rather than an exp
a
magical property, the materials
par tic ula rly
trap is made from gives it
useful properties. A box trap
a
constructed from the wood of
wild
mirrorglaze tree is hypnotic to
age on
beasts, granting them disadvant
sdom
their Strength (Athletics) or Wi
trap.
(Survival) check to escape the
baited
Legends claim that rope snares
will
with a potato from a hag’s garden
ha
always capture a large rabbit wit
coat of glinting gold.

The DMs Guide to Hunting


Hunting Mechanics 
Most animals are killed after being hunted or easily
dispatched when trapped. However, a handful may
require additional checks. If the quarry is Medium or

& Storytelling
First, describe the terrain in which the character is
larger (or at the DM's discretion), an additional Strength
(Athletics) or Wisdom (Survival) check may be necessary
to dispatch the animal. During this process, be sure to
describe the battle between the hunter and their prey.
hunting. After the players begin their hunt, ask them
Emphasize the drama and tension during close calls
questions about their demeanor and hunting style. Are
when characters must take another shot at an animal or
they carefully setting snares or traps? Are they following
physically dispatch a wild creature, and the victory when
the tracks of their prey? Are they waiting patiently in a
they finally finish off their prey!
hidden spot for a passing animal? Hunting is often a
task revolving around patience: describe the length of Quarries described in Appendix A can be identified with
time which passes before the players spot tracks, see a DC 10 Intelligence (Nature), although terrain-specific
a passing creature, or finish setting up their snares. At animals may require a successful DC Intelligence
this point, have the players roll a d100 on the General (Nature) check to identify. Some animals have “hidden”
Hunting Table or the appropriate Regional Hunting information in their description which is in parentheses.
Table (Appendix A) to determine what animal is tracked, This is less well-known information that characters who
spotted, or trapped. succeed on their check by 5 or more discern, or that can
be passed along by experienced local hunters.
Once the quarry is determined, describe how this
particular animal squirms in their snare or trap, passes
by their hidden spot, or where the character finally
catches up to their tracked prey. This description
Food Harvesting
The Player’s Handbook states that characters need
should allow the character to glean some information 1 pound of food per day to survive. For the sake of
as to its appearance or identity. Now each hunter rolls simplicity, the following guidelines provide a rough
a contested Strength (Athletics) or Wisdom (Survival) estimate of the amount of food that a quarry yields
against their quarry, which rolls using their Wild bonus according to the quarry’s size, as well as the time
found on the tables in Appendix A. required to harvest the complete animal.
The Wild bonus for each animal is a combination of Tiny: 1-2 pounds/less than 1 hour

6 several factors, including speed, perception, stealth, size,


and strength. Thus, the score is an approximation of how
difficult it is to hunt, fight, or trap the specific animal. The
Small: 5-10 pounds/1-2 hours
Medium: 20-40 pounds/4-5 hours
DM should feel free to adjust this score as they see fit and Large: 100-200 pounds/6-8 hours
adjudicate advantage and disadvantage by considering
environmental factors such as light and cover.
If the quarry wins the appropriate contested check, it Hunting Proficiency
escapes but can still be tracked and found again. If the Characters with proficiency in hunting may add their
quarry wins the contested check by 5 or more, it escapes proficiency bonus twice to any Strength (Athletics),
and a new quarry must be discovered. If the player wins Intelligence (Nature), or Wisdom (Animal Handling)
the contested check, the quarry is successfully hunted checks made while hunting. In addition, once per day
and captured! they can draw on their wealth of hunting expertise. When
a character does so, the player or character describes
a memory of a relevant experience on a prior hunting
expedition in order to gain advantage on an Intelligence
(Nature) or Wisdom (Animal Handling) check made
while hunting.

Giant Beasts
Giant beasts are a staple in the
fantasy genre. Although the Mo
many “giant” equivalent versions nster Manual provides
of various beasts, they remain out
this guide. This is because many side the scope of
“giant” beasts have powerful att
go beyond the ability of an averag ack s and abilities that
e hunter to simply capture with
We believe that these creatures mundane means.
should remain “monsters” and ma
cannot be simply resolved by an ny such encounters
abstracted hunting roll.

The DMs Guide to Hunting


Appendix A: Quarry Tables
General Hunting Table
d100 Size (Wild bonus) Description Name
1-40 Roll on Appropriate Terrain-Specific Table below!
41-45 Tiny (-2) A grey-furred mammal with small paws, a whiskered nose, and a tail. Field Mouse
46-50 Tiny (-2) A green-and-brown feathered bird with a yellow bill. Duck
51-55 Tiny (-1) A brown-furred, tree-climbing mammal with a bushy tail. Squirrel
56-59 Tiny (-1) A furry mammal with powerful hind legs and long ears. Rabbit
60-69 Medium (-1) A mammal with short fur, long legs ending in hooves, and antlers. Deer
70-79 Medium (+1) A long-snouted animal with a wide body and brown fur. Wild Pig
80-89 Tiny (-1) A nocturnal bird with large eyes that emits a characteristic “who” call. Owl
90-98 Medium (+2) A powerful predator with yellow eyes, grey fur, and a dog-like snout. Wolf
A sheep with an enormous and fluffy coat of spun gold
99 Small (0) Golden Sheep
(worth 4d100 gp when shorn).
A speaking creature with the head of a serpent, the body of a leopard,
100 Medium (+3) and the legs of a deer. (If captured, the Questing Beast grants the Questing Beast
Master of the Wild blessing).

7
Master of the Wild
You may use your action to cast
the
longstrider or locate animals or
age
plants spell, which grant advant
Wisdom
on an Intelligence (Nature) or
ile
(Animal Handling) check made wh
three
hunting. Once this boon is used
times, its power is lost.

The DMs Guide to Hunting


Terrain-Specific Hunting Tables
Arctic
d100 Size (Wild bonus) Description Name
01-11 Tiny (-1) A white-furred mammal with particularly large hind legs & long ears. Snowy Hare
12-23 Tiny (+1) A dog-like predatory mammal with a white-grey coat and a puffy tail. Arctic Fox
24-35 Large (+2) An enormous mammal with thick downy fur and a rack of large antlers. Caribou
A white-and-grey feathered bird, some of which have red patches near
36-47 Tiny (-2) Ptarmigan
their eyes.
48-59 Medium (+0) A plump, grey-skinned mammal with flippers instead of limbs. Seal
A large and wrinkled brown-skinned mammal with large flippers and
60-71 Large (+2) Walrus
enormous tusks.
72-83 Tiny (+0) A white mammal with an elongated body and a small head. Ermine
A white-furred mammal of considerable size with yellow teeth emerging
84-94 Large (+3) Polar Bear
from black gums.
Appearing to be an ordinary snowshoe hare. (The dried foot allows the
95-97 Tiny (+0) Drifthopper
bearer to ignore difficult terrain in snow.)
A furry spider that weaves strands of ice. (Its web sack can be harvested
98-00 Medium (+1) and used as a sticky frost bomb that acts as the web spell and deals 2d6 White Weaver
cold damage to targets.)

Cave/Underground
8 d100
01-11
Size (Wild bonus)
Tiny (-1)
Description
A brown-and-black feathered bird with stout talons made for digging.
Name
Dwarf Owl
A mammal with fur the color of dirt with long ears and powerful hind
12-23 Tiny (+0) Whistling Hare
legs that releases high, piercing whistles when agitated.
A mammal with brown-and-black fur and an elongated body. Its claws
24-35 Small (+1) Mongoose
are long and sharp.
A thick worm-like creature covered in chitinous plates & spikes with a
36-47 Medium (+2) Purple Wormling
mouth full of razor-sharp teeth.
A black-furred, low-lying mammal with thick claws and a pink starburst-
48-59 Tiny (-1) Star-Nosed Mole
shaped organ at the tip of its nose.
A green-patterned rat the size of a small dog festooned with its
60-71 Medium (+0) Shroom Rat
symbiotic colony of purple-and-black mushroom caps.
A black-furred and winged mammal with a wrinkled face that navigates
72-83 Tiny (+0) Bat
using echolocation.
A brown-furred mammal of considerable size with enormous paws
84-94 Large (+2) Brown Bear
bearing powerful claws.
A tiny beetle with a glowing abdomen. (If captured and used to provide
95-97 Tiny (-1) Light Beetle
dim light and minor warmth).
A hedgehog-like creature with large eyes. (If the paw is harvested and
98-00 Small (+1) Rocklaw
dried, it grants the holder a burrow speed of 10 feet).

The DMs Guide to Hunting


Coast/Ocean
d100 Size (Wild bonus) Description Name
01-11 Tiny (-2) An eight-legged and hard-shelled creature with two large pincers. Crab
12-23 Medium (+1) A plump, grey-skinned mammal with flippers instead of limbs. Seal
24-35 Small (-2) An atypically large snail with a colorful spiralled shell. Great Mollusc
A reptile with four flippers, a tail, and a large head emerging from a
36-47 Small (-2) Turtle
broad shell.
48-59 Small (+0) A large white bird with a broad wingspan and a distensible yellow bill. Pelican
A low-crawling reptile with stout, powerful limbs and an extended,
60-71 Large (+3) Crocodile
toothy snout.
A slippery invertebrate with a bulbous head and eight long tentacles
72-83 Small (+2) Octopus
lined with suckers.
A grey-skinned mammal bearing tremendous tusks from its broad
84-94 Huge (+2) Hippopotamus
mouth.
A long, flattened fish with a yellow head covered in spines with a bright
95-97 Medium (+1) Greateel
orange tongue. (1d6 spines can be harvested to use as spears).
A serpentine creature with a long series of colorful fins and spines
98-00 Large (+2) running down its spine. (The swim bladder can be harvested and Coast Serpent
consumed, allowing the eater to cast water breathing once).

Desert
d100
01-11
Size (Wild bonus)
Tiny (-2)
Description
An elongated dog-like mammal with large ears and a sandy coat of fur.
Name
Desert Fox
9
12-23 Medium (+0) A deer-like mammal with striped patterns across its legs and flanks. Gazelle
A tall, long-necked mammal with a series of humps on its back and
24-35 Large (-1) Camel
wispy hair across its body.
A dog-like mammal patterned with black spots that emits high-pitched
36-47 Small (+2) Hyena
bursts of laughter.
48-59 Tiny (-1) A long-legged bird with long tailfeathers tipped with blue. Roadrunner
60-71 Medium (-1) A dark-feathered bird with a bald head and a ruff of white feathers. Vulture
A sandy-scaled lizard covered in short barbs and spines, particularly on
72-83 Tiny (+1) Horned Lizard
its neck and back.
A rat-like mammal with a series of plated armor protecting its central
84-94 Small (+1) Armadillo
mass.
An intelligent red-flecked lizard. (A creature who licks this lizard’s skin
95-97 Tiny (-1) Fire Lizard
gains resistance to fire damage for 24 hours).
A pony-sized camel that moves slowly and with an ungainly gait. (A
98-00 Medium (+0) successful DC 14 Wisdom (Animal Handling) check allows this beast to Dune Zephyr
be ridden at twice the speed of a riding horse).

The DMs Guide to Hunting


Dungeon/Ruins/Urban
d100 Size (Wild bonus) Description Name
01-11 Small (+1) A black lizard with six red stripes that run the length of its body. Six-Striped Racer
12-23 Small (+1) A green-feathered bird with a red crest and yellow patches. Great Macaw
24-35 Small (+2) A wild cat with patchy fur and yellow eyes. Feral Cat
36-47 Tiny (-2) A grey-feathered bird with faintly iridescent patterns on its body. Pigeon
48-59 Small (-1) A grey-furred mammal with a white face and a pink snout. Possum
A mammal with black-and-brown striped fur, a bushy tail, and a
60-71 Small (+1) Raccoon
distinctive black pattern around its eyes.
A squirrel with silvery, luminescent fur. Its eyes glint with unusual
72-83 Medium (+1) Glintsquirrel
intelligence.
An enormous, black insect with thick chitinous plates on its body. Its Hissing
84-94 Medium (+0)
feathered antennae emit a rattling sound when it is distressed. Greatroach
A rat with large and pointed incisors. (1d4 doses of poison can be
milked from its fangs. A character can use a bonus action to coat
95-97 Tiny (+0) Venom Rat
weapons with 1 dose of venom. An envenomed weapon deals an
additional 1d6 poison damage on a hit for 1 minute).
This dark-skinned hairless feline skulls in shadows. (If killed, it curses
98-00 Tiny (+3) the killer with bad luck. A cursed target has disadvantage on Dexterity Shadow Cat
(Stealth) checks for 1d4 days).

Forest
10 d100
01-11
Size (Wild bonus)
Tiny (+3)
Description
A colorful dragon with butterfly wings.
Name
Pseudodragon
12-23 Medium (+2) A furry mammal with an elongated snout and protruding tusks. Boar
A lizard with black scales and a blue mouth and tail. If agitated, its tail
24-35 Tiny (+0) Blue Skink
falls off.
A black-furred mammal of considerable size with pointed teeth and
36-47 Medium (+2) Black Bear
massive claws.
A brown-and-yellow feathered bird with long tail feathers and red skin
48-59 Tiny (-1) Pheasant
around its eyes.
60-71 Small (+0) A round mammal covered in sharp spines. Hedgehog
A white bird with a long neck and a yellow bill that honks loudly when
72-83 Small (-1) Goose
approached.
84-94 Large (+2) An enormous deer-like mammal with a large rack of ivory antlers. Elk
A small winged person with leaves instead of hair. (If released, grants its
95-97 Tiny (-1) Leafwalker Sprite
hunter +10 to their Dexterity (Stealth) checks for 24 hours).
A small boar with a long snout and tongue like that of an anteater. (Its
98-00 Small (+0) tusks are sensitive to vibration. When used as a divining rod, grants Tavillan’s Hog
advantage on Wisdom (Survival) checks used to track a quarry).

The DMs Guide to Hunting


Grassland
d100 Size (Wild bonus) Description Name
01-11 Medium (+0) A mammal with a fluffy white coat. Sheep
12-23 Tiny (-1) A brown bird that hides among grasses and has a fan of dark tailfeathers. Grouse
24-35 Medium (+2) A deer-like mammal with twisting horns instead of antlers. Antelope
A mammal with shaggy fur and a long, tapered snout. It eats ants with its
36-47 Small (-1) Anteater
long tongue.
48-59 Large (+2) A muscular predatory mammal with a sandy-gold coat. Lion
60-71 Tiny (+1) A dark-furred cat-like mammal that hunts mostly at night. Civet
72-83 Small (+0) A boar-like mammal with blocks of black- and white-patterned fur. Tapir
84-94 Large (+2) A tremendously furry and shaggy cow-like creature with horns. Bison
An antelope-like animal whose body patterns move and twist over its
95-97 Medium (+2) skin in flashes of darting light. (Its heart can be split with up to 6 people Mystic Gazelle
and can be consumed to triple overland movement speed for 1 day).
A bright orange bird which soars high in the sky with black talons.
(Consuming the liver of this bright orange bird grants advantage on
98-00 Small (+1) Sun Falcon
Wisdom (Perception) checks and the ability to see beyond the horizon
for 24 hours).

Hills/Mountain
d100
01-11
Size (Wild bonus)
Medium (+1)
Description
A shaggy white mammal with hooves and horns.
Name
Mountain Goat 11
A dark-feathered bird with a broad wingspan and a bald head. Its beak is
12-23 Medium (+1) Condor
hooked to a sharp point.
24-35 Tiny (-2) A white bird with black and red patches of feathers. Ptarmigan
A brown-furred mammal of considerable size with enormous paws and
36-47 Large (+2) Brown Bear
powerful claws.
48-59 Small (-1) A long-necked mammal with hooves and sandy-white coats. Vicuña
60-71 Tiny (+1) A rodent with soft grey fur, large ears, and a short, fluffy tail. Chinchilla
72-83 Medium (+1) A sheep with an enormous pair of curling horns. Bighorn Sheep
84-94 Medium (+3) A lithe and powerful feline predator with grey-and-white patterned fur. Snow Leopard
This bird has bluish-white undermarkings, making it extremely hard to
95-97 Small (+2) see from the ground. (A feather allows you to predict the weather 24 Cloud Hawk
hours in advance and turns to dust after being used).
A larger-than-average grey-and brown goat with horns that grow in
98-00 Medium (+1) strange directions. (If harvested, the tightly curled horn can be blown to Sharvix Goat
cast bones of the earth (spell save DC 15) once per day).

The DMs Guide to Hunting


Swamp
d100 Size (Wild bonus) Description Name
A low-crawling reptile with stout, powerful limbs and an extended,
01-11 Large (+2) Alligator
toothy snout.
12-23 Large (+3) A thick-bodied snake with green-brown patterns. Anaconda
A reptile with four flippers, a tail, and a large head emerging from a
24-35 Small (-2) Turtle
broad shell.
36-47 Tiny (-1) A tall white bird with long legs and a long, sharp yellow beak. Egret
48-59 Tiny (-2) A green-and-brown feathered bird with a yellow bill. Duck
A plump, slow-moving, grey-skinned mammal with flippers instead of
60-71 Medium (+0) Manatee
limbs.
A semiaquatic rodent with a long, hairless tail and a water-resistant coat
72-83 Tiny (-1) Coypu
of brown fur.
Red-Crested
84-94 Tiny (+1) A white-and-black bird with a tuft of crimson feathers atop its head.
Woodpecker
A long snake with scales that blend perfectly into murky waters. (The
skin can be stretched over the pommel of a bladed weapon as an
95-97 Medium (+1) Muck Viper
action, which makes the weapon extremely sharp for 1 hour, dealing an
additional 1d6 slashing damage on a hit).
A magical primate with six arms and profound intelligence and speak
Primordial. (They love to hear good jokes and tales, and if pleased by
98-00 Small (+2) Vine Swinger
one will grant the speaker advantage on Strength (Athletics) or Dexterity
(Acrobatics) checks made to climb).

12

The DMs Guide to Hunting

You might also like