Animal Handler's Manual

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WRAITH WRIGHT’S

INTRODUCTION 1
INTRODUCTION

2
CREDIT
Designer, Writer: Randall Right Tapia, Matt Forsyth, Michael Dutton, Michael Komarck, Ralph
Quality Consultants: Wraith Wright Productions Horsley, Raven Mimura, Richard Sardinha, Scott Roller, Seth A.
Illustrators: Allan Pollack, Ben Wootten, Bob Greyvenstein, Graham, Stephan Crowe, Steve Prescott, Tan Ho Sim, Vagelio
Brian Valenzuela, Carl Critchlow, Carlos Torreblanca, Kaliva, Warren Mahy, Wayne Reynolds, and Zoltan Boros with
Chippy, Daren Bader, David Martin, David Michael Beck, Gabor Szikszai).
Dean Spencer, Dennis Cramer, Emily Fiegenschuh, Fred Additional assets provided by Wizards of the Coast without
Hooper, Ginger Kubic, Heather Hudson, Howard Lyon, illustrator attribution.
Jack Holiday, Jason A. Engle, Jeremy Jarvis, Jim Nelson, Other Graphics: Cole Twogood, Jason Sythe, Randall Right
Joyce Maureira, Lars Grant-West, Marc Sasso, Matias Version: Revision 2.0 (December 2020)

ON THE COVER
Art by Dean Spencer

In a high-altitude battle, an elf warrior


makes a daring leap to unseat her
opponent. Only then does she discover
that his mount, a cobalt wyvern, is
trained to fend off unfamiliar riders.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
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Productions. All other original material in this work is copyright Wraith Wright Productions 2020 and published under the Community
Content Agreement for Dungeon Masters Guild. Some artwork © 2015 Vagelio Kaliva, used with permission. INTRODUCTION
All rights reserved.
3
CONTENTS
PREFACE ...................................................... 5 Getting On and Off (2).......................... 41 Intelligence Rating ................................ 82
Falling and Falling From (3-4) ......... 41 Animal Intellect ...................................... 83
INTRODUCTION ............................................ 6
Controlled and Independent (5-7) . 43 Domesticity (Tameness) .................... 84
Using This Book ............................................. 6
Opportunity Attacks (8)...................... 45 Acquiring Animals ..................................... 85
Who Benefits from Animals? ............... 6
Synergizing Character Options ............... 45 Which Animals Fit? ............................... 85
Chapter Summaries...................................... 8
Class Synergy........................................... 46 Methods of Acquisition ....................... 88
Part 1: Player Tools .................................. 8
Other Effects ............................................ 50 Keeping Animals ........................................ 91
Part 2: Dungeon Master Tools............. 8
CHAPTER 3: PLAYER OPTIONS ................ 56 Basic Survival .......................................... 91
PART 1: PLAYER TOOLS Rogue Class ................................................... 56 Feed and Care ......................................... 91
Beast Whisperer (Subclass) .............. 56 Adverse Weather ................................... 93
CHAPTER 1: ANIMAL COMPANIONS ......... 10
Warlock Class .............................................. 58 Challenging Terrain .............................. 93
Animal (Sidekick Class) ........................... 10
Pact Boon: Pact of the Chain ............. 58 Safekeeping .............................................. 95
Making Animal Sidekicks ................... 10
Eldritch Invocations ............................. 58 Portraying Animals ................................... 96
Class Details ............................................. 10
Other Options .............................................. 58 Who Controls Action? .......................... 96
Loveable Lump ....................................... 12
New Feats.................................................. 58 Who Controls Roleplaying? .............. 97
Heavy Bulwark ....................................... 13
New Spells ................................................ 59 Animal Behavior .................................... 97
Raptor ......................................................... 15
Slinker or Loper ..................................... 16 Magic Items .................................................. 61 APPENDIX B: ANIMALS IN STORIES....... 100
Trusted Mount ........................................ 17 Animals Using Magic Items ............... 61 Placing Animals ........................................ 100
Animal Tricks ............................................... 19 Converting Old Magic Items ............. 62 Animals as Antagonists..................... 100
Eliciting Behavior .................................. 20 New Magic Items ................................... 63 Potential Companions ....................... 100
Trick Descriptions ................................. 22 New Supernatural Gifts ...................... 67 Fitting In .................................................. 101
Animal Templates ...................................... 28 CHAPTER 4: ANIMAL MARKETS .............. 69 Removing Animals .............................. 102
Trained Templates ................................ 28 Equipment..................................................... 69 Story Seeds ................................................. 102
Natural Templates................................. 29 Animals ........................................................... 74 Acquiring Animals .............................. 102
Supernatural Templates ..................... 31 Buying and Selling ................................. 74 Triumph and Adversity .................... 105
Personalizing Animals ............................. 33 Untrained Creatures............................. 75 Hardcover Adventures ...................... 106
Characteristics ........................................ 33 Mounts ....................................................... 75 APPENDIX C: SAMPLE ANIMALS ............ 119
Variant: Loyalty Rating ....................... 34 Monsters ........................................................ 77 Samples by Archetype ........................... 119
CHAPTER 2: HANDLING ANIMALS ............ 38 Monster Tables ....................................... 77 Lovable Lumps ..................................... 119
Animal Handling Skill ............................... 38 Raptors..................................................... 122
PART 2: DUNGEON MASTER TOOLS Slinkers and Lopers ............................ 125
Named Functions ................................... 38
Mounted Combat Rules ........................... 39 APPENDIX A: MANAGING ANIMALS ......... 82 Heavy Bulwarks ................................... 128
Qualified Mount (1) ............................... 39 Defining Animals ........................................ 82 Loyal Mounts ......................................... 132

INTRODUCTION 4
PREFACE
LAYERS LOVE ANIMALS. raven. The Customization Options chapter opens with
There’s something compelling about animals in another full page of a green-clad animal handler, his
games, something that intrigues players, invoking a eagle’s wings spread wide. Other animals are scattered
deep and earnest investment in their throughout the Player’s Handbook, some alongside
companionship and wellbeing. Players are drawn to characters and some on their own.
creatures who need care and who, in return, give unfailing, Unfortunately, that book lacks systems for befriending,
unconditional love. training, and keeping animals as companions. The third
Animal companionship is a pure, ennobling thing. edition of DUNGEONS & DRAGONS had pages of rules detailing
Animals don’t judge their keepers; instead, the friendship the benefits of animal companions for druids and rangers,
of animals is itself a judgment of the keeper’s worthiness. mounts for paladins, and familiars for sorcerers and
It shows compatibility with the spirit of an inherently wizards. The skill writeup for handling animals included
noble creature, a relationship that cannot be achieved systems spanning more than a whole page, systems the
through treachery. current edition reduces to two sentences. Tragically, in the
In many cultures, the friendship of animals is something streamlining of rules between editions, the useful systems
that comes naturally to the great and the good. The for animal companionship became a casualty.
guileless candor inherent in nature, and thus in beasts, I made the Animal Handler’s Manual because I want to
makes animals unfailing judges of virtue. Their put that level of support back into the game. Dungeon
companionship marks someone as worthy of a true and Masters should be able reference easy, concrete systems
faithful friendship. The more exceptional the animal, the and advice for using animals in the game. They shouldn’t
more exceptional its master’s virtue. have to make up an array of new rules so their players can
This nobility features prominently in legend. In the experience the wonder and joy of befriending an animal
coliseum, a lion spared the life of Androcles, a man who and making it an important part of the party and the story.
earlier showed kindness by removing a thorn from the
beast’s paw. Hercules took as a pet the three-headed Randall Right
hound that guarded Hades, after he proved his worthiness August 2020
by wrestling the beast into submission. In other stories, a
character’s merit is understood without preamble; an old
village hound barks at every stranger but docilely licks the
hand of a true hero upon their first meeting. Good
animals and adventurers fit naturally together.
In DUNGEONS & DRAGONS, animals of various sorts
have always been excellent adventuring
companions. Players have employed ferocious
guard dogs to watch their camps at night,
surefooted mules to carry their treasure out of
deep dungeons, and faithful horses to bear
them into battle. The use of animals as
adventuring tools and allies is deeply ingrained
in the game’s history across its many editions.
As proof of this notion, look no further than
the Player’s Handbook. Animal companions
appear repeatedly throughout. The druids in
the Classes chapter include an elf with a
hawk perched on one hand and a human
alongside a fearsome tiger. The equipment
chapter presents a full-page depiction of a
party with two horses, a pony, a dog, and a

PREFACE
5
INTRODUCTION
HE DUNGEONS & DRAGONS ROLEPLAYING GAME
combines both roleplaying and gaming. For the ANIMALS, MONSTERS, AND BEASTS
use of animals, this supplement supports both The Animal Handlers’ Manual uses these three terms
aspects in your game. In addition to concrete with the following specific meanings:
systems for training and controlling animals, the Animals are creatures that can be trained and
Animal Handlers’ Manual includes guidance for roleplaying handled according to the rules in this book, whether
the personality of animals as nonplayer characters. they are natural creatures found also in the real world,
or magical creatures known only in fantasy worlds.
Monsters include anything that is not an animal,
In these pages, readers will find tools for both the players creatures that don’t meet this definition of animals.
and the Dungeon Master, tools to help add lovable, useful Beasts belong to a creature type, with specific game
animals to the party and improve the experience of rules. Some beasts are animals, and some are monsters.
managing and playing alongside such creatures.
The options here build upon the official rules in the
Player’s Handbook, Dungeon Master’s Guide, Monster the artificer’s bolstering magic, enhancing combat
Manual, Xanathar’s Guide to Everything, and the Essentials effectiveness and utility of these companions. Finally,
Kit boxed set. They also reach back to the lessons taught by animals can provide extra carrying capacity for toting the
past editions, bringing forward useful systems and artificer’s heavy tool sets and crafting supplies.
important lessons, evolving them to fit the fifth edition.
The Animal Handlers’ Manual provides two important
For characters that focus primarily on weapon use, the
types of information for players and Dungeon Masters.
ability to get into melee reach (or stay at missile range) is
Part of the book helps readers understand and make the
critical to using those weapons to the best degree. A war-
most out of existing rules as they relate to animals. The
trained mount grants exceptional mobility on open terrain,
rest of the book is new rules and options to increase the
including the ability to move among or away from foes
enjoyability of animal companions in the game. The
without provoking opportunity attacks.
differences are clearly and sharply defined; we don’t want
For animals that are not being ridden, the warriors’ role
any confusion about what is new and optional versus what
can benefit from creatures trained to fight synergistically.
is standard but may be too obscure for the reader to
Although it takes time to command a war mastiff to attack
remember.
a target, the beast makes up for it by attacking round after
As you absorb the tools in these pages, it is important to
round. A trained hawk might harry a spellcaster that the
know that all the options are interdependent of one
warrior can’t reach quickly enough.
another. Although they work together as a cohesive whole,
each system is modular, allowing the Dungeon Master to
use the new rules selectively. Bards, and rogues to some degree, make adept performers
using music, acrobatics, and sleight of hand. Although each
may have the genuine goal of providing entertainment,
Animals are useful for more than the companionship they they are also adept at swindling audience members or
provide. Characters of every class can use animals for otherwise relieving them of extra coins. Including animals
riding, carrying loads, noticing threats, tracking game, and, in an act is a sure way to broaden an audience and to draw
most importantly, for assisting with their class roles. attention from a pickpocket’s wandering fingers.
Bards are adept at exhorting animals to perform in
Artificers function well without animals; their spells and exceptional ways, from picking a pocket to climbing a
features often make up for the lack of companions. building to open its second-story window.
However, the artificer can enhance each of its functions by Rogues fighting alongside animals are never without
teaming up with animals. Particularly, trained animals can allies to distract foes. They are thus able to utilize their
carry and place the artificer’s various inventions, allowing precision strikes with more regularity.
rapid, strategic deployment around the battlefield.
Additionally, animals themselves make great targets for

INTRODUCTION 6
to the sea or the skies.
As defensive, healing characters, these class roles are Rangers can use animals in many of the ways that
enhanced by the presence of sturdy animals. These allies barbarians and fighters do, but they have additional class
can join their armor-clad handlers to interpose themselves roles related to overland navigation, foraging for food,
between foes and weaker party members or move to guard traveling stealthily, and spotting threats in the wild. In all
fallen party members long enough for the cleric or paladin these tasks, animals make great companions, enhancing
to reach them. the ranger’s chance of success.
These classes are also well suited to healing and
protecting their animal companions with spells. Animals
Monks benefit from animals in ways like the warrior
are often fragile relative to player characters, and spells
classes, whose roles the class shares to some degree.
like shield of faith and warding bond can greatly extend
Monks are particularly synergistic with fast-moving
their survivability and usefulness.
creatures that can match the monk’s speed, balance, and
In addition to the benefits described for other warriors,
stealth. Such animals can aid the monk in its role of a
paladins may particularly benefit from training their spirit
highly mobile and adaptable striker. Additionally, despite
steeds (from the find steed spell) or providing their
their own speed, monks usually achieve greater mobility
protective auras to any animal they ride or fight alongside.
while mounted, even if they must eschew some class
features while in the saddle.
Druids and rangers both suit the role of interacting with
nature, and they share an incredibly useful range of animal
These classes are well suited to enhancing animals with
affecting spells to help with that task. (Clerics with the
spells that strengthen or speed them along in combat.
Nature Domain have similar access to animal affecting
The role of most arcane casters is artillery-like, casting
spells, sharing this role.)
spells from a distance and trying to stay back from the
A druid can particularly enhance its interaction with
front lines. A horse provides excellent mobility for
animals by turning into creatures of the same type. This
maintaining this distance, and war-trained animals can
can aid in acquisition or other interactions; a druid that
serve as blockers to keep foes from closing on characters
takes a wolf’s form and fights beside a wolf companion
of these lightly armored classes.
exploits the speed and tactics employed by wolves
Wizards (and some warlocks) may also have familiars.
working in concert. At higher levels, the ability to swim or
The telepathic connection means such creatures are more
fly alongside animal companions in their shared forms
adept and learning and employing many of the tricks and
brings the synergistic combination of character and animal
roles available to animal companions.

INTRODUCTION
7
This product includes four chapters of player tools and The last three chapters are called appendices because they
three chapters (appendices) of Dungeon Master tools. are for the Dungeon Master alone. They speak directly to
people in that role.

Each of the following chapters provides tools and advice


The first appendix helps Dungeon Masters moderate the
for players to manage animals in games.
uses, activities, and acquisition of animals in the campaign.
It begins by helping the DM differentiate animals—those
This chapter provides tools to give animals a more active, creatures subject to the handling rules—from monsters
central role in the party. Sidekick classes add features to that are not subject to the Animal Handling skill. The next
bolster the core functions of various animal archetypes. A session covers methods and systems for players to acquire
comprehensive set of tricks and animal control techniques and acclimate animals for their use. The third section
allow handlers to train and command animals to perform covers logistical problems animals cause and some of the
in various useful ways. A set of templates expand the ways to get around them. Finally, extensive advice is
options for animals, making them stronger and providing offered on the portrayal and control of animals in games.
unique traits. Finally, this chapter includes characteristics
and loyalty rules to better personalize these creatures.
This appendix addresses the various story impacts of
animals, particularly in adding or removing them. It also
This chapter is dedicated to the interaction of animals and addresses the power level of animals, including ways to
handlers in the field. Instead of new system or character match them to the party.
options, this section examines the existing animal rules, The second and larger portion of this chapter is its story
from handling to riding, suggesting cures for various hooks. There are general hooks, small creative ideas for
ambiguities and offering optional rules that can highlight adding animals into the campaign, particularly introducing
or nuance various aspects of the game. the advantages and adversity that animals bring to the
party, and otherwise giving animal companions their
selected moments on center stage. There are also story
This chapter provides new options for player characters. It hooks that catalogue the most interesting animals from
includes a new Roguish Archetype, the Beast Whisperer, each of the official hardback adventures published to date,
plus additional options to give much-needed love to the along with general advice for handling animal companions
Pact of the Chain’s familiar. It adds new spells for druids in those adventures.
and rangers, and a handful of new feats. It also gives rules
for animals using magic items, a list of new magic items for
animals, and guidelines for converting existing items into These pages include dozens of sample animals created
forms animals can use. with the systems in this supplement and divided among
five different archetypes corresponding to the five
different sidekick classes in chapter 1. Each creature has
This chapter addresses the costs of animals and their its own description, history, and potential point of
equipment in a broadly expanded form. In the first section, placement in the world, as well as a complete stat block
players can find combat-useful items (a range of barding already modified with adjustments from any special
and a variety of lance types), training tools (blinkers, training or template the animal may have. Sidekick classes
muzzles, and cages), and general-use and management are not applied to these creatures yet; as a party-balance
tools (riding tack, saddles, and feed varieties). The next tool, adding sidekick levels is left to the discretion of the
two sections deal with the buying and selling of animals Dungeon Master.
and monsters. These creatures provided as potential
mounts and combat allies come with stat block summaries
for easy reference.

INTRODUCTION 8
INTRODUCTION
9
CHAPTER 1: ANIMAL COMPANIONS
NIMAL COMPANIONS ARE EXTRAORDINARY CREATURES. While normal sidekicks gain levels at the same rate as
They are friends and allies, named pets that are the rest of the party, animal sidekicks do not. Their levels
truly members of the party. For these animals, this and adjusted challenge ratings don’t track to the party’s
chapter offers a sidekick class, animal templates, level. Instead, an animal companion normally advances in
trainable tricks, and other features. These useful its class according to the guidance in appendix A, meaning
systems personalize and adapt animals to survive and the creature will often have a lower sidekick level than the
thrive within the adventuring party. party’s level. The animal companion probably makes up
These tools are not intended for every animal in the for this difference with the power innate to its stat block or
characters’ orbit. Only those that form tight bonds with the by having a template.
party qualify as companions for the purpose of this An animal companion that gains a level of its class gains
chapter. Likewise, this chapter’s offerings aren’t necessary the features described in this section. It may not use the
for every pet creature the characters keep; everything here Multiclassing rules or gain the features of a different class.
is optional.

The following features apply to the animal sidekick class.


This section describes the animal sidekick class, joining it Unlike player characters, the Dungeon Master chooses
to the expert, spellcaster, and warrior sidekick classes the selectable aspects of animal sidekick features, even for
presented in Dragon of Icefire Peak and Tasha’s Cauldron of animals wholly controlled by a single player. However,
Everything. Although animals can be shoehorned into a these decisions should be made in the context of the
standard sidekick class, the spells, tools, weapons, and training and habits that characters try to teach or instill.
academic skills of those sidekicks are better suited to
humanoids than to creatures of animal-level intelligence.
Although an animal doesn’t lose proficiencies it already
The “animal” sidekick class is defined by features that
knows, it gains no other proficiencies from the animal
enhance survivability. This is a key concern given that pets
sidekick class except those applied by features.
tend to be weak and might die in physical conflicts of any
danger level. The death of pets tends to offend player
sensibilities, even those of players not specifically attached Additional hit dice from animal classes reflect the
to those animals. Atop this core of survivability, role- creature’s size, not the heartiness of its class training. Hit
specific features appear in this section’s five subclasses dice and hit points otherwise follow the rules in the
giving each animal a set of useful proactive functions. Monster Manual. (Round down fractional hit points when
the creature has an odd number of hit dice.)

Pets can gain useful traits and features from levels in this HIT DICE AND HIT POINTS BY SIZE
class. However, unlike humanoids, many animals will gain Animal Size Hit Die Size HP per Hit Die
useful, defining functionality from their stat blocks alone. Tiny d4 2½
In many instances, an animal companion doesn’t need the Small d6 3½
additional power and features of a class. Medium d8 4½
Although sections in this chapter are modular, usable in
Large d10 5½
isolation from one another, this supplement suggests all
Huge d12 6½
pets in the party get the sidekick class here. The animal
Gargantuan d20 10 ½
sidekick has a special “level 0” that offers no linear level
progression, a level the animal need not progress beyond.
It can simply benefit from the survivability of Companion Animal sidekicks gain this feature upon joining the class.
Life and the conceptual clarity of Defining Role. Starting at “level 0,” animal companions become “special
Because animal sidekicks are built upon a different nonplayer characters”; instead of dying when they reach 0
conceptual basis and power progression, they are not hit points, as most monsters do, they fall unconscious.
generally limited to challenge ratings of 1/2 or less. See Additionally, animal companions with this feature are
appendix A for animal companion progression. However, unaffected by the Instant Death rule; massive damage will
some subclasses have their own limitations of this sort. not automatically kill them.

ANIMAL COMPANIONS 10
Finally, when required to roll a death save, an animal
companion succeeds automatically. (This does not prevent
death save failures accrued without rolling.) THE ANIMAL SIDEKICK
Level Hit Dice Class Features
0 +0 Companion Life, Defining Role
At “level 0,” the animal identifies with a role that it will
1 +1 Role Feature, Role Trick
play within the party: Loveable Lump, Heavy Bulwark,
2 +2 Indomitable (1 use)
Raptor, Slinker (or Loper), or Trusted Mount.
3 +3 Role Feature, Second Wind (1 use)
The flavor of a defining role helps the sidekick’s
portrayal to remain consistent. It grants role features at 4 +4 Ability Score Increase, Role Trick
1st, 5th, 6th, 9th, 11th, and 14th levels. It also defines the 5 +5 Role Feature, Saving Throw
role tricks listed at 1st, 4th, 7th, 11th, and 15th levels. 6 +6 Role Feature
7 +7 Role Trick
8 +8 Ability Score Increase
At 2nd level, the animal companion can reroll a saving 9 +9 Role Feature
throw that it fails, but it must use the new roll. When the 10 +10 Indomitable (2 uses)
companion uses this feature, it can’t do so again until it 11 +11 Role Feature, Role Trick
finishes a long rest. 12 +12 Ability Score Increase
The animal can use this feature twice between long rests 13 +13 Second Wind (2 uses)
starting at 10th level and three times between long rests at
14 +14 Role Feature
18th level.
15 +15 Role Trick
16 +16 Ability Score Increase
At 3rd level, the animal can use a bonus action on its turn 17 +17 Save Mastery
to regain hit points equal to 1d10 + its level in this class. 18 +18 Indomitable (3 uses)
Once it uses this feature, the animal must complete a short 19 +19 Ability Score Increase
or long rest before it can use Second Wind again. 20 +20 Trick Mastery
After reaching 13th level, the animal can use this feature
twice between rests.
If an animal gains a trick that it already knows (a likely
event given the function of such animals), it instead learns
At 4th level and again at 8th, 10th, 12th 16th, and 19th another trick that it qualifies for. If the trick is Use Skill,
level, the sidekick increases one ability score by 2, or and the skill is one the animal is already proficient in, the
increases two ability scores by 1. The sidekick cannot trick instead applies to another skill.
increase an ability score above 20 using this feature. An animal cannot replace or forget its Role Tricks.
Whenever the sidekick gains this feature, adjust
anything in its stat block that relies on an ability score
modifier that you increase. For example, if the sidekick has The animal adds its proficiency bonus to all saving throws.
an attack that uses its Strength modifier, increase the When it is proficient with a save, it adds double the bonus.
attack’s modifiers to hit and damage if the Strength
modifier increases.
At this level, the animal has mastered its training to such a
If it’s unclear whether a melee attack in the stat block
degree that it sheds many of the limitations that apply to
uses Strength or Dexterity, the attack can use either.
lesser creatures. The animal companion’s number of tricks
known is no longer limited by its Intelligence rating; it can
Each subclass has features that add specific tricks to the learn any number of tricks given time and training.
animal’s repertoire. These feature-granted tricks are not The animal also learns to perform with uncanny
counted against the companion’s maximum number of intuition. It gains the benefits of exceptional
trained tricks. communication as described in the “Animal Tricks”
Tricks are listed by number on the class table on this section. At the handler’s merest word or gesture, the
page. Each subclass defines the specific tricks these animal understands the command completely, losing none
represent, including any special parameters to them. of the nuance of that instruction.

11 ANIMAL HANDLER’S MANUAL


Example Creatures. Badger, bat, cat, crab, crawling
DEFINING ROLES claw, frog, gazer, hawk, lizard, owl, rat, raven, scorpion,
The following pages describe the five subclasses for the spider, stirge, vargouille, velociraptor, weasel
animal sidekick class.
FEATURES
Lovable lumps gain the following features at the levels
This little creature packs a big personality into a small indicated on the animal class table.
package. This is at the core of the animal’s role. A Lovable
Lump often serves to extend its owner’s concept, like a
pirate’s parrot, a necromancer’s pet rat, or a mermaid’s pet The Loveable Lump gains the Use Skill (Perception) trick
crab. Hidden in a pocket or riding on a hat, these creatures upon reaching 1st level.
make adorable—and sometimes useful—companions It later gains Scout at 4th level, Perform at 7th level, Use
without getting in the party’s way. Skill (Stealth) at 11th level, and Go Home at 15th level.

The primary purpose of Lovable Lumps is to provide At 1st level, a Lovable Lump does not need its own food
companionship. They typically fit inside pockets, pouches, and water if it can nibble parts of its handler’s food and
or packs carried by a handler, making them eminently water or eat the provisions of other party
portable and protected from the dangers of the members.
environment. This concealability also makes So discerning is the lump, and so devoted to
lumps easy to take into places other animals sampling nearby food, that it can unwittingly
would not be allowed. reveal to the party whether a particular
source of food is spoiled or poisoned. The
creature’s senses are as accurate as a detect
Being so tiny allows lumps to serve as spies, poison and disease spell, and it will attack or
perched in a tree branch, flying overhead, or despoil any food it discovers to be harmful.
scurrying behind furniture. A lump might That might mean angrily flinging bits of
be trained to find things in small spaces the food, playing dead on top of it, or
and either return to its handler or defecating on it in a dramatic fashion.
make an alerting noise upon
detecting its target. Loveable Lumps
are particularly useful when they Upon reaching 3rd level, Lovable Lumps
have unique movement modes gain additional protections when
or traits that enhance their they linger near their handlers.
senses. They can duck into a pocket at
the first sign of danger. While
riding in its handler’s pocket, the
Most lumps are lucky creatures, being in just the right creature benefits from total cover, even when part of it is
place at just the right time to avoid serious trouble. Despite sticking out.
their often-curious natures, lumps usually avoid the While within 5 feet of its handler, a Lovable Lump can
consequences of nosing about, getting into the party also dive into the safety of one of the handler’s pockets or
supplies, searching dark holes in the ground, and packs, doing so as a reaction to any attack or effect that
investigating other people’s packs. The narrow avoidance would damage the creature. If the lump is no longer a
of these consequences often puts Lovable Lumps into the viable target for the triggering effect, the effect’s user must
role of comic relief, unwittingly lightening the mood and select a new target or waste the attack or spell.
amusing the party. A Lovable Lump that is a familiar—created by the find
familiar spell and having the ability to disappear into a
Creatures in this category have no common shape among pocket dimension—can also use this reaction to dive into
them, no unifying physical features or appearance. They that dimension. The familiar must still be within five feet of
share only two concrete aspects; they are all size Tiny and its handler for this use.
they have base challenge ratings below CR 1.

ANIMAL COMPANIONS 12
Upon reaching 5th level, this creature gains proficiency These hulking brutes are stalwart allies, resilient and
with Dexterity saving throws. protective in a fight, and powerful when laboring outside
If the lump is already proficient with Dexterity saving of battle. Although they commonly take the role of beasts
throws, it gains proficiency with another saving throw. of burden, these animals are much more versatile. Their
reliable, stoic companionship can see their handlers
through all manner of dangerous scenarios.
At 5th level, the lump gains the ability to intuit when its
handler is in mental distress. Its concerned
ministrations—the animal’s chirps, tweets, barks, or Heavy Bulwarks are always there when they’re needed.
squawks—can help to call back the mind of the handler. These loyal friends work tirelessly on behalf of their
While in contact with this animal, the handler gains handlers, never complaining, and willingly risking their
advantage on any saving throw to remove an ongoing own lives to defend the people they care for.
effect that imposes the charmed, frightened, or stunned
condition, or the effects of the confusion spell. This feature
does not affect the handler’s initial saving throw against In combat, these animals use their considerable bulk to
anything that imposes such effects. control the battlefield. They stand in the way of danger,
often facing down foes even larger than themselves, or
they charge across the combat to trample foes or drive
When the lump reaches 6th level, its vigilance affords it the them toward disadvantageous positions.
ability to react rapidly to threats. The Loveable Lump can
choose to roll initiative with advantage. If it does so, on its
first turn in the combat, the lump cannot perform actions Owing to their size and strength, Heavy Bulwarks are
other than Dash, Dodge, or Disengage. naturally suited to carrying or dragging very heavy loads.
In the party, this might mean carrying freight on a pack
saddle, pulling a wagon, or otherwise helping weaker party
At 9th level, the lump’s exceptional vigilance helps it keep members transport their extra gear. The presence of a
watch. The lump’s Wisdom (Perception) checks are not bulwark helps alleviate the party’s state of encumbrance.
disadvantaged or prevented by darkness, magical
darkness, or invisibility. Further, the animal automatically
checks Intelligence (Investigate) to discern any illusions Most bulwarks are size Large or larger, but a handful are
within 60 feet of it, even without direct interaction. size Medium. Size alone is often enough to control the
battlefield, blocking melee enemies from approaching
vulnerable party members and providing cover against
At 11th level, the Loveable Lump is adept at crossing ranged attacks that target those party members. A few
combats unscathed. When the lump takes the Dash action bulwarks would normally fit in among slinkers and lopers,
on its turn, it can Dodge or Disengage as a bonus action. but the value of their enormous size eclipses that role.
Examples. Ankylosaurus, aurochs, bulette, boar,
brontosaurus, catoblepas, cave fisher, cow, deer,
A 14th-level Lovable Lump can unwittingly luck its way
dimetrodon, dretch, elk, froghemoth, giant boar, giant crab,
out of most tight scenarios. Whenever the lump makes a
giant crayfish, giant frog, giant goat, giant toad, goat,
saving throw or ability check to avoid damage or to escape
gorgon, hadrosaurus, hulking crab, hydra, mammoth,
a condition, or when a creature attacks the Lovable Lump,
otyugh, ox, rhinoceros, rothé, stegosaurus, stench kow,
the lump can invoke this feature as a reaction.
triceratops, tyrannosaurus rex
The lump automatically passes the check or saving
throw, or the attacker automatically misses even if the FEATURES
attack roll was a critical hit. In the case of a spell or effect
Heavy Bulwarks gain the following features at the levels
that imposes half damage on a success, the lump instead
indicated on the animal class table.
takes no damage.
The Lovable Lump can use this feature once, even
choosing to apply it after the roll results are determined. It The Heavy Bulwark gains the Move trick when it reaches
regains the ability to use this after completing a long rest. 1st level.

13 ANIMAL HANDLER’S MANUAL


It later gains Use Skill (Athletics) at 4th level, Behave at
7th level, Defend at 11th level, and Attack at 15th level. Upon reaching 5th level, this creature gains proficiency
with Strength saving throws.
If the bulwark is already proficient with Strength
At 1st level, the animal’s loyalty is hard to sway. It
saving throws, it gains proficiency with
has advantage on saving throws to resist any spell
another saving throw.
or effect that would charm it or would sway it
to act against its handler.
A 6th level Heavy Bulwark can muscle
its way about the battlefield. On its
At 3rd level, the bulwark becomes
turn before moving or taking an
exceptionally sure-footed. It
action, the bulwark can choose to
gains advantage on any ability
not provoke opportunity attacks
check or saving throw to
until the start of its next
resist being moved,
turn. If it does so, the
grappled, or knocked
only action it can take
prone.
that turn is the Attack
action.
Starting at 5th level, the
animal learns to react
At 9th level, the Heavy
violently when
Bulwark is hard to stop.
creatures try to attack
It is immune to the
around its bulk. If a
stunned condition and it
creature attacks
gets advantage on any saving
another creature on the
throw to resist or escape an
opposite side of the
effect that imposes the
bulwark, and the
grappled or restrained
attack misses, the
condition.
bulwark can use its
If the Heavy Bulwark gets
reaction to make one
the frightened condition,
attack of its own against
that condition alone will not
the creature who failed
prevent the bulwark from willingly
the attack.
moving closer to the source of its fear.
The bulwark cannot use this feature if the attacker is
beyond the reach of any of the bulwark’s attacks or is
beyond 10 feet from the bulwark, whichever is greater. At 11th level, when the bulwark takes the Dodge action, it
gains resistance to damage until the start of its next turn.

COVER FROM CREATURES


Creatures, both enemies and friends alike, provide Starting at 14th level, when the Heavy Bulwark takes the
cover against attacks that originate on the other side of Dash action on its turn, it can make a single shoving attack
them. The Player’s Handbook suggests intervening against each creature that it moves within 5 feet of in that
creatures provide half cover but it makes no reference turn. (See “Shoving a Creature” in the Player’s Handbook.)
to the relative sizes of the creatures involved. A creature knocked prone or shoved away with one of
This supplement suggests upgrading the cover to these attacks cannot make an opportunity attack against
three-quarters if the intervening creature is at least one the Heavy Bulwark during its movement in that turn.
size larger than both the attacker and the defender, and The Heavy Bulwark can use this feature once, regaining
disallowing cover if the intervening creature is smaller the ability to use it after completing a short rest.
than both the attacker and defender.

ANIMAL COMPANIONS 14
Raptors are fast-flying predators. They make attentive A Raptor must have a flying speed. This subclass includes
allies, often using their keen senses to watch over their arial predators of most kinds, though some tiny fliers
friends. With a Raptor in the air, the party can scout the might instead be Lovable Lumps.
terrain and get forewarning of trouble coming from a Examples. Blood hawk, chimera, cockatrice, darkmantle,
distance. These allies also lend their vigilance to the party’s eagle, flying snake, giant bat, giant vulture, giant wasp,
camp security and other affairs. griffon, hippogriff, pteranodon, quetzalcoatlus, stirge,
vulture, wyvern

Combining speed and high flying, Raptors can hunt or FEATURES


scout in a way that covers miles of territory while Raptors gain the following features at the levels indicated
remaining relatively safe from ground-based threats. on the animal class table.
However, this tactic risks the animal being isolated and cut
off in the air by faster-flying enemies. The stronger the
Raptor, the farther it can reasonably and safely roam. The Raptor gains the Scout trick at 1st level.
It later gains Use Skill (Perception) at 4th level, Hunt at
7th level, Attack at 11th level, and Harry at 15th level.
The ability to fly gives Raptors unique functionality in
combat. In battle, these creatures can bypass intervening
foes, overfly obstacles, and cross pits and chasms without At 1st level, the Raptor cannot be surprised while in flight.
difficulty. A low ceiling is the only common terrain feature Additionally, while the animal is flying, creatures on the
that hampers a Raptor. The ability to bypass ground-based ground don’t get advantage on ranged attacks against the
barriers allows the animal to attack or harry an enemy Raptor merely because the animal doesn’t see them.
spellcaster standing behind a line of shield-bearers, or to
otherwise strike a the most tactically useful point on the
A 3rd level Raptor is adept at scouting far ahead of the
battlefield without interference.
party. It learns to fly evasively and return quickly at the
first sign of a threat.
Flying particularly lends itself to a variety of utilitarian When the Raptor takes the Dash action on its turn, it can
applications. Window latches, chandelier tie-offs, and Dodge or Dash again as a bonus action.
other highly placed objects can be manipulated for tactical
advantage. A clever raptor might fly to the top of the
At 5th level, when subject to an area effect allowing a
ramparts and unhook a grappling hook after the party has
Dexterity saving throw to take only half damage, the
used the rope to descend. It might also carry a vital healing
Raptor instead takes no damage on a successful saving
potion to an injured ally, traversing great distances at a
throw, and only half damage if it fails.
rapid speed.

Upon reaching 5th level, this creature gains


proficiency with Wisdom saving throws.
If the Raptor is already proficient with
Wisdom saving throws, it gains
proficiency with another saving throw.

After reaching 6th level, the Raptor


can attack twice, instead of once, when
it takes the Attack action on its turn.
If the animal has the Multiattack
action, it cannot use both Extra Attack
and Multiattack on its turn; it can only use
one or the other.

15 ANIMAL HANDLER’S MANUAL


A 9th-level Raptor can manipulate objects with a precision Slinkers and Lopers prefer to remain unseen before
that matches human hands. Given the right instruction, it attacking, running down their prey or pouncing on it in a
can untie knots, administer potions, and perform any burst of furious activity. Their lithe bodies make them
similarly dexterous acts that don’t require proficiency to adept at moving quietly through the underbrush and
perform. lurking unseen, waiting for just the right moment, then
striking from an unexpected direction or elevation.

At 11th level, when the Raptor attacks with its innate


natural weaponry, its attacks score critical hits on rolls of Creatures qualify for this subclass if they are natural
18–20. hunters, able to move stealthily and attack with deadly
ferocity. Slinkers and Lopers are size Large, Medium, or
Small. Big cats, ferocious canines, and even quick-footed
Starting at 14th level, when the raptor descends a number dinosaurs fit well into this archetype.
of feet greater than half of its normal flying speed before Examples. Allosaurus, ambush drake, ankheg, basilisk,
using the Attack action, it gets advantage on attack rolls for black bear, brown bear, carrion crawler, cave bear,
the rest of the turn. constrictor snake, crag cat, crocodile, death dog,
For example, a hawk with a 60-foot flying speed must deinonychus, dire wolf, displacer beast, giant badger, giant
descend more than 30 feet to claim this advantage. centipede, giant constrictor snake, giant crocodile, giant
hyena, giant lizard, giant poisonous snake, giant rat, giant
scorpion, giant spider, giant subterranean lizard, giant
These agile creatures make powerful allies, tracking prey
weasel, giant wolf spider, girallon, grick, guard drake, hell
and savaging their foes in battle. Slinkers and Lopers easily
hound, hezrou, hook horror, hyena, jackal, lion, mastiff,
switch between lighthearted play and intense hunting.
owlbear, panther, phase spider, polar bear, poisonous
Indeed, their play often mimics their hunting behaviors.
snake, purple wormling, rust monster, saber-toothed tiger,
Animals of this subclass can become very loyal friends if
shadow mastiff, steeder, tiger, wolf,
given enough time to form strong bonds.
yeth hound, young
remorhaz
Slinkers and Lopers represent two distinct archetypes.
Despite sharing many quirks, these animals have a single,
primary factor that differentiates them; Slinkers are
solitary while Lopers prefer to move in packs. The
difference affects hunting methods and social behaviors.
Slinkers are well represented by great cats. They
are solitary hunters that hide and ambush prey.
They are social loners too, staying with a single
mate or litter, or following a single handler.
Lopers tend to be pack creatures, like many
canines. They prefer to hunt together, flanking and
surrounding prey, driving them into the open and
dragging them down. Lopers’ social behaviors are also
pack oriented; a loper may adopt a whole party as its pack.

Slinkers and Lopers are fast-moving creatures. They prefer


to maneuver into advantageous or flanking positions
before pouncing on their slower prey. Although they are
often the first party members to reach combat, they tend
to retreat after making a powerful initial strike, hoping to
circle behind an enemy.

ANIMAL COMPANIONS 16
FEATURES creature’s speed. A creature loses the hobbled state when
it receives at least 1 point of healing.
Slinkers and Lopers gain the following features at the
levels indicated on the animal class table.
After reaching 6th level, the Slinker or Loper can attack
twice, instead of once, when it takes the Attack action on
The Slinker or Loper gains the Attack trick at 1st level.
its turn.
It later gains Hunt at 4th level, Move at 7th level, Behave
If the animal has the Multiattack action, it cannot use
at 11th level, and Harry at 15th level.
both Extra Attack and Multiattack on its turn; it can only
use one or the other.
At 1st level, Slinkers and Lopers learn to better utilize hit-
and-run tactics, leaping in for a powerful attack and
Upon reaching 9th level, the slinker or loper can utilize
jumping back before the enemy can respond.
bursts of speed to run down prey in intermittent sprints.
When the Slinker or Loper attacks with the Attack or
Whenever the animal did not do so on its previous turn,
Multiattack action on its own turn, any attacked creatures’
it can Dash as a bonus action.
opportunity attacks against the animal have disadvantage
Additionally, the creature can use stealth while traveling,
for the rest of that turn.
even when moving at a Normal or Fast pace. (See “Activity
while Traveling” in the Player’s Handbook.)
A 3rd-level Slinker or Loper becomes adept at observing
and anticipating its target’s field of vision. The animal
After reaching 11th level, Slinkers and Lopers have
exploits this by avoiding the places its prey tends to look,
advantage on initiative rolls.
staying behind the target or staying above or below its line
of sight, and remaining still until the target looks away.
With this feature, the animal can select one target. If the At 14th level, the Slinker or Loper can attack three times,
Slinker or Loper is hidden from that target, it remains instead of once, when it takes the Attack action on its turn.
hidden despite moving out of cover. The animal’s hidden This feature replaces Extra Attack.
state relative to its chosen target lasts for the rest of the If the animal has the Multiattack action, it cannot use
turn or until the animal takes an action. Other effects or both Legendary Attack and Multiattack on its turn; it can
interactions may reveal the animal to its target in this time, only use one or the other.
but the mere lack of intervening cover will not.

Many adventurers employ a string of nameless mounts and


Upon reaching 5th level, this creature gains proficiency
pack animals over the course of their careers. Rarely do
with Dexterity saving throws.
these become pets, particularly because such large
If the Slinker or Loper is already proficient with
creatures might get left behind as adventurers explore
Dexterity saving throws, it gains proficiency with another
small interior areas, cross the sea on ships, and talk their
saving throw.
way through the Duke’s court. However, there is no reason
a diligent handler can’t keep Trusted Mounts as pets and
At 5th level, Slinkers and Lopers learn to better disable allies; these difficulties often make good fodder for stories.
fleeing foes by inflicting a single, decisive injury. Crushing
hamstrings or clavicles can disable targets, as can tearing
Most mounts are accustomed to taking guidance from their
the gut in a way that disgorges the target’s intestines.
handlers, remaining calm and following commands
When this animal uses the Attack action on its turn, it
regardless of nearby danger. They are also the most likely
can attempt a Gut Cut. If the creature can normally attack
of all animals to rely on their handlers for food, directly or
more than once, it is limited to just one of its normal
by using designated times and areas for grazing. Even
attacks, modified by this feature.
independent mounts tend to develop a dependence on
If a target is damaged by a Gut Cut attack, and it has
their riders. Most characters find this bond of trust to be
fewer than half its normal hit points when the attack is
inspirational and a source of emotional strength.
resolved, it is also hobbled, a state that halves the

17 ANIMAL HANDLER’S MANUAL


move away from danger in a gentle, steady manner that
Animals in this subclass are practiced at hauling burdens keeps the unconscious rider from falling out of the saddle.
across great distances, carrying (or pulling a conveyance In any turn that the Trusted Mount does not take an action,
containing) party members, their luggage, or both. Trusted a rider that is (or becomes) unconscious stays in the
Mounts facilitate and quicken travelling scenarios. This is saddle with no chance to fall.
particularly true when the adventurers want to transport a Additionally, the animal knows instinctively where to go
great deal of gear or treasure. to get help for the rider, usually moving toward a party
member who can provide healing or returning home to its
stables if no friendly creatures are in the area.
In battle, mounts provide speed and power, allowing
riders to close long distances and run down weaker foes.
The shared turns of a controlled mount and its rider allow By the time it reaches 3rd level, a Trusted Mount is a
useful combinations of actions and movement, and the patient creature, at least when working with its handler. It
mount’s superior size and strength lets it shove aside tolerates all manner of burdens and endures extended
smaller creatures with relative ease. periods of work, often outlasting its rider.
The animal has advantage on Constitution saving throws
imposed by forced marches. (See “Travel Pace” in chapter
Creatures in this category must match the requirements 2 of the Player’s Handbook.) Additionally, the animal
for riding laid out in the “Mounted Combat” section of the reduces its exhaustion by 2 levels instead of 1 when it
Player’s Handbook. Most mounts are quadrupedal, allowing finishes a long
humanoid creatures to ride on their horizontal backs. rest, so long as
Additionally, a creature’s size matters relevant to its it has also
handler’s size; a rider can only ride a mount at least one ingested
size larger than it. An animal must also have the rider- some food
trained template to qualify. (See Templates, below.) and
Many animals listed as Heavy Bulwarks, Slinkers, or drink.
Lopers make excellent mounts, able to take this class
instead. Even some creatures that might otherwise be
Raptors can be ridden; the animal’s subclass
comes down to the primary use to which
its handler puts it.
Examples. Aurochs, axe beak, camel,
draft horse, elephant, fragile horse, giant
lizard, giant strider, griffon, hippogriff, riding
horse, steeder (female), warhorse, warhorse
skeleton, yeth hound
Examples (Small Rider Only). Basilisk,
death dog, guard drake, hell hound, mastiff,
mule, pony, shadow mastiff, steeder (male)

FEATURES
Trusted mounts gain the following features at the levels
indicated on the animal class table.

The Trusted Mount gains the Move trick at 1st level.


It later gains Behave at 4th level, Discriminate at 7th
level, Go Home at 11th level, and Perform at 15th level.

At 1st level, Trusted Mounts learn to better protect their


fallen riders. If its rider falls unconscious, the mount will

ANIMAL COMPANIONS 18
At 5th-level, a trusted mount becomes conditioned to At 14th level, the Trusted Mount remains on its feet
carrying greater loads. Such creatures must often run despite powerful external forces that would topple it.
under the weight of heavy barding, along with the weight When a spell or effect would trip or knock prone the
of a heavily armed and armored rider. mount, or move it against its will, the animal has
When determining its carrying capacity and the weight it advantage on any check or saving throw to resist.
can push, drag, or lift, the trusted mount is conditioned to If an effect successfully knocks prone the mount, it
count as one size larger. automatically recovers from the prone condition at the
start of its turn without using any of its movement.
Likewise, if an effect successfully moves the mount against
Upon reaching 5th level, the Trusted Mount gains its will, it can reduce its moved distance by up to 10 feet.
proficiency with Constitution saving throws.
If it is already proficient with Constitution saving
throws, it gains proficiency with another saving throw.
Animals can learn tricks that allow them to perform
specific, specialized functions, discussed here. This section
At 6th level, the mount’s movement does not provoke also covers some untrained behaviors.
opportunity attacks from any creature the mount or its
rider has already attacked during the current turn. The ANIMAL TRAINING (DOWNTIME ACTIVITY)
Trusted Mount cannot use this benefit while it is not
A character can spend time between adventures
carrying a rider.
training an animal to perform tricks. Animal and
handler must work together closely and without
A trusted mount that reaches 9th level is hard to stop on serous distractions, sometimes using special tools,
the battlefield, brushing aside grasping foes, crashing assistants, or environments.
through thick foliage, and flowing over rough ground. To start this downtime activity, a character must be
The mount no longer spends extra movement to cross proficient with the Animal Handling skill. Additionally,
difficult terrain. It further gains advantage on checks and the creature taught must qualify as an “animal.” (The
saving throws to avoid being slowed or restrained by area- DM must determine it is a trainable specimen using the
affecting spells and effects that appear in the environment guidelines of appendix A.)
like the entangle or web spells, or to break free of them. Each trick requires 5 downtime days of training. An
Against creatures that try to restrain the Trusted Mount animal can remember no more than 2 tricks per point
or stand in its way, the mount’s size is counted as one of its Intelligence rating; if it learns an additional trick
larger for determining who can grapple it. Its size is also beyond this capacity, the handler decides which older
counted as one larger when using or resisting shoving trick to replace. (If the war-trained template gives an
attacks. (See “Grappling” and “Shoving a Creature” in animal more tricks than it can learn, it can have those
chapter 9 of the Player’s Handbook.) tricks but can learn no others, save those provided by
This size increase likewise applies when the mount class features.) Tricks granted by animal class features
employs the “Overrun” and “Shove Aside” rules from or templates cannot be replaced with training.
chapter 9 of the Dungeon Master’s Guide if your campaign A handler can use this downtime to train the same
uses those optional rules. trick to multiple animals at once. The maximum
number of animals that can benefit from a handler’s
expended downtime days is equal to the handler’s
Upon reaching 11th level, the Trusted Mount learns to Wisdom modifier (minimum of 1).
better protect whatever it carries. When the mount takes Some animals lack the temperament or the physical
the Dodge action, its current rider gains the benefits too. features needed for some generic actions or tricks. At
Until the start of the mount’s next turn, any attack roll the DM’s discretion, an animal won’t be able to learn a
made against its rider has disadvantage if the mount can trick related to some actions. Alternately, the DM may
see the attacker, and the rider makes Dexterity saving rule that a trick’s result is more limited than normal
throws with advantage. The rider loses this benefit if it when performed by a creature with inherent physical
dismounts or becomes incapacitated, or if the mount or temperamental limitations.
somehow loses the benefit of the Dodge action.

19 ANIMAL HANDLER’S MANUAL


If a handler has multiple trained animals nearby, a single
command is enough to elicit the trained behavior from any
Eliciting tricks and generic actions from an animal is a
of them the handler desires to affect.
process with several limitations.
Designating a Target. When the handler designates a
Only a handler can elicit behavior from an animal. A
target for any trick, like a specific creature to attack or a
handler is defined as a creature with whom the animal has
location to move to, doing so requires the handler’s action
an established working relationship; the handler has
as part of the command. An animal commanded to perform
either trained the animal or the animal has a loyalty score
a trick without a designated target chooses its own target,
relating to that person. Alternately, the DM can rule that a
one the Dungeon Master designates.
working relationship exists from some other source. At the
Untrained Functions. A handler can attempt to elicit
Dungeon Master’s discretion, a friendly domestic animal
untrained behavior from an animal, either a generic action
may consider any non-hostile creature to be a handler.
(Attack, Dash, Disengage, Dodge, or Help), one of the
unique actions listed in the animal’s stat block, or a trick to
Sometimes a handler must use its action to elicit behavior which the animal is not trained. In these cases, the
from an animal, and sometimes it need not. handler’s action is required; pushing an animal to perform
If more than one of these action-requiring factors apply these behaviors requires time to cajole and encourage the
to a single attempt to elicit an action or trick from an animal, and to explain or mimic the desired function.
animal, these combine into a single action. For example, as Multiattack is an exception. It is not one of the generic
one action, a handler can push an untrained animal to actions a handler can elicit, nor can an animal use it when
perform a trick that also requires designating a target. acting under a handler’s orders. For game-balancing
Brief Command. A handler can issue one command on reasons, animals only use their multiattack action when
its turn using the “brief utterance and gestures” allowed to acting independently, outside the presence of a handler.
it. (See “Other Activities on Your Turn” in chapter 9 of the
Player’s Handbook.) This does not require an action.
To perform as its handler desires, an animal must be able
Additional Command. Issuing a second command in the
to receive communication from its handler in some form,
same turn requires the handler’s action, dedicating this
be it hearing or seeing the handler, or receiving its
time to additional verbal and visual signals beyond brief
telepathy. Beyond this bare requirement, the limits of
utterances and gestures.
communication add some additional complications.
Targeting Range. To designate a target for a trick, the
animal and handler must be within 30 feet of each other
and within 30 feet of the target. This is a practical
limitation of an animal’s ability to understand and track
the handler’s pointing gestures to find the right target.
If a handler issues a targeted command with telepathy
or using a language the animal understands, there is no
range limitation because the handler can describe the
target with specificity.
Exceptional Communication. When an animal
understands a handler’s language or can receive the
handler’s telepathic commands, gestures are not required,
even when designating a single target from among many
possible targets. Words alone, whether spoken or
telepathic, can describe the target without pointing to it.
Exceptional communication does not increase the
number of commands a handler can issue each turn, but it
does allow commands to be delivered with some subtlety.
In the case of a shared language, an eavesdropper might
only understand the order by knowing the same language.
With telepathy, commands probably aren’t detected,
much less given a chance to be understood by others.

ANIMAL COMPANIONS 20
Additionally, actions, tricks, and targets can be described task done. However, dangerous or difficult circumstances
with exceptional specificity; an animal that receives orders can affect both the animal’s ability to perform and its
through a mode of exceptional communication is far more willingness to make the attempt.
likely to manage tasks of great complexity and nuance than In extreme circumstances, the DM may determine that
other animals could. the animal knows its own limitations, or the danger is too
Some magic effects, like the conjure animals spell and the great; the animal simply won’t attempt the task, regardless
figurine of wondrous power magic item, grant that the of handling rolls.
produced animal will follow the magic-user’s commands. Animal Injury. Injury and pain trigger an animal’s deep-
Because the descriptions of such effects imply no difficulty seated instincts for self-preservation. This is a powerful
or nuance in the creatures’ understanding of those orders, distraction. Most animals flee under such circumstances
assume that the summoner’s commands are issued with unless motivated by other factors like starvation or the
the benefit of exceptional communication. preservation of their young.
Normally, a check is required at the start of each of the
handler’s turns to calm the handler’s nearby injured
An ability check is sometimes needed for an animal to animals, whose instincts are to flee or hide. This is not a
perform a directed behavior, the handler’s check to elicit command; it doesn’t count against the limit of commands a
the behavior, the animal’s check to perform it, or both. handler may issue in a turn.
For the animal, generic actions or tricks require This check is not required for an animal trained with the
whatever rolls are inherent to those activities. Attack rolls, Concentrate trick. Similarly, at the Dungeon Master’s
Strength checks, and Dexterity checks are the most discretion, a very loyal animal needs no check to remain
common. The Dungeon Master may also require Wisdom calm when injured, particularly if defending its handler.
checks to find things or Intelligence checks to avoid being Lack of Training. At the Dungeon Master’s discretion,
fooled by distractions or similar-looking targets. an animal can be “pushed” into a generic action or a trick
For the handler, there are four instances a Wisdom to which it isn’t trained, or to resist an instinctual behavior
(Animal Handling) check is required. These are: to which it is inclined.
1. When the trick’s description calls for a check This pushing sometimes means getting a mount to
2. When the circumstances are risky remain in battle, despite it lacking the war-trained
3. When the animal is injured template. In this case, the check is performed at the start of
4. When the activity or behavior is untrained or is each of the rider’s turns. Success prevents the mount from
counter to the animal’s instincts fleeing because of its injuries or proximity to battle, at
least until the start of the rider’s next turn.
(Any magic effect that implies a handler’s total control
over an animal, or the animal’s automatic obedience, still
requires no check under these circumstances.) Some trained functions or magic effects allow a handler to
Trick Descriptions. If an animal is trained with a trick, elicit behavior in ways that don’t implicate these rules.
the handler normally requires no ability checks to provoke Animal Class Features. A handler never needs to use an
those functions on command. However, some tricks may action to elicit a feature of an animal’s sidekick class. (This
require a check as listed in their descriptions. does not apply to the tricks granted by features.)
The Dungeon Master may also rule that a particular Animal Spirits. The animal-shaped spirits summoned by
application of a trick is so complex as to require a check. spells like find familiar and find steed and share a
An untrained animal should not be allowed to attempt telepathic “bond” with the spellcaster, something greater
such a complex variation, or the handler’s check has than mere telepathic communication. This bond lets
disadvantage, whichever the DM prefers in that situation. animal and handler share their intentions. The spellcaster
Risky Circumstances. A “risky” maneuver is a task needn’t use actions or checks to command the spell-made
dangerous to the animal, or one where something creature, whether eliciting a trained or untrained behavior,
important is at risk if the animal fails to behave as the designating a target, etc. The animal spirit simply acts as
handler desires. The handler’s check in this case is to the spellcaster wills it to. Such animals can still learn tricks
convince the animal to ignore the danger or to get it to but generally only benefit from those that train the animal
perform exactly as needed to avoid trouble. to particular proficiencies.
If the desired activity itself is what’s hard, that would Beast Masters. The Beast Master’s magically bonded
normally affect the animal’s own ability check to get the animal can learn and use tricks and benefit from other

21 ANIMAL HANDLER’S MANUAL


rules in this supplement. Several of the subclass’s features
imply special advantages that synergize well with these
Each trick’s description is provided below, arranged
rules.
alphabetically.
The Ranger’s Companion feature allows the ranger to
New tricks can be designed with the Dungeon Master’s
control that animal’s movement without using an action,
assistance.
even when designating a target area to move to. It also
allows the ranger to command generic actions (Attack,
Dash, Disengage, Dodge, or Help) without a check and The animal becomes aggressive and attacks with single-
regardless of injury, distraction, or other complications. minded fury. It targets the closest unfamiliar creature
Because the feature’s description assigns no nuance to the unless the handler designates a specific target.
animal’s understanding of these commands, assume there Once ordered, a predatory or trained animal will use the
is an exceptional degree of communication inherent to this Attack action to make one attack against its target on each
magical bond. of its turns. It will also use other combat-related actions
Gaining Extra Attack triggers an additional benefit for and special traits whenever it deems these effective. The
the Ranger’s Companion feature; the Beast Master can animal continues to attack until it is gravely injured or
make an attack on the same turn that it uses an action to until the target is incapacitated.
command the animal to take the Attack action. A trained animal can automatically desist. At the
The Exceptional Training feature lets the ranger use a handler’s command, it will stop attacking, attack a
bonus action (instead of an action) to elicit the Dash, different target, or begin another trick or behavior. The
Disengage, Dodge, or Help generic actions, so long as the handler of an untrained animal must convince it to desist
animal doesn’t attack that turn. with a successful Wisdom (Animal Handling) check.
Finally, the Bestial Fury feature gives the Beast Master’s Aggressive or predatory animals can be convinced to
companion a limited exception to the rule preventing attack without training. However, to use one of the
allied animals from using their Multiattack special action. following permutations, the animal needs training in the
Controlled Mounts. A controlled mount (usually a Attack trick, or the handler an animal must use some mode
creature with the rider-trained template) does not use of exceptional communication.
these rules when the rider commands the animal to use its Disarm. If your game uses the optional Disarm rule in
movement and its limited action options. chapter 9 of the Dungeon Master’s Guide, the trained
Without rider training, an animal is an unwilling mount animal will use its attack to disarm the target of something
and cannot be ridden. it is holding. If the target holds more than one object, the
Figurines of Wondrous Power. Like the example of animal will select one at random each time. When the
Drizzt Do’Urden’s pet Guenhwyvar in R.A. Salvatore’s target creature is no longer holding items, the animal stops
famous D&D novels, the living animals such objects turn its attacks until commanded to some other behavior.
into can be trained and handled according to the rules in Grapple. The trained animal will attempt to grapple an
this supplement. indicated target using the “Grappling” rules in chapter 2 of
The creature who activates this magic item is the the Player’s Handbook. Once a grapple is established, the
animal’s handler for the activation’s duration. The animal animal will use the Dodge action, shaking or unbalancing
obeys its handler’s spoken commands as a feature of the the target or otherwise positioning itself to avoid
magic, meaning the handler never needs to attempt a retaliatory attacks. If the grapple is broken, the animal will
check to command the creature or worry about loyalty. attempt to grapple again.
Training a figurine animal using these downtime rules is Mark. If your game uses the optional Mark rule in
difficult, depending on the duration and interval of the chapter 9 of the Dungeon Master’s Guide, the trained
item’s animal form. At the Dungeon Master’s discretion, animal marks its indicated target with each of its attacks.
the item can be activated more frequently for the purpose (An animal will not use mark if it selects its own target.)
of training the creature in downtime. Shove. The trained animal will attempt to shove its
Other Effects. Some additional spells and effects target using the “Shoving a Creature” rules in chapter 2 of
describe their own animal-controlling efforts, which the Player’s Handbook. It will continue trying to shove the
override these rules. For example, the conjure animals creature down each chance it gets, but it will not attack
spell describes a means of controlling its creations, a while the creature remains prone.
verbal command without action. Alternately, the handler can instruct the trained animal
to shove its target away from the animal, away from the

ANIMAL COMPANIONS 22
handler, or toward a target location. The animal will for example, benefits from exceptional communication
continue trying to shove the creature with each of its when commanded in the Elvish language.
attacks until reaching an area where the target cannot be If this creature can speak or otherwise produce
shoved farther or reaching the targeted area. The animal sufficiently nuanced sounds, it can speak in the same
stops its attacks at that point. language, conveying basic concepts. The exact limit of what
can be conveyed with this limited degree of proficiency is
left to the Dungeon Master.
This trick trains an animal to overcome its natural An animal needs an Intelligence rating of 5 or higher to
behaviors or inclinations. A docile animal will be steady in learn this trick. Animals without this training cannot
combat or other alarming circumstances. An aggressive or attempt to duplicate this function.
dangerous creature will avoid attacking nearby creatures,
even when startled or approached by its natural prey.
This behavior does not require a command to elicit. The Knowing this trick provides the trained animal with
mere presence of the handler reminds the creature to advantage on any ability check or saving throw it makes to
behave as desired. If the animal is not trained to this trick, avoid mundane distractions that might independently
the handler must make a Wisdom (Animal Handling) check dissuade it from performing a task.
at the start of each of its turns to keep its handled animals Ignore Injury. An animal’s injuries can sometimes
from acting according to their nature. (An animal with the impose disadvantage on a handler’s Wisdom (Animal
war-trained template needs no handling checks to for it to Handling) checks or require such checks when no check is
remain calm and behave in battle.) normally needed. An animal trained with this trick is
An animal trained with this trick will still act treated as uninjured for such purposes. It continues to
aggressively when prompted by its handler. perform normally to the best of its physical ability.
An animal trained with this trick can additionally benefit
from the following specialized uses.
Calm Fear. This calming function may overcome a The animal defends its handler when a perceived threat
trained animal’s magically induced fear. The handler must attacks or approaches aggressively, using its full range of
use an action and make a Wisdom (Animal Handling) combat actions and special traits in this defense.
check against the DC normally allowed for the effect or Untrained to this trick, an aggressive, predatory, or
spell that applied the frightened condition. If the animal is particularly loyal animal will perform this behavior
trained with this trick, the handler has advantage on this automatically. Preventing this requires the Behave trick or
check. If successful, the condition remains, but the animal requires the handler to make a Wisdom (Animal Handling)
will not flee, whether compelled to by an additional check, sometimes repeating this check each turn.
function of the magic or because the animal’s instinctive Without a command to attack a designated target, the
response would be to flee. animal focuses on whichever creature most recently
Yield. The trained animal is cooperative when the attacked its handler, sometimes switching the subject of its
handler harvests animal byproducts from it. For example, ire several times in a round.
the animal will remain docile while milked by its udders, If an animal is trained to this trick, a handler can
shorn of its wool, or drained of its venom. command it to perform these permutations.
Without this trick, only domestic animals accustomed to Guard. The handler incites territorial behavior in the
yielding their byproducts will allow it without being trained animal while commanding it to guard an enclosed
restrained. area. The time it takes to command this trick is the time it
For harvesting venom, training in this trick means the takes to familiarize the animal with every corner of the
has no chance to accidentally suffer the effects of the location. The animal thereafter patrols the area and attacks
animal’s venom. (See the “Crafting and Harvesting Poison” any intruders that are not familiar to it.
rules in the Dungeon Master’s Guide, or “Adventuring Gear” Protect. The handler can command the animal to defend
in the Comprehensive Equipment Manual.) a target creature, applying defense behavior as though the
new creature was its handler.
Activation. Indicating a target creature or thing requires
This trick trains a smart animal to recognize enough of a the handler’s action. In the case of guarding an area,
particular language to follow commands with ease and
specificity. A stag trained to the Comprehend (Elvish) trick,

23 ANIMAL HANDLER’S MANUAL


The animal usually takes the Dodge action but is ready
The animal resists the commands of other handlers. It will to employ opportunity attacks. If the target completely
not perform for anyone except the handler that taught it ignores the harrying animal, and the harrying animal is
this trick. Neither will an animal with the rider-trained unwounded, the Dungeon Master may decide that the
template be a “willing” mount for any other handler. animal uses the Attack action from time to time (instead of
If any handler attempts to get the animal to perform a the Dodge action), hoping to get the target’s attention.
trick or generic action, the animal will resist, even to the Once ordered, the animal will use continues until it is
point of becoming hostile under some circumstances. gravely injured, the target is incapacitated, or it receives a
An animal trained to this trick will not normally learn conflicting order from its handler.
tricks from any other handler. A new handler must first This complex trick mixes a variety of actions and
acclimate the animal as though it was wild, a process that movement, and it requires some judgment on the animal’s
removes this trick from the animal’s repertoire. part. This multifaceted function is not available to
untrained animals.

The animal knows how to return home, either returning to


where it lives or returning to where it received training in At the handler’s direction, the animal will use its
this trick, whichever place is closest. exceptional senses and physical abilities to follow or
An animal trained to this acquire its prey.
trick performs it if commanded Untrained, an animal will only
to do so, or if it is simply left hunt for prey to feed itself.
long enough without active Hunting is too complex to
handling or the presence of a otherwise command.
conscious handler. The following versions of this
Untrained, very few animals behavior require the animal to be
are suited to this trick; horses, trained with this trick.
hounds, and homing pigeons Fetch. The trained animal
may perform this trick, but not brings a nearby item to its
as reliably and with less ability handler, one that it can pick up or
and may not understand how drag. If instructed to fetch
to overcome some challenges without an indicated target, the
related to the task. animal brings something like
Invoking this trick requires what it was recently told to fetch,
the handler’s action. The trick or the animal brings something
isn’t often invoked, requiring else it finds interesting.
particular emphasis to get the A few animals can perform this
animal to leave its handler and travel on its own. behavior without special training, given the right objects to
fetch, particularly canines. Most animals are completely
unable to grasp the notion of bringing something to a
This highly specialized behavior interferes with the handler.
target’s actions on the battlefield. When commanded to Forage. The trained animal can use its hunting skills to
harry, the animal aggressively follows its target but does gather and bring back food, generally small game, without
not attack. It instead tries to keep the target’s attention, eating it before returning. The animal can perform the
being loud and threatening, often feinting attacks. The goal foraging, as described under “Activity While Traveling” in
is to prevent the target from moving closer to or farther chapter 8 of the Player’s Handbook.
from the handler. Search. In this version of the trick, the animal searches
The animal moves adjacent to the target. It attempts to an area for a specific thing like truffles or a lost key. When
position itself between the target and the animal’s handler. issuing the command, the handler must also identify the
Alternately, if the optional flanking rules are used, the thing sought, usually displaying an example of it to the
animal can be ordered to stand next to the target on the animal. The DM determines whether a given display is
opposite side as the handler, providing the handler with specific enough. The handler must remain present to keep
the benefits of flanking. the animal in the desired search area.

ANIMAL COMPANIONS 24
Exceptional communication allows the handler to simply Without this trick, an animal is not inclined to utilize its
describe what is sought and the area to be searched. full dragging potential by straining against a heavy load or
Upon finding what is sought, the animal alerts, using a wagon. Some creatures can be pushed to this behavior,
vocalization and body alignment to show the location. but they require the handler’s constant attention and
contact (perhaps through tools like reigns).

The animal employs its movement at the handler’s


command, following or returning to the handler, staying in The animal performs a variety of complex stunts from an
place, or going to a target location the handler indicates. ever-evolving repertoire that the handler manages.
The handler can command the animal to “heel,” coming Untrained, an animal will only perform a single action
to the handler and staying in close proximity. This does not for each command; knowing this trick lets the animal
count as designating a target since the animal easily perform entire routines with a single command.
recognizes its handler. Most of these performances are useful for little more
The handler can instead order the animal to “stay,” than entertainment. However, an animal can be made to
staying in place until it receives a conflicting order, gets “alert,” issuing its natural sounds like a wolf’s howl or a
distracted by something, or simply forgets what it was told lion’s roar, which might also serve to signal distant allies.
to do. Ordering an animal to stay in its current location
does not count as designating a target. Alternately, the
handler can designate a target location, ordering the An animal will not perform this specialized set of
animal to move there before it begins staying. behaviors without training in this trick.
If the animal is commanded to approach or move Seek. When commanded, a trained the animal travels in
through a dangerous area, like a burning building, the the indicated direction, attempting to pass unnoticed.
handler must succeed on a Wisdom (Animal Handling) When it detects a creature, something other than a beast of
check unless the animal knows the Behave trick. This Medium or smaller size, it returns to its handler and
check is needed each round to keep the animal on task. It is performs an alert, making a noise to indicate it has found
rolled with disadvantage if the animal suffers an injury an interesting creature. The handler can roughly
from being in the dangerous area. determine the distance to the scouted creature based on
Animals trained with this trick can move as ordered with the scouting animal’s speed and the time it was gone.
the following permutations. If the scouting animal does not find any qualifying
Follow. The animal performs as though ordered to heel, creatures within about 10 minutes, it returns and does not
except that it goes to and follows another creature, one perform the alert.
that the handler indicates as a target. During its scouting, the animal uses its best judgment
Stay Longer. The handler can command a trained and natural capabilities to remain unnoticed. A rat hides
animal to stay in a designated spot for an extended period. under furniture, a wolf slinks through the underbrush, and
This allows the handler to go places the animal would not an eagle flies high overhead. Most animals’ perceptive
be safe or welcome to follow, like a dangerous dungeon or abilities allow them to notice creatures at considerable
a busy city. While waiting longer, the animal will not be distances, reducing the chance of the scouting animal
lured away by minor distractions, nor will it forget the being spotted in return.
order to stay. The animal stays in place until attacked or it Stalk. The trained animal follows a designated target at
faces a significant distraction like extreme hunger. a distance, trying to remain unnoticed. If the target goes
An animal proficient in Survival can forage for food somewhere the animal cannot, like an enclosed building,
without forgetting this command, returning to its hiding or it stays in place for a long time, like making camp for the
spot when fed. night, the animal will return to its handler and can lead the
An animal proficient with the Stealth skill will try to hide handler to where the animal last observed the target.
as it waits, given suitable terrain. If an unfamiliar creature Innocuous, high-flying, and Stealth-proficient animals
approaches, the animal may try to sneak away, but will make excellent stalkers.
later return to that area to resume hiding. Track. The trained animal follows a scent or trail of
Work. The trained animal pulls or pushes a load to another sort. When commanding an animal to track, the
which it is attached. This can be a drawn vehicle, the handler must indicate the target tracks to follow or must
capstan for a mill or coil pump, a farming plow, a tree present an example of the scent to follow (like showing a
that’s fallen across the road, or a similar burden.

25 ANIMAL HANDLER’S MANUAL


If an animal learns this trick, it does so in relation to
just one of the functions listed above. Additionally, in the
presence of its handler, a trained animal won’t normally
use the paired action, bonus action, reaction, or special
trait, saving it until the handler commands its use.
For example, a giant octopus has an action called “Ink
Cloud.” A handler might be able to get the animal to
activate this action on command. However, if the octopus
learns the Special Action (Ink Cloud) trick; the octopus will
reliably release its cloud when the handler commands it to,
and it will avoid using the cloud around the handler unless
so commanded.
If an animal is trained with this trick and the paired
effect has any duration the animal must maintain, the
handler can likewise command the animal to stop using it.
Controlled Mount. A rider-trained creature with this
trick can use the related effect while serving as a
controlled mount, doing so at its rider’s command.
Controlled mounts are normally limited to the Dash,
Disengage, or Dodge actions, but this animal can also
use the paired effect if the handler commands it. For
example, a controlled warhorse mount can use
Special Action (Trampling Charge) when ridden,
combining it with its hooves natural attack.
A creature with multiple inherent actions
or applicable special traits can learn this trick
multiple times, each time relevant to a
different action or trait.
previously-worn Spell Action. This trick can train an animal to use the
piece of clothing belonging to a person to be tracked). effect of a spell placed upon it instead of one of its own
The animal attempts to track down the target using its inherent capabilities.
exceptional or supernatural senses, usually smell. Upon Commanding this trick informs the animal that the spell
finding one such thing, the animal alerts, using vocalization is now affecting it, prodding it to use the benefits of the
and body alignment to show the subject’s location. spell in whatever way suits it. For example, a raven trained
If the animal tracks down a hostile creature, combat may with the Special Action (invisibility) trick will know, when
ensue naturally, depending on the nature of the two commanded, that it is under the effect of the spell and can
creatures. An animal without this trick can be pushed to move about without being seen.
track, but it will not automatically desist from any If the handler wants the creature to use an ongoing
resulting hostilities; the handler must physically restrain effect in a particular way, the handler must use an action
the animal or issue another untrained command. for the command, even if not designating a target. For
example, if a cow trained with the Special Action (dragon’s
breath) trick is affected by that spell, the handler can use
A handler can command an animal to perform one of its
its action to command the cow to breathe its fire upon a
inherent actions, bonus actions, reactions, or a special trait
particular target or area, or just to breathe
that it activates in combination with an action or attack.
indiscriminately, lighting up the night sky.
(This does not apply to a normal attack, something
If the handler fails to signal when the spell ends
invoked by the Attack action or Assault trick.)
(perhaps the handler becomes unconscious or
When commanded, the animal makes use of the function
unexpectedly loses concentration), the animal may waste
in the way (and against the target) the handler indicates. If
some effort trying to use the magic even after it has ended.
the use is particularly complex, an untrained creature may
not be able to perform it as commanded.

ANIMAL COMPANIONS 26
required to use a tinderbox to light torches, kindling piles,
The animal learns to resist effects of different kinds. It or other targets indicated by the handler. Similarly, a bear
gains proficiency with saving throws specific to one ability. might learn to pull open a hunting trap with its paws, thus
An animal can learn multiple instances of this trick, each resetting the trap, but it probably lacks the physical ability
time gaining proficiency with a different saving throw. to tie the trap’s lead chain to something or stake it into the
ground.
In game terms, this trick allows an animal to interact
The animal learns to use or activate a specific item in a with an object in a way that constitutes the Use an Object
specific way, sometimes applying it to an indicated target. action (or the Help action if assisting another user of the
When commanded to this trick, the animal uses the item item). Alternately, it teaches the animal to use an item if
the handler indicates as its target, uses the item it is the effect is passive or ongoing in a way that wouldn’t
carrying, or goes to the nearby item it is accustomed to normally require a single action.
activating (if the animal knows where it is). An animal can learn multiple instances of this trick, each
This training applies only to a single item used in a time gaining a trick related to a new item or a new function
single way, though the animal can use different items that of an item.
are materially the same. The Dungeon Master regulates the Untrained, an animal cannot use an item other than to
exact use contemplated by this trick, the exactness of the wear or carry it. If the item is magic, it likewise gains no
item to be used, and the effects of the use. An animal benefits beyond the worn or used effect.
trained to carry a pouch to a designated area and upend it Use Magic Item. If the item the animal is trained to use
there could be spreading caltrops or ball bearings to make is a magic item, this trick requires the animal that be
the area less passable, silver coins to distract a crowd of physically able to activate it. For example, a chimpanzee
villagers, or any other effect the “upending pouch” trick can push a button on the item and a parrot can speak a
might cover. In this case, the DM might decide that a purse command word it has been conditioned say. (See chapter 3
or other small bag qualifies as a “pouch”; the item used for a discussion of which magic items animals can activate
doesn’t need to be a perfect match. and how.)
The item must be one that the trained animal can Once the item is activated, the animal also understands
reasonably manipulate given its physical features. Beyond how to aim it or make use of its resulting effect. For
this, the Dungeon Master must regulate this trick by example, an animal trained in the Use Item (ring of water
comparing the item’s complexity against the animal’s walking) trick will activate the item when commanded to
Intelligence rating. use this trick, and will understand that it can then run on
For example, an ape has both the manual dexterity and water; something it wouldn’t normally attempt to do.
the intellect

27 ANIMAL HANDLER’S MANUAL


Untrained creatures cannot be controlled as mounts,
The animal gains proficiency with one of these skills: even with Wisdom (Animal Handling) checks; they will
Acrobatics, Athletics, Insight, Intimidation, Perception, buck, roll, or otherwise try to dislodge a rider unless
Performance, Sleight of Hand, Stealth, or Survival. The controlled by magic.
animal naturally uses the benefits of this skill in any For example, horses are trained to jump obstacles at the
scenario it would apply in. rider’s direction but getting one to jump a large barrier or
Animals are limited to the functions of skills they can gap is difficult, requiring a check.
realistically utilize according to their innate senses, their Adjustments. A rider-trained animal knows the Wear
degree of intellect, and their physical capabilities. Armor Trick, which cannot be replaced by training.
An animal can learn multiple instances of this trick, each Trainability. An animal can be trained to this template
time gaining proficiency with a different skill from the list. by a handler proficient in the Animal Handling Skill. This
requires a number of downtime days equal to one-fifth of
the animal’s base value, minimum of 1.
The animal is conditioned to wear armor. It gains The creatures on the Mounts table in chapter 4 of this
proficiency with all types of barding that are designed to fit book already have this template; to purchase one without
an animal of its type and size. rider training, halve its listed gp cost. Likewise, to buy a
Without this trick, an animal wearing barding has the rider-trained creature not on the Mounts table, double its
penalties of wearing armor without proficiency. It has gp cost. (See chapter 4 for tables with base animal costs.)
disadvantage on Dexterity- and Strength-related ability
checks, saving throws, and attack rolls, and it can’t cast
spells (presuming it could cast spells to begin with). Template Rating: +1 CR
A creature with this template has endured training from a
young age, giving it the temperament and training to fight
Templates modify creatures’ stat blocks to represent their on the battlefield. While other creatures may learn tricks
special training, natural abilities, or supernatural origin. to fight on command, the war-trained animal is in every
Each template affects the creature’s adjusted challenge way suited to this task, ready to strike on command and
rating as indicated. undaunted by the smell of blood and the clash of arms.
War-trained creatures are not inclined to flee combat.
They will stay calm under these conditions without the
These templates represent the culmination of specialized requisite handling checks that other creatures need.
training methods. Each template discusses its potential If a war-trained animal’s handler falls in battle, the
“trainability” in the context of the Animal Training creature will linger nearby and defend the handler until it
downtime rules. is calmed with a Wisdom (Animal Handling) check.
If a war-trained animal also has the rider-trained
template, it is more affective when ridden in combat.
Template Rating: +0 CR
Unlike other controlled mounts, it can take the Attack
This template can be trained to an animal with physical action on its turn, though it cannot make more than a
features suitable for riding. Most Large and Medium single attack as part of this action.
mounts are quadrupeds with horizontal backs suitable for Adjustments. War-trained creatures gain 1 Hit Die, a
saddling and riding by humanoids. bonus of +2 to Strength and Dexterity, a bonus of +1 to
Rider-trained creatures serve as mounts and pack Constitution and Wisdom, and the two special traits
animals, bearing saddles and riders without complaint. described here:
Because their handlers usually ride, putting them outside
the animal’s line of sight, rider-trained creatures learn to Slam. If this creature moves at least 20 feet toward a target
receive commands through touch. and then hits it with one of its natural attacks on the same
In combat, touch-based control means the rider of a turn, the target must succeed on a Strength saving throw or
controlled mount can command it to move about as be knocked prone. The DC is 10 + the creature’s Strength
indicated and to take the Dash, Dodge, or Disengage action, modifier. If the target is knocked prone, the creature can
all without counting against the maximum number of repeat the same natural attack against that target as a
commands a handler can issue in the turn. For additional bonus action. This trait does not work on targets that are
guidance on riding mounts in combat, see chapter 2. the creature’s Size or larger.

ANIMAL COMPANIONS 28
Tricks Known. The animal knows the Assault, Concentrate, and shoulders. Dire animals are found in the same habitats
Defend, Special Action (Slam), and Wear Armor tricks. as their normal versions, but typically reside much farther
These tricks cannot be replaced with training. from civilization.
Where official sources provide stat blocks for dire
Trainability. Training this template requires extensive
animals, such as the dire wolf, use those. Otherwise, make
conditioning as the creature grows, a timespan probably
the following changes to a normal version of the animal.
beyond the scope of a regular campaign. Training must
Adjustments. Dire animals are one size category larger
begin when the animal is a juvenile and the benefits do not
than normal versions, which correspondingly increases the
appear until the animal reaches adulthood.
size of their hit dice. When a Tiny animal is converted to a
The actual training time for this template is a number of
Small dire animal, its normal d4 hit die size becomes d6.
days equal to double the animal’s base gp value, to a
Likewise, a d6 becomes d8 (Medium), d8 becomes d10
minimum of 10 days.
(Large), d10 becomes d12 (Huge), and d12 becomes d20
For example, an elephant’s base untrained value is 100
(Gargantuan).
gp. A war elephant therefore requires 200 downtime days
Dire animals also gain 3 additional hit dice, a +4 bonus to
to train and condition, a process ideally begun just before
Strength, and a +2 bonus to Constitution. If the creature’s
the animal finishes growing into an adult. (Another 20
AC is derived from natural armor, increase that value by 1.
days would be required to teach the war elephant to carry
If not, it can now use natural armor for an AC value of 11 +
a rider and accept commands through touch, combining
its Dexterity modifier.
war-trained with the rider-trained template.)
Additionally, the size of all damage dice for the animal’s
Warhorses. A warhorse cannot benefit from adding the
natural attacks increase by one size (see the die size
war-trained (or rider-trained) role because its stat block
progression above).
already reflects the benefits, illustrating the difference
between a "riding horse” and a “warhorse.” (The
ubiquity of equine training methods slightly Template Rating: +0 CR
diminishes the overall cost of this animal and its
Animals of all types may be
combined roles.)
exceptional specimens. These
Add tricks and functions of the war-trained and
are naturally heartier,
rider-trained templates to the warhorse stat block
smarter, and abler
to bring it in line with the new rules of this
versions of their
supplement. These benefits are already implied in
types, making them
the animal’s description. (Note that the warhorse’s
better suited to an
Trampling Charge special trait is simply Slam by
adventuring life. This
another name.)
template reflects the
high genetic potential of
animals, referring to
These templates represent
creatures with
naturally occurring effects.
remarkable
attributes that are still
Template Rating: +2 CR within the range of
normal for their species.
This template applies
An exceptional specimen
only to predatory
is born with this template.
animals with the
Most exceptional specimens
beast creature type. Dire
are acquired through purchase.
animals are large,
They are not often available in common
aggressive versions of
markets but can be found in the kennels
natural animals, often
of breeding experts, the stables of the
with elongated fangs,
local nobility, or in other specialized
toughened hide, and
markets near large cities.
boney spurs
A handler may also
along the spine
produce exceptional

29 ANIMAL HANDLER’S MANUAL


specimens by breeding stock. A character proficient with
the Animal Handling skill can acquire an exceptional Template Rating: -1 CR
offspring by carefully selecting and breeding two
Older than an infant of its species, the juvenile specimen is
generations of normal animals. Alternately, only a single
in the growth stage prior to adulthood. Alternately, it is a
generation is required if both parents are themselves
“miniature” or “teacup” breed that will never grow larger.
exceptional specimens.
Adjustments. Juvenile specimens are one size category
Exceptional creatures can also be encountered in the
smaller than normal versions, which correspondingly
wild, but this is rare. Without purposeful breeding, chance
decreases the size of their hit dice. When a
mating among animals creates offspring suited to their
Gargantuan creature is converted to a Huge
environments, but rarely exceptional in the way that
juvenile, its normal d20 hit die size
player characters find interesting.
becomes d12. Likewise, a d12 becomes
Adjustments. Exceptional specimens gain a +1
d10 (Large), d10 becomes d8
bonus to Intelligence (to a maximum of 4
(Medium), d8 becomes d6 (Small), and
Intelligence), and a +2 bonus to each of
d6 becomes d4 (Tiny).
Charisma and Wisdom. Exceptional
Juveniles also lose half of their hit dice,
specimens also gain a +2 bonus to their
rounding up the remainder. They have a
maximum hit points for each hit die.
-4 penalty to Strength, and a -2
penalty to Constitution and Wisdom.
Template Rating: -1 CR They also have a -1 penalty to
Intelligence. The size of all
A fragile specimen is one in
damage dice for the animal’s
poor condition, either old,
natural attacks decreases by one
permanently injured, or
size (see the hit dice sizes above
otherwise undesirable. In
for die progression).
many cases, the animal
The Dungeon Master
worked all its best days and
determines the time it takes for
was retired because its ailing
this creature to mature, losing
body could no longer meet
this template.
peak performance standards.
Many fragile specimens are prone to sleeping for long
periods. Template Rating: +0 CR
Adjustments. Fragile specimens apply a -2 penalty to
This animal is naturally disinclined to work with others.
the Strength, Dexterity, and Charisma scores of their base
Despite training, the reluctant creature resists its
creature stat blocks, and a -1 penalty to their Constitution
conditioning and avoids cooperating with a handler. Such
and Charisma scores. The speeds of their movement types
animals will often comply when nothing is at stake but will
are reduced by 10 each, to minimum speeds of 10, and
ignore handling in battle or in other stressful situations. An
they gain the unreliable and unstable special traits:
animal with this template is not very useful or easy to
Unreliable. Apply disadvantage to any Wisdom (Animal bring along on adventures.
Handling) check to push the animal into tricks or difficult There is no formula to remove the template; it often
maneuvers, or to control it in battle in the case of a mount. comes down to the creature’s very personal idiosyncrasies.
Sometimes, a previously cooperative creature gains this
Unstable. This animal gains 1 exhaustion level for each hour template after experiencing strife; perhaps the animal
of a forced march; this is additional to any exhaustion from believes the handler stole its cubs or (if the optional
failing the related Constitution check. loyalty rules are used) the animal’s loyalty drops to 0.
Because this template typically applies in the case of The DM can also use this template can also enforce the
advanced age, it is a hard one to remove. Rare magic (the challenge rating requirements discussed in appendix A; if
kind that player characters normally don’t wield) or deific the characters manage to acquire an animal that the DM
blessing can extend the life of an animal, reversing the did not intend for them to get, one whose CR violates those
aging, soul-draining curse, or permanent injury that guidelines, this template may apply until the characters
caused this template. reach a sufficient level to gain the animal’s respect.

ANIMAL COMPANIONS 30
Adjustments. A creature with this template has the normal speed), or some other benefit the Dungeon Master
reluctant special trait. designs. Inspiration for these effects can be found on the
Monster Feature table under “Creating a Monster Stat
Reluctant. Although it can be trained, this animal will not
Block” in chapter 9 of the Dungeon Master’s Guide.
willingly use its tricks or traits in stressful or risky scenarios
like combat. Additionally, any Wisdom (Animal Handling)
checks to affect the creature are made with disadvantage. Template Rating: +2 CR
A legendary creature is one with traits far exceeding those
of normal animals. A legendary creature may appear
These templates express an animal’s otherworldly origin exactly as any other of its kind, or it may be larger, more
or an exceptionally potent magic affecting the creature. colorful, or otherwise more illustrious.
Adjustments. Legendary creatures gain 5 additional hit
Template Rating: +0 CR dice, a +4 bonus to Strength and Constitution, and a +2
bonus to Armor Class. They also gain a +3 bonus to
Animals with this template have been the subjects of an Intelligence, to a maximum rating of 6.
awaken spell or have been granted true sentience through True to its title, a legendary creature gains the
some other magic effect. Awakened creatures often appear Legendary Resistance (2/Day) special trait; if it fails a
as solitary animals, neither fitting among humanoids, nor saving throw, it can choose to succeed instead.
their kind. They sometimes try to fit in with adventuring Each legendary creature also either increases its size by
parties, mixing the companionship of animals with the wit one category (including an accompanying shift in hit die
and insight of fully intelligent beings. size), or it has a single type of damage resistance, or it has
Only creatures with Intelligence scores below 4 (and an innate power. An innate power is a charm that renews
plants) can be awakened. Subjects with this template must its limited usage every 10 days, a blessing, or an epic boon.
also be smaller than Gargantuan size. The creature’s physical appearance somehow changes to
Adjustments. The creature’s Intelligence rating is 10 and reflect this legendary power, sometimes subtly, sometimes
it knows and can speak a single language as a byproduct of dramatically.
the magic that awakened it. If this template is derived from
the awaken spell, the creature is charmed by the caster
until 30 days after the casting.
Awakened plants use the awakened shrub or awakened
tree stat block. Alternately, they may use a different
creature stat block, with its type altered to “plant,”
representing a plant grown and shaped to approximate
that creature in a topiary form.

Template Rating: +1 CR
A fey creature comes from the Feywild or is touched by the
magic of the fey. It may appear exactly as any other of its
kind, or it may be larger, more colorful, or otherwise
more illustrious. An owl from the Feywild, for example,
may have vermillion eyes and shiny feathers in the
colors of a peacock’s plumage.
Adjustments. Fey creatures gain a +2 bonus to
Wisdom and Charisma. It is immune to the charmed
condition and it can understand the Sylvan
language, though it cannot speak it unless its
physical features allow for speech.
A fey creature also has some form of passive or
defensive benefit like camouflage (+10 bonus to
Dexterity (Stealth) checks), wings (fly speed equal to its

31 ANIMAL HANDLER’S MANUAL


For example, a stag from the Plane of Fire may have
smoky breath and dark red fur. A hound from Elysium may
have angelic feathered wings.
Creatures of this type are highly varied in
their capabilities. They have such benefits
as the Dungeon Master determines,
using the guidelines below.
Adjustments. By default, a planar
creature gains 2 additional hit dice.
It has resistance to damage
of one type normally
associated with its home
plane and one of its innate melee
attacks inflicts one die of additional
damage of the same type. The size of the damage
die is the same as the creature’s hit die size. For
example, a horse from the Plane of Air has resistance to
lightning damage and inflicts 1d10 additional lightning
damage with a successful attack of its hooves.
A planar creature may replace its damage bonus with
an aggressive charm like natural weapon enhancement
(+1 magical bonus to attack and damage rolls) or some
other offensive trait.

Template Rating: +1 CR

Template Rating: +1 CR A creature with the undead creature template is a


corporeal, unliving version of itself, like a zombie. The
The shadow creature template comes from the shadow
physical appearance of a creature with this template
dragon, a templated creature in the Monster Manual. The
changes to reflect its undead nature; its skin becomes
provisions here are informed by the difference between
sallow, its fur patchy, or its scales appear cracked and
this templated creature and the base dragon’s stat block.
brittle. The undead animal companion takes on a faint
Shadow creatures are born in the Shadowfell or spend
odor of decay or formaldehyde.
years there. Their bodies are infused with the energies of
Adjustments. A creature with this template changes its
that plane, darkening to take on a charcoal hue. These
type to undead and it gains darkvision to 60 feet, if it didn’t
animals find sunlight abhorrent.
already have darkvision. The affected animal no longer
Adjustments. A creature with this template has
requires air, food, drink, or sleep, and it no longer ages. It
resistance to necrotic damage. Its proficiency bonus for
further gains immunity to poison damage and the
Stealth is doubled and it can attempt to hide as a bonus
poisoned condition.
action while in areas of dim light or darkness.
The undead creature also gains either a 1-die bonus of
Shadow creatures gain darkvision with a range 120 ft.,
necrotic damage to one of its natural attacks (the size of
allowing them to better operate in darkness. While in
the die is the size of the creature’s hit dice), or it gains the
sunlight, they have disadvantage on attack rolls, as well as
Undead Fortitude special trait described below.
on Wisdom (Perception) checks that rely on sight.
Undead Fortitude. If damage reduces the creature to 0 hit
points, it makes a Constitution saving throw with a DC of 5 +
Template Rating: +1 CR
the damage taken, unless damage from the attack is radiant
Planar creatures are normal animals that come from an or the attack is a critical hit. On a success, the creature
outer plane of existence. Their physical features often drops to 1 hit point instead.
reflect their plane of origin; any close inspection of the
creature will reveal its otherworldly nature.

ANIMAL COMPANIONS 32
ANIMAL’S BEHAVIORAL ODDITY (BASIC)
Animals are much more than their stat blocks, class levels, d8 Behavioral Oddity
and templates. Like player characters, each animal is 1 Gluttonous. The animal can’t be left alone near
unique. Players may particularly appreciate the nuances sources of food, lest it consume so much as to
that separate animals from one another. The following become lethargic from consumption. It will even eat
options for characteristics and loyalty scores help animals food that is very unhealthy for it.
achieve these differences. 2 Stubborn. The animal doesn’t like to be told what to
do and occasionally resists instruction. It often
expects to be given treats or praise when it behaves
Characteristics are simple, short statements that as ordered.
summarize a creature’s personality, behavior, and other 3 Aggressive. The animal doesn’t get along well with
colorful aspects that might be informative as to its actions,
others, particularly other animals. It barks at
demeanor, and appearance.
strangers or nips at unwary persons nearby.
Animals only get characteristics if they are important or
4 Single-Minded. The animal tends to focus on one
interesting enough to capture the players’ concern and be
thing to the exclusion of all else. Its attention is
treated as pets or party members. The more animals the
often hard to regain or switch to another focus.
party keeps, the fewer characteristics each creature should
5 Lazy. When not stressed, particularly after having
have; portraying multiple animals requires too much of the
DM’s time to parse so many characteristics. eaten, the animal wants to sleep. Absent some
danger, the creature is hard to wake or move.
6 Distracted. The animal can’t stay on task for very
ANIMAL’S PHYSICAL ODDITY (BASIC) long; it’s easily distracted by interesting things
d8 Physical Oddity nearby. The animal still works well under constant
1 Missing Toe. The creature is missing one of the supervision.
digits on one of its limbs. 7 Boundaryless. The animal likes to be in other
2 Scar. The animal bears the mark of a terrible wound creatures’ spaces, leaning against them, getting
or of an abusive prior owner. underfoot, or otherwise being in firm contact.
3 Lean. This creature has noticeably longer limbs and 8 Skittish. The animal fears things it shouldn’t, either
a leaner frame than others of its kind. something particular like water, or the animal
4 Squat. The animal has a broad, bulky frame and assumes threats to be greater than they are.
lower profile than others of its kind.
5 Colorful. This creature has a bit of plumage, tuft of ANIMAL’S PERSONALITY TRAITS (BASIC)
fur, or cluster of scales that is bright and d8 Personality Trait
incongruous with its normal coloration. 1 I am indomitable, unchained.
6 Bright Eyes. The animal has eyes that are brightly 2 I fight for my allies, regardless of the threat.
colored, differently colored, or otherwise unique to 3 Whenever I come to a new place, I must investigate
such creatures. every corner of it.
7 Marked. This animal has a prominent birthmark, an 4 I am casually aloof, uninterested in socializing… until
odd (but remarkable) pattern of fur, or has I demand attention.
coloration different from others. 5 I am ever vigilant as a gift to my allies.
8 Missing Eye. The creature has a missing eye, or one 6 I make my animal noises when my handlers are
eye is less functional, deformed or ruined by talking, as if to participate in conversation.
scarring or cataracts. 7 I like to pretend I’m less intelligent so I can gain an
9 Extra Feature. The animal has a natural feature that advantage.
doesn’t belong to creatures of that type, like fangs 8 I will work for my friends, tirelessly, far beyond the
on a horse, antlers on a fox, or hooves on a hound. point of exhaustion.
10 Misshapen. Part of the creature’s body is shaped 9 I love affection and accept petting from anyone!
oddly, perhaps resembling another creature, like a 10 I like to toy with my food and I often leave a trail of
cat with humanoid ears on the sides of its head. it through the camp.

33 ANIMAL HANDLER’S MANUAL


ANIMAL’S IDEAL (ADVANCED)
d8 Ideal Basic characteristics tend to be appropriate to animals of
all kinds regardless of their Intelligence ratings. Basic
1 Curiosity. I value knowledge, no matter how simple
characteristics include personality traits, behavioral
or complex, and seek after it incessantly. (Neutral)
oddities, and physical oddities.
2 Friendship. I hold true my bonds of friendship, not
Advanced characteristics are reserved for creatures with
merely for duty or honor. (Good)
Intelligence ratings of 5 and above. These are bonds and
3 Loyalty. I am loyal and obedient; the strength of my
ideals, which require a degree of sentience and self-
bond strengthens my master’s protection of me.
awareness not present in most animals.
(Lawful)
4 Greed. I want wealth and luxury above all else. My
allies help me acquire it. (Evil) The loyalty mechanics in this chapter are adapted to suit
5 Freedom. I will not be yoked; I must run as free and animals. These rules can help determine how far an animal
as far as I want. (Chaotic) will go to protect its handler or, in some cases, the other
6 Beauty. I delight in aesthetics: music, glorious, and members of the party. An animal that is abused or ignored
the wonder of natural vistas. (Neutral) is likely to fail to perform when called upon and might
7 Community. We are stronger together, united in even run away from the handler. Conversely, an animal
community. (Lawful) that is treated well is far more likely to lay down its life for
8 Might. I hunger for greater strength, to protect my a handler than an intelligent humanoid ally would be.
allies and dominate my enemies. (Chaotic) This optional rule comes from the “NPC Party Members”
9 Cruelty. I am kind to my allies, but I delight in section of the Dungeon Master’s Guide, altered to reflect
torturing and toying with my enemies. (Evil) systems appropriate to animal companions. Any creature
10 Heroism. I exist to right wrongs, stop the spread of with an Intelligence rating of 7 or higher instead uses the
evil, protect the weak, and ease suffering. (Good) normal loyalty mechanics in the Dungeon Master’s Guide.
Whether or not your game uses the standard loyalty
rules in the DMG, the DM may choose to include this
ANIMAL’S BOND (ADVANCED) animal-specific variation or ignore it and represent loyalty
d8 Bond with roleplaying rather than numbers.
1 I seek to protect and preserve others of my kind.
2 I would lay down my life for the people I travel with.
3 I cannot forget the cruelty visited upon me; revenge An animal’s loyalty is represented by a numeric score that
is what drives me. the Dungeon Master tracks secretly. It falls within a range
of 0 to 20, with 0 being a total lack of loyalty and 20
4 I escaped from captors that were intent on selling
representing peak devotion.
me. Now I have found a good home.
An animal has a maximum loyalty rating equal to its
5 I’m on the run from other creatures of my kind. I
handler’s Wisdom score. Because this score is relative to a
betrayed one of my pack; they know my smell as
handler, each animal can have multiple loyalty scores for
belonging to a traitor.
the Dungeon Master to track.
6 I will never forget how I was defeated in battle by a
A domestic animal’s starting loyalty score when
rival of my own kind. acquired is equal to half its maximum rating. A purchased
7 I will always remember my first handler. domestic animal takes about seven days to come into this
8 Nothing is more important than seeing that my loyalty score as it gets accustomed to a new owner. A wild
allies are fed and safely sheltered. or feral animal has a loyalty score of 0 until acclimated, at
which point its loyalty shifts to half its maximum rating.
The DM can select characteristics from these tables or In rare circumstances, an animal may have a loyalty
determine them with die rolls. The entries on these tables score to the party or a group of handlers. This is more
are examples; the Dungeon Master should feel free to make likely when the animal has pack instincts and sees party
up new characteristics or use those listed with the sample members as belonging to the handler’s pack. It also occurs
animals in appendix C. when a creature has received training from multiple
handlers together. The Dungeon Master must be prepared
to arbitrate any complications related to an animal having

ANIMAL COMPANIONS 34
group loyalty scores, particularly if the animal must choose
a preference when commanded to perform oppositional MAGICAL LOYALTY
tasks by different masters. If your campaign uses these optional Loyalty rules for
animals, an animal with the charmed condition gains a
temporary loyalty score of 10 if it otherwise has no
Unlike intelligent characters, an animal’s loyalty score is
loyalty score relative to the spellcaster or if it has a
not improved by specific incidents of assistance. Instead,
lower loyalty score.
an animal’s loyalty score to its handler increases through
lengthy bonding activities. caretakers for an extended period, it may lose loyalty to its
A “loyalty gaining event” increases the animal’s loyalty handler, replacing it with instinctive self-sufficiency or
rating by 1d4. Although an animal can have separate loyalty to another handler. This is particularly true of
loyalty ratings to different individuals, no individual animals with short memories.
loyalty score can ever rise above its maximum. If the For every full 30 days of separation, roll for a reduction
handler’s Wisdom score is ever permanently reduced, an of the animal’s loyalty. Even a few hours of companionship
animal’s loyalty score will drop accordingly if it would between adventures is enough to restart the clock on this
otherwise exceed that new maximum. 30-day period.
The two common methods of gaining an animal’s loyalty Fear. Frightening circumstances can reduce an animal’s
include companionship and training. loyalty, bringing to the fore its feralizing instincts for self-
Companionship. Animals very willingly become loyal to preservation. For example, forcing an animal to run
the handlers who coexist with them, requiring no special through a burning building is likely to impact the animal’s
outlays of effort to achieve. They form instinctive loyalty, particularly if there is prolonged exposure to a
social bonds and quickly come to consider even significant danger.
humanoids to be part of their packs or families. Fortunately for their handlers, many animals will
Roll to increase an animal’s loyalty once for be completely oblivious to danger. For example, a
each 30-day period of shared proximity with horse ridden on a narrow mountain ledge
the handler, until the animal reaches its knows only that getting close to the edge may
maximum rating with that handler. precipitate a dangerous fall; it doesn’t know the
Training. A handler who trains an roadway could also crumble away and that
animal in a trick or role has time to play merely being on that ledge is dangerous.
with an animal and interact Moreover, unless the horse gets a good look
continuously, triggering a loyalty- over the side, it may not even understand
gaining roll. Even if the creature that the drop could be a deadly one.
has reached its maximum Most animals can be calmed in naturally
number of tricks, 5 downtime frightening circumstances. A successful
days spent devoted to Wisdom (Animal Handling) check calms a
socializing with the animal domestic animal or trained mount,
in relative isolation also preventing it from suffering fear to a
constitutes a loyalty gaining degree that would impact loyalty. Some
event. animals can be easily blinkered or
hooded to obscure the danger, like
horses and hawks, giving advantage
Animals lose loyalty in three
on this check.
ways, isolation, fearful encounters, and
At the Dungeon Master’s discretion, this
dramatic injury. A “loyalty losing event”
same check can calm an animal that suffers
reduces the animal’s loyalty rating by
the frightened condition from magic. A
1d4. An animal never rolls for loyalty
result that equals or exceeds the saving
loss more than once per day,
throw for the effect that applied the
regardless of the number of
condition won’t remove it but attending to
events that compel such rolls.
the animal this way will prevent a roll for
Isolation. If an animal
reduced loyalty.
is ever left alone or with

35 ANIMAL HANDLER’S MANUAL


Injury. If a handler inflicts damage or severe pain on an 1 loyalty and can be interacted with as normal. At the DM’s
animal, the handler will usually lose loyalty. Unfortunately, discretion, spells can help handler and animal interact
some animals are not smart enough to attribute the injury during this time, easing this period of tension.
to the handler, depending on the circumstances. An animal with a loyalty score of 10 or higher
Additionally, if an animal is brought to 0 hit points, its completely trusts its handler and needs little urging to
proximity to death will trigger its self-preservation perform even in dangerous circumstances. The animal will
instincts causing a loyalty loss. not typically perform suicidal acts, but it trusts the
handler’s commands if the danger is uncertain. Any
Wisdom (Animal Handling) check to calm such a loyal
A creature reduced to 0 loyalty will try to run away from animal or to coax it into dangerous circumstances is rolled
the handler at its first opportunity, returning to a previous with advantage. For example, a horse with 10 loyalty might
owner or trying to live wild. Animals will be completely run down a sheer mountainside or into a burning forest at
uncooperative and Wisdom (Animal Handling) checks to its rider’s command.
affect the creature automatically fail. This state may also Additionally, at 10 or higher loyalty, an animal performs
be reflected by adding the reluctant creature template normal tasks with greater eagerness for its handler. This
found later in this chapter. If the handler insists on enhances the creature’s attention span when ordered to
significant interactions, the animal with 0 loyalty may perform a trick over a long period. This can manifest in
react violently, barking, biting, or kicking. A predator is simple things like sitting in place for longer after given a
more likely to be aggressive in this violence, attacking a command to stay or hunting down a fleeing foe for longer
former handler when it simply passes by. before losing interest and returning to the party. The
To keep the animal, the handler must confine it Dungeon Master will decide the exact effect and duration
somehow. Increasing the animal’s loyalty is simply a of this enhanced attention span on a case-by-case basis.
matter of keeping the animal, feeding it, and providing it An animal with 10 loyalty may also fight to the death to
with proximate companionship until enough time passes defend its handler, even if not trained to do so with a trick.
for the animal’s natural inclinations toward social bonding This usually applies to predator-type creatures like
to take over. In game terms, this means re-acclimating the canines, not skittish creatures like horses or deer.
animal, a process that takes more time given the creature’s
state of captivity. Once re-acclimated, the animal returns to

ANIMAL COMPANIONS 36
37 ANIMAL HANDLER’S MANUAL
CHAPTER 2: HANDLING ANIMALS
AKING ANIMALS PARTY MEMBERS NECESSITATES AN
understanding of how the rules apply to their “Animal Handling. When there is any question
use. This chapter addresses the fifth edition whether you can calm down a domesticated animal,
rules for controlling animals in combat, keep a mount from getting spooked, or intuit an
particularly untangling the thorny topic animal’s intentions, the DM might call for a Wisdom
mounted combat. The chapter concludes with an overview (Animal Handling) check. You also make a Wisdom
of the various character options that synergize strongly (Animal Handling) check to control your mount when
with the use of animals in the campaign. you attempt a risky maneuver.”

This section discusses the basics of handling animals with


Wisdom checks; how players get benefits from their The listed targets—mounts, the skill-user’s own mount,
animals’ training or from their own training with animals. animals, and domestic animals—are all categories without
This section covers named functions, the four things that definition. There is no “animal” or “mount” creature type,
the Animal Handling skill says it does, and new functions, nor is there any notation to indicate which animals are
added rules for pushing animals to perform various domestic. We are left with the plain language of those
actions, whether or not they are trained in the new tricks words, required to apply the logical versions of their
or roles described in the following section. everyday definitions.
For purposes of this skill, the Animal Handlers’ Manual
recommends disregarding any special implication of the
For the functions of the Animal Handling skill listed in the word “mounts.” These are animals too. It’s likely that
Player’s Handbook, quoted in the sidebar on this page, a “mounts” was used because those functions are commonly
check is required unless the DM thinks the task is so easy needed in the context of riding, and because six uses of the
as to function automatically. word “animal” would sound repetitive within the skill’s
In each of the uses discussed here, the DC for ability two sentences. Additionally, the distinction between “a
checks, and the circumstances of advantage and mount” and “your mount” isn’t likely to be intentional;
disadvantage, are left wholly to the Dungeon Master. When assume that a handler on foot can lead another character’s
in doubt, DC 10 is probably appropriate for targeting mount through a risky maneuver.
trained, tamed, or domestic animals, while DC 15 works on However, where the text differentiates “animals” from
wild or feral animals. “domestic animals,” logic shows us a real difference
The named functions of Animal Handling are: between creatures in the context of this skill. Domestic
creatures are acclimated to humanoid races, and therefore
1. Intuit intentions of an animal easier for humanoids to pacify. Calming wild animals is
2. Prevent spooking of a mount
3. Calm a domestic animal
4. Control your mount in a risky maneuver

Narrowly, the skill describes four affectable creature


(“animal,” “domestic animal,” “a mount,” and “your
mount”) and four things a character can do to
an animal with the skill (“intuit intentions,”
“prevent spooking,” “calm,” and “control
in a risky maneuver”).
Because this skill is described in only
two sentences, we ought not to get hung up
on the specificity of these functions. Rather,
players and Dungeon Masters should
consider the holistic meaning, that a
user of this skill can understand and
calm animals of various sorts.

ANIMAL COMPANIONS 38
understandably harder, a function left to magic or some
extraordinary abilities, not this skill.
This section talks about mounted combat. It analyzes the
eight paragraphs of the Mounted Combat rules in the
The functions of this skill are to intuit the intentions of an Player’s Handbook, including clarifications and optional
animal, to calm it (or prevent it from spooking), and to rules to add nuance to riding in battle. It further provides
control it. Again, the Animal Handlers’ Manual recommends useful mounted combat examples.
a broad reading of these functions.
Intuit Intentions. Narrowly defined, an animal’s
intention is the thing it is going to do. The character gets
“A willing creature that is at least one size larger than
some insight into whether the creature is about to attack,
you and has an appropriate anatomy can serve as a
flee, or do something else.
mount using the following rules.”
At the Dungeon Master’s discretion, this function may
also provide the (more interesting) information of why the
creature has said intention. This information is probably To serve as a mount, a creature has three requirements to
foundational to learning the animal’s intention; knowing meet. It must:
that a bear intends to attack might be learned from its 1. Be a willing creature
posture, but also from the visible evidence of its extreme 2. Be at least one size larger than the rider
hunger, fear for its nearby young, or having been driven to 3. Have appropriate anatomy to be ridden
rage by a festering arrow wound in its back.
Calm Animal. The calming function of this skill should
likewise be read broadly. Its only limitation is the Most rider-trained animals that qualify as mounts are
application to a “domestic” creature. If there is doubt as to willing to be ridden. Absent some quirk of the mount’s
a creature’s domesticity, the Dungeon Master must training or temperament, or some previously developed
determine ad hoc which species are domestic and which hostility toward the would-be rider, the mount is willing.
individual wild animals are sufficiently tamed to count as This supplement deals directly with the details of animal
domestic for these purposes. behavior, particularly acquiring and befriending animals
Calming an animal means defeating its fight-or-flight that have their own feelings and personalities, so it is
instincts, regardless of what emotion or impetus is worth exploring the concept of willingness a bit further.
upsetting it. This function can include calming an angry Under circumstances where a mount would-be
bull whose field you are trying to cross or calming a frightened or otherwise not calm, the creature may shy
frightened horse who doesn’t want to remain near a away from a rider, making it difficult to mount. A Wisdom
burning building. It does not include calming a wild skunk (Animal Handling) check may be all that is needed to make
who accidentally wandered into camp or calming an the mount willing.
alligator who attacks out of hunger. At Intelligence 5 or higher, a mount will make its own
Control in a Risky Maneuver. By articulating this decision as to whether it is willing to be ridden, despite
function, the rules imply that some maneuvers are riskier training. Such creatures have their own quasi-animal goals,
than others and that only the risky ones need a check. The beliefs, and alignments, and might fight off a would-be
tricks presented in chapter 1 follow this reasoning. rider who is at odds with such things.
Handled animals perform most trained behaviors
automatically, only requiring a check under difficult VARIANT: UNWILLING MOUNT
circumstances. It’s possible to climb onto an unwilling mount. A Dexterity
Examples of controlling a creature like this include (Acrobatics) or Strength (Athletics) check may be needed,
pushing a horse to jump a dangerously large barrier or gap depending on the animal’s shape and its degree of stillness
or driving oxen to pull a wagon from the river before the during the attempt. If actively resisting, the mount contests
contents are swept away. Both scenarios put something at the rider with its own Dexterity (Acrobatics) check.
risk, making the maneuver “risky.” If nothing important Once atop an unwilling creature, the would-be rider is
will change with the animal’s failure, the maneuver isn’t not in control of it. The creature might decide to cooperate
risky and therefore the Dungeon Master shouldn’t call for a at that point, or it might simply do as it pleases. Un
check. unwilling mount may try to attack or throw the rider off,
or may simply lay prone, automatically dismounting the

39 ANIMAL HANDLER’S MANUAL


rider. If a rider manages to stay on, time in the saddle and creature’s only square. For a Huge creature, the central
a successful Wisdom (Animal Handling) check might bring square places the rider in a position that requires a missile
the animal to a willing stay. weapon (or a weapon with the Reach property) to attack
ground-based targets and vice versa.
If the mount’s center is an intersection of squares, like a
DUNGEONS & DRAGONS uses two factors when determining a Large-size horse, the rider occupies one of the four squares
creature’s capacity to carry things, its size and its Strength. touching upon that point. In this case, a rider can shift the
According to the mounted combat rules, a suitable square it occupies whenever it moves, using 2 feet of
mount is one whose size exceeds the size of each of its movement per square.
riders by at least one category. Requisite Strength is not an Additional riders must be able to fit on the mount’s
official requirement for mounted combat, but an animal squares and sit as closely to the center as possible.
that lacks the carrying capacity for its riders and their gear
isn’t going to get far. An animal makes a poor mount if VARIANT: SAME-SIZE MOUNTS
rendered immobile or reduced to a 5-foot speed. Some mounts can carry a rider of their own size. An adult
A mount’s size raises complications when the game uses human or a dwarf might ride a hearty mountain pony. In
miniatures on a grid. In these scenarios, the riders such cases, the mount’s speed drops by 20 feet and it has
effectively occupy some or all the mount’s space, despite disadvantage on Strength-, Dexterity-, and Constitution-
being smaller. There are no rules for managing this based rolls, including ability checks, attack rolls, and
complication in the game’s current edition. saving throws.
Creatures with a trait that lets them carry burdens as
VARIANT: MOUNTS ON GRIDS though they were one size larger can carry a same-size
A rider using half of its movement to mount a creature rider without this penalty.
achieves a position where it can perch on the creature’s This duplicates the “heavy encumbrance” penalty from
qualifying “mount” anatomy. Thereafter, it can move the Variant Encumbrance rule. If you use that optional
around atop the mount, given enough space to do so. rule, these penalties should not be cumulative.
The rider of a mount occupies the square at the mount’s
center. For a Medium mount like a mastiff, this means the

HANDLING ANIMALS 40
A potential mount must have the right physicality to bear a The example in this paragraph adds a subtle rule you
rider. This usually means the animal’s back is horizontal might have missed.
during its movement, as with most quadrupeds ridden by If your speed is 0, you can’t mount or dismount. This
humanoid-shaped creatures. officially makes these activities “movement”; mounting
For a non-humanoid rider, a different shape of mount and dismounting are not miscellaneous activities that
may be necessary; where the rules require “appropriate merely cost movement, like standing from a prone
anatomy,” that anatomy must be considered in the context position. Otherwise, a rider with speed 0 could spend half
of what suits the rider’s own shape, as well as the shape of movement (also 0) and either mount or dismount an
an exotic saddle or other adapting harness. animal in that turn.

“Once during your move, you can mount a creature that “If an effect moves your mount against its will while
is within 5 feet of you or dismount. Doing so costs an you’re on it, you must succeed on a DC 10 Dexterity
amount of movement equal to half your speed. For saving throw or fall off the mount, landing prone in a
example, if your speed is 30 feet, you must spend 15 feet space within 5 feet of it. If you’re knocked prone while
of movement to mount a horse. Therefore, you can’t mounted, you must make the same saving throw.
mount it if you don’t have 15 feet of movement left or if “If your mount is knocked prone, you can use your
your speed is 0.” reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a space
Having found a qualifying mount, a would-be rider can get within 5 feet it.”
on and off with some limitation. A rider can mount:
A rider must succeed on a saving throw or fall from the
1. If the animal is within 5 feet
mount when:
2. If the rider did not already mount or dismount a
creature this turn 1. Something moves the mount against its will
3. If the rider does not have a speed of 0 2. The rider is knocked prone

If the mount is knocked prone, the rider dismounts and


Each character is limited to one instance of mounting or can automatically avoid falling prone by using a reaction.
dismounting per round. The activity is performed during
the rider’s move, something that occurs on the rider’s turn.
Falling from a mount occurs in one of two ways. The first
This restriction prevents some of the less-sensical
way is when the rider fails a Dexterity saving throw to
combinations of mounting, riding, and dismounting in the
remain mounted. This happens in a variety of
same turn.
circumstances. The second way is automatic, when the
mount falls prone.
To mount a creature, a rider must be within 5 feet of it. Note that a creature can choose to drop prone “without
Adjacency is an obvious limitation, but it had to be stated. using any of [its] speed.” (See “Movement and Position” in
By logical inference of this range, dismounting places the the Player’s Handbook.) Since being prone causes the rider
rider on the ground within 5 feet of the mount. Unless the to make a Dexterity saving throw or fall off, a rider might
shape of a creature reasonably prevents it, the rider should use this to bypass the restriction on a single mounting or
be able to choose which of those spaces within 5 feet to dismounting in a turn, as well as the movement cost to get
dismount to. off the mount. However, this dismounting should probably
Alternately, the rider could make a standing jump, be considered a fall in the normal sense, for which the
traveling a distance from the mount related to the rider’s rider would suffer 1d6 bludgeoning damage and fall prone.
strength score. If the mount is Large size, or is flying, this Although becoming prone requires the rider to make a
probably means falling damage after the jump. Dexterity saving throw or fall off, nothing is said of the
rider’s state if the save is successful, except to avoid a fall.
Assume that success allows the rider to remove the prone
condition, remaining mounted in a riding posture.

41 ANIMAL HANDLER’S MANUAL


VARIANT: SADDLES MATTER
This optional rule has several components.
CAVALIERS
A rider has disadvantage on the save to remain mounted The core rules include a few special rules cases that
if the mount isn’t wearing a saddle. A rider trained in the can help a rider stay mounted.
Animal Handling skill avoids this penalty, having a better Born in the Saddle. This feature belongs to fighters
notion of bareback riding. with the Cavalier Martial Archetype, which appears in
A military saddle grants advantage to saving throws for Xanathar’s Guide to Everything.
a rider to remain in the saddle. This is an optional rule “You have advantage on saving throws made to avoid
because the military saddle described in the Player’s falling off your mount. If you fall off your mount and
Handbook gives advantage to “checks,” not saves. Without descend no more than 10 feet, you can land on your
this rule, military saddles have no effect. feet if you’re not incapacitated.”
A strap saddle allows the rider to succeed on these saves Saddle of the Cavalier. This magic item, listed in the
automatically, so long as the device is fully fastened. If only Dungeon Master’s Guide, is coveted by riders of all
half the straps are tied (using half the tie-in time), the animal types. As a worn magic item, it will resize itself to
saddle instead provides advantage to these saving throws. fit a mount of any size.
Without any straps tied, it counts as a normal saddle. “While in this saddle on a mount, you can’t be
dismounted against your will if you’re conscious, and
VARIANT: HANGING TO THE SIDE attack rolls against the mount have disadvantage.”
With this variant, a rider can be prone on a mount, either
flattened down on the mount’s back or hanging alongside home, so long as no other events or conditions would
it, clinging to the saddle. A rider might risk the saving unseat the rider.
throw to assume this position for a tactical advantage.
Achieving this position requires the prone condition’s
VARIANT: LANCING
normal Dexterity saving throw to stay mounted. Being A successful attack from a charging lancer has a chance to
prone also imposes disadvantage on ranged attacks unseat a mounted target. To unseat another rider, a lance-
against the rider, though attackers within 5 feet of the user must ride a mount at least 20 feet toward the target,
rider can instead claim advantage. Finally, the rider’s own doing so on the same initiative count and immediately
attacks are at disadvantage in this awkward position. prior to attacking with a lance. The attacker’s mount must
A rider hanging to one side of a mount also be larger in size than the targeted rider, though It
may claim cover against creatures on the doesn’t need to be larger than the target’s mount.
other side of the mount. When struck by the lance attack, the rider must make a
Strength saving throw against a DC of 10, or the damage
VARIANT: SLUMPED IN inflicted by the attack, whichever is higher. If a lancer
can make multiple attacks at this point in the turn,
THE SADDLE
only the first has a chance to dismount the target.
An unconscious If two characters are jousting one another in a
creature automatically formal event, rather than during the confusion
fails Strength and of combat, both riders roll a single lance
Dexterity saving throws, meaning a rider attack simultaneously as their
that is knocked out or killed will fall prone mounts pass one another. It’s
and always fail the resulting saving throw possible that both riders fall in
to remain in the saddle. this momentary clash.
With this optional rule, the rider can
attempt one last saving throw the moment VARIANT: BUCKING BRONCOS
it is rendered unconscious (or killed). If When an unwilling mount attempts to buck off a
successful, the rider slumps prone but rider, using its action, the rider must succeed
remains atop the mount. A on a Strength saving throw against a DC of
trusty steed may 10, or the mount’s passive Strength
thereby carry a dead (Athletics) score, whichever is
or unconscious rider higher. If the saving throw fails, the
rider falls off.

HANDLING ANIMALS 42
“dismount,” either falling prone or, with a reaction,
A rider that falls from a mount probably lands in a space remaining on its feet in the process.
within 5 feet of the creature, determined by the Dungeon The option to use a reaction only applies when the
Master. Unless another rule specifies otherwise, the rider mount goes prone; it appears in no other falling scenario in
should become prone in the fall. the Player’s Handbook or in these rules.
The Dungeon Master may impose falling damage for
falling from a particularly large mount, a creature of Huge
or Gargantuan size. Alternately, or additionally, a rider “While you’re mounted, you have two options. You can
may suffer 1d6 bludgeoning damage when falling from a either control the mount or allow it to act
high-speed mount, a creature that moved 60 or more feet independently. Intelligent creatures, such as dragons,
in its previous turn. Conditions on the ground can modify act independently.
this damage; perhaps rough ground adds another damage “You can control a mount only if it has been trained to
die or soft terrain provides resistance to the damage. accept a rider. Domesticated horses, donkeys, and
When a rider falls off of a flying mount, using the normal similar creatures are assumed to have such training.
falling rules to track its descent and impact. The falling The initiative of a controlled mount changes to match
rider’s only hope is to use magic or some manner of yours when you mount it. It moves as you direct it, and
equipment to slow the fall. (See “falling sails” in the it has only three action options: Dash, Disengage, and
Comprehensive Equipment Manual.) When falling from a Dodge. A controlled mount can move and act even on
mount in an underwater scenario, the rider simply sinks the turn that you mount it.
until it can start swimming on its turn; it does not take “An independent mount retains its place in the
damage if it hits bottom before that. initiative order. Bearing a rider puts no restrictions on
the actions the mount can take, and it moves and acts as
VARIANT: SNATCHED FROM THE AIR
it wishes. It might flee from combat, rush to attack and
At the DM’s discretion, a flying mount can try to grab its devour a badly injured foe, or otherwise act against
falling rider before the rider passes out of range. The your wishes.”
mount must have claws, a large maw, tentacles, or some
other body part suitable to grasping and holding a rider of
that size and shape. To perform this maneuver, the mount A mounted rider has two options:
uses its reaction and attempts a Dexterity (Acrobatics) 1. Control the mount if
check against a DC of 15. If successful, the mount catches a. the mount is not intelligent, and
the rider before the rider falls past the flying mount’s b. the mount is trained to accept a rider
reach. In this case, the rider is grappled by the mount. On 2. “Allow” the mount to act independently
its turn, a caught rider can spend half its movement to
climb back on top of the mount, resuming its riding state. A controlled mount’s initiative changes to match the
If the mount fails this check, the rider falls beyond reach. riders, and it is limited to Dash, Disengage, and Dodge for
Falling creatures often drop too quickly for the mount to its actions and it acts even on the turn you mount it.
get another chance at catching the rider. An uncontrolled mount does as it wills; its initiative
remains unchanged and the rider doesn’t have control.

A mount falling prone implicates a different set of rules.


Rather than falling from the saddle, the rider has time to These rules allow a rider to control an animal that is not
intelligent and is trained to bear riders. This vague
paragraph needs serious examination to run in a fair and
FALLING SPEED consistent manner.
“When you fall from a great height, you instantly “Dragon” is only example provided of what “intelligence”
descend up to 500 feet. If you’re still falling on your means for these purposes. The dragons in the Monster
next turn, you descend up to 500 feet at the end of that Manual have Intelligence scores ranging from 5 to 18.
turn. This process continues until the fall ends, either Coincidentally, this accords with the way this
because you hit the ground or the fall is otherwise supplement handles Intelligence ratings. Creatures of
halted.” (See “Falling” in Xanathar’s Guide to Everything.)” Intelligence 5 and 6 are smart enough to start
comprehending languages. They have their own agendas

43 ANIMAL HANDLER’S MANUAL


and alignments, making them uncontrollable as animals. their turn; both have the ability to take an action, bonus
Creatures of Intelligence 7 or higher are in this “intelligent” action, or reaction, and the ability to move, though a
category. controlled mounts’ actions are narrowed to three options
To be controlled, the mount must also have training to and a rider’s movement is good for little other than
carry a rider. In the context of these rules, this means the dismounting. Instead, the rider chooses the order these
rider-trained template. Alternately, the DM can designate a things are used in during the same turn, doing so until both
creature as having sufficient training without the template. creatures’ turns are complete.
Without training, an animal doesn’t understand (and can’t This reading of “overlapping” turns is supported by the
react to) the rider’s subtle signals of control, even if the lead designer’s interview of February 2018, titled Sage
creature is charmed or otherwise cooperative. Advice on Mounted Combat. In this interview, Jeremy
At the DM’s discretion, an animal that shares a Crawford stated that the controlled mount’s turn “basically
“telepathic bond” with the rider can be controlled even overlaps with yours.” He repeated this notion several
without training. The spirits created by the find steed and times during the interview, also saying, “It’s moving on
find greater steed spells are an example of such mounts. your turn. Its movement is taking place on your turn.”
These are described as particularly intelligent, but the However, see the sidebar below for another interpretation.
terms of these spells ensure that the steeds are controlled. If a controlled mount ceases to be controlled, perhaps
Effectively, the rider, not the intelligent animal, decides because the rider becomes unconscious, it does not return
whether and when the mount is controlled. to its prior initiative count.
A controlled mount is limited to the Dash, Disengage, or
Dodge action on its turns. However, it remains free to
This is the part of the mounted combat rules that players perform a reaction as it wills.
and Dungeon Masters get so frequently hung up on. It
bears paying special attention to, so buckle in! VARIANT: TIMING OF CONTROL
When a rider mounts an animal that is not intelligent A rider takes control of an animal as it mounts the
and is trained to bear riders, the rider has the option to creature. No rules are provided for maintaining this
take control. When this happens, the mount’s initiative control, it is assumed to persist in perpetuity, so long as
changes to match the rider’s initiative. mount and rider are together and both conscious.
Merely having the same initiative is not enough to let
mount and rider act synergistically. Only groups of
“identical creatures” act at the same time; the DM decides EVIDENCE FOR SEQUENTIAL TURNS
other tied initiative counts by rolling a d20 or simply Some of Jeremy Crawford’s “tweets” on Twitter.com
deciding the tie breaker. The initiative rules don’t can be read as discordant with the Player’s Handbook
otherwise contemplate matching initiative. (and with his 2018 interview), supporting the notion of
What, then, does this “matching” wording in the “sequential,” non-overlapping turns.
mounted combat rules mean? The answer is found at the On April 26, 2017, Mr. Crawford tweeted “A rider
end of the paragraph, which says, “A controlled mount can and a controlled mount have separate turns, but they
move and act even on the turn that you mount it.” This have the same initiative, which means you decide
creates a new scenario for creatures with matching which one goes first.” On March 3, 2018, he further
initiative, one not found in the default initiative rules. tweeted that, “A controlled mount has its own turn, but
A rider mounts an animal during the rider’s own turn, that turn takes place on the same initiative count as the
moving to within 5 feet of the mount and spending half rider’s turn.”
movement to climb on. That turn—the rider’s—is the turn These words can support the guidance given here, or
in which the animal can move and act. “A controlled mount they can be read as contrary. This supplement does not
can move and act even on the turn that you mount it.” recommend a contrary reading; the Player’s Handbook
Therefore, a mount moves and acts during its rider’s turn. already says the mount acts on the turn it is mounted,
Too many players and Dungeon Masters struggle to not just a later turn on the same initiative count.
implement rider and mount turns as sequential turns, Further, none of the three versions of tied initiative in
requiring the rider to Ready an Attack action to go off the initiative rules let the player choose the order of
when the mount moves up to an enemy on its turn. turns between a character and a mount. Best to use the
At the same time, mount and rider have their own advice that accords with the rules.
separate turns in the sense that neither loses any part of

HANDLING ANIMALS 44
With this optional rule, the rider opts to maintain or Ready action to time attacks synergistically with the
release control at the start of each of its turns. If the rider mount’s movement.
is incapacitated, it cannot control the mount That timing assumes that the uncontrolled mount
that turn. is acting usefully in combat. An uncooperative or
If additional riders mount the unintelligent creature is more likely to move
animal, they are “passengers,” away from the battle if left uncontrolled.
riders without the ability to
control the mount. The animal’s VARIANT: ALLOWING CONTROL
initiative does not change to An intelligent, rider-trained mount can
match these new riders. choose to act in concert with a rider,
However, if a passenger wrests obeying its commands, thus gaining the
control of the mount or the benefits of a controlled mount.
controlling rider dismounts, An Intelligent mount decides its
the new controlling rider can mode of control. When mounted, it
change the mount’s initiative chooses to be controlled or remain
to match its own on its independent. The animal can revisit
following turn. its choice at the start of each of its
A newly controlled mount turns, switching to a controlled mode
should not get another turn at its or vice versa.
new, lower initiative count if it previously Modes of control should not change
acted in that round. In a tweet of April 26, mid-turn because that would allow the mount
2017, the lead designer for DUNGEONS & DRAGONS to gain the benefits of both modes while
confirmed double turns was a possibility because of how ignoring the drawbacks.
the rules are written. No doubt this could enhance the
usefulness of riding mounts, allowing them to be available
for use when needed. However, the possibility of multiple
“In either case, if the mount provokes an opportunity
creatures taking control of a mount in the same round
attack while you’re on it, the attacker can target you or
makes this utterly nonsensical, not merely unreasonable.
the mount.”
VARIANT: OVERRUN
The optional “Overrun” rule in chapter 9 of the Dungeon Whether the mount is controlled or not, when it provokes
Master’s Guide requires an action or bonus action to an opportunity attack, that attacker can choose to target
perform, something a controlled mount cannot do. the rider instead. The mounted combat rules carve out this
With this optional rule, a controlled mount adds exception because the rider would otherwise be immune
“Overrun” to its list of allowed actions, letting the mount to opportunity attacks. Normally, being moved by another
try to push past blocking creatures of its approximate size. creature (like a shove or carry) or by an effect (like a spell)
Remember, a creature can already move through a space means you do not provoke opportunity attacks.
occupied by a creature at least two sizes larger or smaller
than it. Additionally, all occupied squares are treated as
difficult terrain, regardless of how the animal moves When it comes to animal companions, many players fail to
through them. look past the simple wonder of having a delightful creature
as a friend and cohort. However, to make animals serious
members of the party, it is important to utilize them when
In the case of an uncontrolled mount, initiative is it comes to the gaming (die-rolling) part of play.
unaffected. Combat unfolds without change, except that This section discusses how, through their actions and
the rider is carried along when the mount moves. special traits, animals synergize with player characters’
Because an uncontrolled mount’s initiative doesn’t roles and with their features, traits, and spells. Not all
change, mount and rider will act at different times in the features are mentioned here; these are just the most useful
initiative order. After a mount moves up to a target, the or interesting. A particular focus is given to synergizing
target’s initiative might allow it to move away prior to the features with mounted combat.
rider getting a turn to attack. A rider will need to use the

45 ANIMAL HANDLER’S MANUAL


the handler to adapt to the animal’s new capabilities on the
fly.
Characters of every class can benefit from an animal
Artificer (Artillerist Artificer Specialist). A Medium or
companion for riding, carrying loads, noticing threats,
larger creature bearing a flat howdah provides an ideal
tracking game, and the like. However, some characters
platform to support an Eldritch Cannon. The mobility of
additionally use animals to aid with their expected class
the creature particularly helps to offset the limited range
roles. Each of the following divisions provides general
of the Flamethrower and Protector versions of this feature.
enhancements of the classes’ roles, along with a treatment
However, it is not recommended that you detonate your
of any specific features that may synergize with animal
cannon while an ally is carrying it.
companionship.

Warriors fight, often doing so alongside animals. Animal


The newest class in the fifth edition mixes various support
Handling appears on the skill list for both classes. These
roles. A glance at the artificer’s spell list reveals a class
warriors require no special efforts to gain proficiency;
dedicated to enhancing, guarding, and healing others, as
managing animals is part of their core range of functions.
well as bringing magical utility to the party.
Of primary use to these warriors are animals that serve as
Artificers function well without animals; their spells and
combat mounts, independent combatants, or both.
features often make up for the lack of companions.
A riding horse is nice for travel, but a warhorse won’t
However, the artificer can enhance each of its functions by
balk at the sounds of battle. For characters that focus
teaming up with animals. Particularly, animals can be
primarily on weapon use, the ability to get into melee
trained to carry and place the artificer’s various
reach (or stay at missile range) is critical to using those
inventions, allowing rapid, strategic deployment around
weapons. A war-trained mount grants exceptional mobility
the battlefield. Additionally, animals themselves make
on open terrain, including the ability to move among or
great targets for the artificer’s bolstering magic, enhancing
away from foes
their utility and combat effectiveness. Finally, animals can
without provoking
provide extra carrying capacity for toting the artificer’s
opportunity attacks.
heavy tool sets and crafting supplies.
(See chapter 2 for details
Artificer Features. Animals can be trained to carry and
on mounted combat.)
activate objects affected by the Magical Tinkering, Spell-
While any character with
Storing Items, and Infuse Items features, enhancing their
the Mounted Combatant feat
roles as messengers, mounts, and combat allies.
doubles down
A suit of barding affected by the Enhanced Defense or
Resistant Armor infusion provides extra protection to a
mount or a combat skirmisher, better protecting animal
companions in higher-level campaigns. The
Repulsion Shield infusion is similarly
beneficial, but the animal needs
training to use it because the infusion
requires activation.
Found magic items are not likely to be
shaped for animals, but the artificer’s
crafting skills and the Replicate Magic
Items infusion allows animal
companions to easily benefit from a
host of standard magic items in
shapes that suit the animals’ bodies.
Artificer (Alchemist Artificer
Specialist). The Experimental Elixir
feature gives fighting animals one of
several useful combat bonuses. The
feature’s randomness can alter the
way animals move and fight, forcing

HANDLING ANIMALS 46
on the benefits of riding in battle, warriors are particularly warhorse to use its Trampling Charge trait (something it
helped by the advantage to melee attack rolls. Additionally, can’t otherwise do while ridden), potentially allowing the
because warriors use good armor, the ability to redirect mount to make two attacks. The Lunging Attack maneuver
attacks from the mount to the rider helps them maintain can exploit the power of a lance at a range of up to 15 feet.
their mounted advantage on the field, despite being on the The involuntary movement inflicted by the Pushing Attack
front lines of battle. maneuver is exceptionally useful for dismounting foes.
For animals that are not being ridden, the warriors’ role Finally, the range of a lance and the mobility of a mount
can benefit from creatures trained to fight synergistically. allow this fighter to find the best positions to make use of
Although it takes an action to command a war mastiff to the Sweeping Attack maneuver.
attack a specific target, the beast makes up for the lost time Fighter (Cavalier Martial Archetype). The ultimate
by potentially inflicting some damage round after round. A rider, this fighter gains the Born in the Saddle feature,
trained hawk might harry a spellcaster that the warrior allowing faster mounting and dismounting, and making
can’t get to quickly enough. If the optional flanking or falls from the saddle less likely and less penalizing.
marking rules are used, fighting in tandem with a trained Riding a mount is an easy way to provide enemies with
guard drake can open a whole world of tactical benefits. an additional target in the Cavalier’s reach that, if attacked,
Barbarian (Path of the Ancestral Guardian). The can provoke the extra attack of the Unwavering Mark
Ancestral Protectors and Spirit Shield features can be used feature. The Warding Maneuver feature provides
to defend mounts and nearby animal combatants, additional protection for the mount in such scenarios.
mitigating their relative weakness when compared to the Fighter (Samurai Martial Archetype). When combined
resilience of higher-level parties. with the advantage provided by the Mounted Combatant
Barbarian (Path of the Totem Warrior). The ability to feat, the Rapid Strike feature allows a mounted Samurai to
cast beast sense, speak with animals, and (eventually) double all attacks against most enemies on foot.
commune with nature enhances the character’s ability to
find, acclimate, and train animals, as described in their
spell descriptions, above. Bards, and rogues to some degree, make adept performers
Additionally, various totemic aspects help this barbarian using music, acrobatics, and sleight of hand. Although each
move and fight in concert with animals that are faster or may have the genuine goal of providing entertainment,
can fly. The elk totem can particularly double the speed of they are also adept at swindling audience members or
fast mounts and allow the barbarian to maneuver around otherwise relieving them of extra coins. Including animals
mounts more efficiently on the battlefield. in an act is a sure way to broaden an audience and to draw
Fighter. Two of the fighter’s Fighting Styles synergize attention from a pickpocket’s wandering fingers.
well with animal allies, particularly mounts. Bards are adept at getting animals to perform on their
A character with the Archery Fighting Style feature can behalf; the Bardic Inspiration feature can magically
benefit from riding. A mount can Disengage and move a enhance a trained monkey’s attempt to pick a pocket or
great distance away without using the rider’s own action. climb up to a second-story window.
Without a mount, the archer would have to choose Rogues can train animals to assist with all manner of
between a Disengage action or the Attack action (rolled skullduggery, but their Sneak Attack feature particularly
with disadvantage for being next to foes). shines in this context. A rogue can train an animal
A rider with the Protection Fighting Style feature can companion to harass enemies by moving next to them or
interpose a shield to penalize attacks against a mount or give the rogue advantage on attacks with the Help action;
an adjacent animal combatant, making mounts more two ways to ensure that the rogue’s Sneak Attack feature
survivable and thus making mounted combat more viable. applies with greater reliability.
These advantages apply equally to anyone who can Bard. When trying to get an animal to perform in a way
acquire a fighting style, including paladins and rangers. that requires it to make its own attack roll or ability check,
Fighter (Battle Master Martial Archetype). This fighter the Bardic Inspiration feature provides a significant bonus
can use the Know Your Enemy feature to ascertain a to that roll. Some Bardic College features that rely on
creature’s martial prowess when deciding whether to buy Bardic Inspiration can similarly assist an animal’s rolls.
the creature in the market or try to track and acclimate it Bard (College of Glamour). It is hard to separate this
in the wild. character from its mount; the Mantle of Inspiration feature
This archetype’s maneuvers are particularly useful when allows extra movement useful for approaching and
mounted. The Commander’s Strike maneuver can allow a mounting an animal. At the same time, a mount that

47 ANIMAL HANDLER’S MANUAL


receives the boost can move to meet you, all without Nature feature at 17th level, charm beasts and command
provoking opportunity attacks. them.
Cleric (Order Domain). The Voice of Authority feature
can allow a war-trained mount, like a warhorse, to use an
These classes have access to divine magic and are well action or trait like Trampling Charge. It can’t normally do
suited to healing and protecting animal companions with so while controlled, being limited in the actions it
spells. Animals are often fragile relative to player performs, a limitation this reaction overcomes.
characters. Spells like shield of faith and warding bond can
greatly extend their survivability and usefulness.
As defensive characters, these class roles are enhanced Druids and rangers both suit the role of interacting with
by the presence of sturdy animals that can interpose nature, and they share an incredibly useful range of animal
themselves between foes and weaker party members or affecting spells to help with that task. (Clerics with the
move to guard fallen party members long enough for the Nature Domain have similar access to animal affecting
cleric or paladin to reach them. spells, sharing this role.)
In addition to the benefits described for other warriors, A druid can particularly enhance its interaction with
paladins may particularly benefit from training their spirit animals by turning into creatures of the same type. This
steeds (from the find steed spell) or providing their can aid in acquisition or other interactions; a druid that
protective auras to any animal they ride or fight alongside. takes a wolf’s form and fights beside a wolf companion
Cleric (Grave Domain). The spare the dying cantrip exploits the speed and tactics employed by wolves
derived from the Circle of Mortality feature allows you to working in concert. At higher levels, the ability to swim or
quickly stabilize a dying animal companion, even at range, fly alongside animal companions in their shared forms
without interrupting your normal action for the round. brings the synergistic combination of character and animal
The Sentinel at Death’s Door feature, like many to the sea or the skies.
protective reactions, lets you lessen the damage a mount Rangers can use animals in many of the ways that
or animal companion would suffer when struck in battle, barbarians and fighters do, but they have additional class
in this case when struck by a critical hit. roles related to overland navigation, foraging for food,
Cleric (Light Domain). The Improved Flare feature is traveling stealthily, and spotting threats in the wild. In all
particularly useful for warding your own mount or an these tasks, animals make great companions, helping the
animal that is fighting beside you, increasing its ranger with these rolls or making separate rolls to attempt
defensibility. these tasks alone.
Cleric (Nature Domain). In addition to having access to Ranger (Beast Master Ranger Archetype). This
a handful of druid spells that apply to animals, this class supplement allows all classes to have animal companions
gets the Channel Divinity: Charm Animals and Plants in a way that resembles this Ranger Archetype’s feature,
feature. This allows you to repel hostile beasts or, upon but without overshadowing or displacing that feature. A
attaining the
Master of

HANDLING ANIMALS 48
bonded companion benefits equally from the training rules provide features that enhance the character’s modes of
in this book, despite having similar functionality already. movement in ways that would leave a mount behind.
The Ranger’s Companion feature allows the ranger to That said, monks do benefit from animals in the same
command a bonded animal even if it is not trained with way as the warrior classes, whose roles this class shares to
tricks and without having to make an ability check to push some degree. They are particularly synergistic with fast-
the animal into such behavior. This has an advantage over moving creatures that can match the monk’s speed,
trained tricks because it controls the precise action the balance, and stealth. Such animals can aid the monk in its
animal takes, rather than giving it a broader (but longer role of a highly mobile and adaptable striker. Additionally,
lasting) combat instruction. A ranger wanting the animal despite their speed, being mounted often provides a monk
to attack continuously might be better off commanding the with greater mobility even if it must eschew some class
Attack trick, saving the ranger’s own action in future features while in the saddle. Finally, the monk’s focus on
rounds. Because of this tradeoff, a ranger might prefer to the Wisdom ability makes them more likely to succeed on
teach a bonded animal tricks like Attack and Desist. checks to control and influence animals outside of combat.
However, an animal whose capacity for tricks is filled with
non-combat functions is more broadly useful, combining
both combat control from the subclass and utility functions These classes are well suited to enhancing animals with
from trained tricks. spells that strengthen or speed them along in combat.
Exceptional Training has the same benefits of the The role of most arcane casters is artillery-like, casting
previous feature, but it allows animal actions to be spells from a distance and trying to stay back from the
commanded with the ranger’s bonus action. Combined front lines. A horse provides excellent mobility for
with the ranger’s action to command the animal to use a maintaining this distance, and war-trained animals can
trick, this feature allows exceptional control over a bonded serve as blockers to keep foes from closing on characters
animal’s exact behavior, both short term and long term. of these lightly armored classes.
For example, an animal commanded to change its attacked Wizards (and some warlocks) may also have familiars.
target using the Desist trick (an action) and also told to The telepathic connection means such creatures are more
Disengage with this feature (a bonus action) will move adept and learning and employing many of the tricks and
reliably and safely from the old enemy to the new one. roles available to animal companions.
An action used to command the Attack trick can be Sorcerer (Metamagic Options). The Careful Spell
combined with the action to invoke the ranger’s Bestial Metamagic option is an important tool for a caster that
Fury feature. However, this feature only applies in turns uses area-affecting spells while simultaneously employing
when the ranger uses an action to renew it; the animal’s animal companions to block and harry foes.
trained, ongoing attacks after its first turn revert to the The Twinned Spell Metamagic option allows you to
normal number of attacks if the Beast Master does not provide important enhancing spells to two targets at once,
invoke this feature again. something useful for a sorcerer who has multiple animal
The Share Spells feature is best exploited with defensive companions, or who wishes to apply a defensive spell to
or enhancing magic that strengthens the animal, both an ally and that ally’s mount.
particularly spells that could normally benefit only the Warlock (Eldritch Invocations). The Beast Speech
caster or spells that are cheaper or more efficient when invocation allows you to cast speak with animals at will,
applied to the animal and ranger at the same time. Useful always benefiting from true communication between you
examples include absorb elements, longstrider, stoneskin, and your animal companions.
and guardian of nature. The Gift of the Depth invocation allows you to use and
interact with amphibious and water-breathing animals in
ways that air-breathing characters cannot. Such animals
The monk’s concept is one of self enhancement and of non- are otherwise less useful as companions.
reliance upon the regular tools of battle. It is an The Grasp of Hadar and Repelling Blast invocations
independent character, whose powers do not often allow you to dismount enemies by moving the mounts or
synergize with animals (or humanoid companions). their riders. Repelling Blast is more useful at higher levels;
When it comes to mounted combat, monks lack many of the multiple targets of eldritch blast can allow you to
the synergistic advantages of barbarians and fighters; unseat multiple riders per turn.
some of the monk’s features, like Step of the Wind, do not
work from the saddle, and many Monastic Traditions

49 ANIMAL HANDLER’S MANUAL


Wizard (School of Abjuration). The Projected Ward Kobold. A mounted kobold can use its Pack Tactics trait
feature allows abjurers to extend their famous protective with impunity because its mount counts as an allied
magic over a mount or animal companion. creature.
Wizard (School of Evocation). Since wizards cast a lot Lizardfolk. The Hold Breath trait gives you access to
of area-affecting damage spells, like fireball, the Sculpt underwater environments, such that having an
Spells feature is literally a lifesaver in some scenarios. It amphibious or water-breathing animal might be quite
allows the evoker to omit an animal companion from these useful.
harmful areas. Triton. The Amphibious trait gives you better
Wizard (School of Transmutation). This wizard’s opportunities to use amphibious or water-breathing
Transmuter’s Stone can provide one of a range of useful animals, animals that most characters have difficulty
enhancements to an animal ally. While these benefits finding use for.
might be of little use to some transmuters, each is The Emissary of the Sea trait allows you the benefits of
particularly effective when applied to the right animal. true language with aquatic animals, but only in one
direction, from you to them.
Yuan-ti Pureblood. The Innate Spellcasting trait allows
This section discusses some of the character-specific unlimited castings of animal friendship when targeting
methods for handling animals and gaining advantage from snakes, making this race able to easily manage and control
them. Whether by spellcasting, magic item use, or by the these dangerous creatures.
natural or learned traits and features of various races and
classes, these can be unspeakably useful when it comes to
training and managing animals. A number of oft-forgotten magic items create or control
animals, including bags of tricks, feather of diatryma
summoning, figurines of wondrous power, infernal tack, ring
The following section addresses the limited selection of of animal influence, staff of the python, staff of the
racial traits that affect or implicate the animal managing woodlands, and trident of fish command.
rules in this product. The following two potions are discussed in some detail
Bugbear. While mounted, the Long-Limbed trait allows since their effects stray from the parameters of the spells
you to better exploit the power of the lance, a one-handed they provide.
weapon on par with the highest damage ratings for even Potion of Animal Friendship. This delightful potion
two-handed weapons, using it a range of up to 15 feet. allows you to cast the animal friendship spell at will for one
Firbolg. The Speech of Beast and Leaf feature allows hour. Since the spell’s duration is 24 hours, this potion can
beasts to benefit from sharing a true language with you, charm a veritable army of beasts, commanding their
except that the communication goes only one way, from friendship for a whole day.
you to the animals, not vice versa. Although you might theoretically target up to 600 beasts
Forest Gnome. Forest gnomes have a rapport with small while affected by the potion, you will rarely find that many
creatures and often keep them as pets. Although the animals in a place where you can approach to within 30
communication provided by the Speak with Small Beasts feet of each target, nor does the usefulness of the basic
feature is vaguely described as encompassing only charmed condition, absent some other mechanism of
“simple” ideas, it is sufficient to support the benefits of control, encourage such a feat.
true communication with such animals, as discussed in the Potion of Mind Control (Beast). This potion allows you
previous section. to cast dominate beast once. Unlike the normal version of
Kenku. The Mimicry trait synergizes well with the the spell, the effect lasts a full hour and does not require
Animal Handling and Nature skills. At the Dungeon concentration. This allows the effect to be combined
master’s discretion, an ability check with one of these skills usefully with another magic that requires concentration,
may allow you to produce a greater range of animal such as the beast senses spell.
sounds, or to remember exactly the right animal sound
that an animal of the same type will recognize the meaning
of. (This is the same process by which kenku get This section lists the common animal-affecting spells and
humanoids to understand them.) describes how they synergize with this supplement’s rules.
Animal Friendship. The 24-hour duration of this spell
means that, when cast daily, a beast can be constantly

HANDLING ANIMALS 50
charmed, helping to cement a magical alliance. This spell message is delivered. In the case of a failed delivery, the
keeps even wild animals constantly compliant until you spell will cause the animal to return to the location of the
can acclimate them. Normally, you would have to return spell’s casting but, since you are likely to have moved on a
repeatedly to an animal’s territory to acclimate it (or take day or more before the bird’s return, being trained to Go
it along in a cage). This spell circumvents those necessities Home ensures that the animal does not get lost or simply
during the period prior to full acclimation. wait at that location.
The charmed condition also affects an animal’s loyalty For other Tiny animals, this spell can be used to send the
rating, assuming that optional rule is used. Even without creature home or to some other safe place you designate
that rule, this spell does not spoil the caster’s relationship as the spell’s target location, so long as it is within 25 miles
with an animal; while some spells that apply the charmed of you (or 50 miles if the creature flies). To keep the
condition leave the target with knowledge of being animal from returning to the caster, it must deliver a
magically manipulated, this spell does not. Moreover, message to a creature at the target location.
creatures with Intelligence ratings low enough to be For example, you must enter a dungeon that seems too
affected by the spell are not smart enough to comprehend dangerous for your pet raven. While it was an able
what magic is or to associate such effects with their own companion and scout during the trip through the
shifting attitudes. wilderness, the close confines and the deadly creatures
This spell affects only creatures of Intelligence 3 or you are about to face make you worry for the bird’s safety.
lower. The higher-level alternative, charm monster, can You cast this spell on your raven, instructing it to return
affect smarter creatures. However, it has only a one-hour home to its roost and speak your message to one of the
duration and it leaves the creature cognizant of the spell’s other animals there.
manipulation, making it mostly unsuitable for these uses. Awaken. This spell only affects animals with Intelligence
Animal Messenger. This spell is best when cast on an scores of 3 and lower. Smarter animals, like primates and
animal you supply rather than some random woodland some dinosaurs, don’t qualify for a boost to human levels
creature. If you want to rely on this spell, you shouldn’t of intelligence.
risk being unable to find the right sort of flying creature An animal that gains sentience may acquire its own
existing naturally in your environment. alignment, motivations, and complex personality. While it
A homing pigeon is an ideal target; can no longer be managed with the Animal Handling
trained to Go Home, the bird will skill or made to perform tricks, the awakened
fly back to its roost once its creature does not forget the nature of its

51 ANIMAL HANDLER’S MANUAL


learned tricks, nor does it forget how its handler Although these creatures have no training, the Dungeon
previously treated it, whether good or bad. If your game Master may allow them to be helpful during the
uses the optional loyalty rules, the animal now uses acclimation process. Social animals, those with herd or
normal NPC loyalty mechanics from the Dungeon Master’s pack tendencies, are not likely to flee upon contact with
Guide. others of their kind. Seeing you surrounded by such
Beast Bond. This spell only affects beasts of Intelligence animals, who clearly trust you and are comfortable in your
3 or lower. It establishes a 10-minute telepathic link presence, a wild animal may be more willing to allow your
between caster and animal. The animal can benefit from approach or allow you to get closer than you otherwise
the full complexity of your messages but can only send would.
simple emotions and concepts in return. This, combined At the Dungeon Master’s discretion, being surrounded
with the telepathy’s limitation to line of sight, makes this by its own type can give you advantage on ability checks to
spell a poor scouting tool. calm a creature or to stalk it in its habitat.
The primary function of this spell is to enhance an Create Food and Water. There are a few places in the
animal when working directly with the caster. Telepathy Player’s Handbook where systems fail to account properly
lets you communicate silently in stealthy scenarios, for the weight of food and water required to sustain
directing the animal into position for a surprise attack. It creatures based on their sizes. This spell is one example.
also grants the animal advantage on attack rolls against Although creatures need equal weights of food and
creatures next to you, being particularly useful for water to survive, this spell provides 45 lbs. of food and
creatures with potent attacks that might need help only 30 lbs. of water. Without another water source, the
connecting, perhaps a poisonous bite delivered by an spell will sustain forty-five Small or Medium characters, or
animal with a poor attack bonus. eleven Large steeds. With no other water, these numbers
Beast Sense. This spell allows you to see and hear what drop to thirty Small or Medium characters sustained, or
any willing beast does, regardless of its Intelligence rating. seven Large steeds.
The one-hour duration of this spell is useful for scouting, Detect Poison and Disease. In close proximity, this spell
so long as the beast is observing that which you wish to lets you sense the presence and location of poisonous
scout. Unfortunately, another spell to direct or control the creatures or those that carry disease.
beast’s movement, or to make it a willing target for beast Although the spell’s range is limited to 30 feet, many
sense, is nearly impossible to combine with this spell qualifying creatures, like snakes or rats, can otherwise
because such effects almost universally require hide in any sort of rough terrain, in rubble, in the walls of
concentration. buildings, even among very sparse vegetation. The type of
Therefore, this spell is best used on a creature already materials that block this spell are not the sort that such
trained to move about at your command. Tricks such as animals tend to hide behind or within.
Fetch, Go Home, Guard, Scout, Seek, Stalk, and Stay can In addition to finding the creature, the ten-minute
position an animal usefully to take maximal advantage of duration of this spell allows you a lot of time to work; with
this spell. the right tools, you can isolate a target by cutting off its
Commune with Nature. This spell targets an area, avenues of escape, making it easier to capture.
informing you of the prevalent animals within its 3-mile Dominate Beast. Although it may seem like an unusual
outdoor range and identifying the location of terrain application, this spell is an exceptional aid when training
features like cave structures. The combination of these two creatures. It provides one minute of telepathic
pieces of information confirms the presence of animals and communication, allowing a trick’s desired behavior to be
gives you a good idea of where to find their homes, more explained in detail. It also allows you to manipulate the
so if you are aware of the animal’s preferred habitat, diet, creature’s movements, precisely modeling the desired
nesting patterns, and the like. At the Dungeon Master’s action.
discretion, understanding which portions of the revealed The combination of these two benefits helps you
terrain are likely to house the desired animal may require condition the charmed creature to perform even the most
an Intelligence (Nature) check. esoteric and precise tricks. At the Dungeon Master’s
Conjure Animals. This magic surrounds the caster with discretion, this may allow you to teach tricks or roles to an
spirits indistinguishable from normal beasts. Normally animal that might otherwise be unable to learn them. This
considered a combat spell, the one-hour duration of this is particularly useful for instinct-driven creatures like
magic allows it a great deal of utility. arachnids, or for complex tricks.

HANDLING ANIMALS 52
Dominate Monster. This magic provides all the benefits supplement. The spirit has the rider-trained template by
of dominate beast, but it affects a wider range of creature default, and its advanced Intelligence rating gives it an
types and has a longer duration. exceptional capacity for learning additional tricks.
Find Familiar. The spirit summoned by this spell takes Owing to your telepathic bond, and the nature of the
the form of a beast and otherwise qualifies as an animal. spell itself, your spirit steed always obeys you and it can
This means it can learn tricks and roles, Intelligence follow your orders with a precise understanding of your
permitting. However, the telepathic communication desires. Wisdom (Animal Handling) checks are never
between you and the spirit, and its spell-made obedience, required to get the spirit to act as you wish.
mean you never have to make Wisdom (Animal Handling) Unlike a familiar, the spirit you summon assumes a static
checks to control your familiar. form, and repeated castings summon the same spirit
If your familiar is a creature of Intelligence 7 or higher, unless you have permanently dismissed it. This means
as allowed by some character options, ignore this bit; your that, if you wish to change the form of your mount, the new
familiar is too smart for tricks and roles. spirit lacks any training the previous one acquired.
A familiar is a special spirit, directly bonded with you, Find Greater Steed. Unless the creature’s natural
linked to your thoughts and perceptions. If you recast this Intelligence rating is higher than 6, it can learn tricks and
spell so your familiar takes the form of a different beast, roles as with the find steed spell.
one with a lower Intelligence rating, the familiar does not Goodberry. This spell creates 10 potent magical berries
forget any tricks or roles it gained while its capacity for that can each feed a creature for 1 day. Any creature can be
such learning was higher. However, when the spirit sustained on a single daily berry, regardless of the
changes form, its new body may be unsuited to physically creature’s size or its normal dietary requirements, making
perform some of its tricks or role functions. The best tricks this an ideal spell when traveling. Otherwise, the weight of
to teach a familiar are those that can be used in multiple animal feed can be prohibitive to carry, particularly on
forms. long trips or for animals that can’t graze or hunt for
Find Steed. The spirit summoned by this spell can be themselves.
trained and managed Locate Animals or Plants. This spell provides an
according to the instantaneous impression of the direction and distance to
rules in this a specified type of beast.
The spell’s five-mile range makes it an excellent tool to
start looking for a particular beast to stalk and acclimate,
and you don’t need to be close to begin this search.
However, by the time you reach the location, the animal
may have moved on. Using this spell repeatedly or at
times when the beast is likely to be resting in its den
gives you a better chance to find the animal’s home
territory. Having a map along is a great way to
chart the animal’s location at each casting.
This spell is limited in that it cannot locate a
specific member of the species sought. For areas
rife with the specified animal, the general nature
of the results can make the spell less useful.
Each casting might point to a different
member of the species and, particularly if
the animal is territorial, repeated castings
may lead you toward different animal dens.
This lack of specificity also means the spell
has little utility in finding an exceptional
specimen. Neither is it much help in tracking
down the specific creature that recently
attacked a villager’s livestock. However, if you are
looking for a specific beast that travels in a pack or
herd, judicious use of this spell may bring you into

53 ANIMAL HANDLER’S MANUAL


contact by leading you to other members of that same Rary’s Telepathic Bond. This spell establishes a
group. telepathic link, allowing true communication between the
Locate Creature. Unlike the locate animals or plants caster and any linked animal, so long as that creature has
spell, this spell can help you find a specific creature. It also an Intelligence rating of 3 or higher. The benefits of true
has a one-hour duration, meaning your impression of the communication are discussed in the prior section.
creature’s direction and location are constantly updated; Speak with Animals. This spell allows 10 minutes of
you don’t have to make repeated castings if the animal is true two-way verbal communication, even with animals
mobile. that otherwise lack sufficient intelligence to use or
However, this spell has limitations. Primarily, to find a understand languages.
specific creature, that creature must be “familiar” to you. This spell compounds the value of an animal trained to
You must have seen the creature before, while within 30 scout or search an area. While an animal’s attention is
feet of it. This may allow you to follow up on a chance limited, using this spell can give you information about, for
encounter with an animal, helping you track or trail the example, what your hawk saw while hunting. It might
creature to its lair. If an animal you are visiting for notice if there are bandits hiding behind those hills if you
acclimation moves its den, perhaps because of a botched are afraid of an ambush, or which way the river lies in case
stalking attempt, this spell can also help you find the same you might be lost. With true communication, the animal
creature again. might even convey some sense of the bandit’s numbers or
The spell’s geographic limitations are its 1,000-foot a vague distance to the river.
range and the fact that its sense is blocked by a body of Because this spell can be cast as a ritual, it allows
running water at least 10 feet wide. Familiarity with the extensive, repeated transfers of information throughout
terrain (or a map) can help you plan a search pattern that the day, all without spending a spell slot. Other magics are
avoids obstruction by rivers and canals, maximizing your more efficient in the realm of communication, but this spell
chances of success. is common, low-level, and usable without expending
You can also use locate creature to find a non-specific resources.
creature, the closest of the type you seek. In this case, you Tongues. The affected creature, even an animal of minimal
only need to have seen an example of the species (while Intelligence rating, understands every spoken language
within 30 feet of it). that it hears. However, the target creature’s “speaking” is
Magic Mouth. This costly spell is useful for delivering only understood if the target knows at least one language,
commands to an animal in your absence. You create a necessitating an Intelligence rating of 5 or higher.
mouth on an immobile object, and the mouth speaks with
your voice and intonation whenever a predefined
circumstance triggers it. A huge percentage of DMs already adopt this Small Group
A use of this spell might be as simple as scolding a Initiative variant rule in one form or another. So important
mastiff that tries to break into the pantry while you are is it that it has its own section in this chapter. This rule
away. An animal trained to respond to your commands greatly streamlines the use of companions in the game.
might produce more complex behavior; perhaps a clever With this rule, players control the combat actions of all
baboon might give food to other animals in the house creatures “belonging” to their characters. This includes a
when the mouth orders it to at set times of day. In a pinch, familiar, any animal companions the player’s character
a magic mouth might keep an animal in place for a long handles, the creatures the character summons with spells,
time; it might keep ordering your pet boar to Stay and any NPCs assigned to the player. (See “Small Groups”
whenever its attention span fails and it tries to wander in chapter 8 of the Dungeon Master’s Guide.)
from where you put it. These creatures have the same initiative as the player’s
Phantom Steed. The quasi-real mount created with this character. They don’t roll initiative of their own, but if any
spell behaves in all ways as a rider-trained creature. The would have advantage or disadvantage on initiative, apply
phantom is an excellent combat mount; it does not require that to the initiative roll of the player’s character. (This is a
Wisdom (Animal Handling) checks to control in battle. variant of the “Side Initiative” rule in chapter 9 of the
Even though taking as little as 1 point of damage begins Dungeon Master’s Guide.)
the steed’s 1-minute countdown to disappearance, it On each character’s initiative, its player decides which
cannot be killed and will continue to serve ably during order to take turns in for the character and its controlled
those 10 rounds, a period longer than most combats will creatures. The controlling player can change this order
last. each round.

HANDLING ANIMALS 54
55 ANIMAL HANDLER’S MANUAL
CHAPTER 3: PLAYER OPTIONS
HILE ANIMALS ARE THE PRIMARY FOCUS OF THIS bystanders are none the wiser. In the case of a
supplement, this chapter gives new options to purposefully attentive watcher, you can issue verbal
animal-handling player characters. A new Roguish commands that cannot be identified as such if you succeed
Archetype, the Beast Whisperer, uses animals to at a Charisma (Deception) check to hide them among
infiltrate, spy, steal, con, and otherwise perform normal speech, or make gestured commands unnoticed
roguish activities. New options are included for warlocks with a successful Dexterity (Sleight of Hand) check. In both
with the Pact of the Chain feature. cases, the DC is the observers’ passive Perception score.
Sets of new feats and spells give
animal-related functionality to
characters of different types. Finally,
this chapter addresses magic items for
animals and how animals can use various
magic items.

At 3rd level, a rogue gains the Roguish Archetype


feature. The following new option is available to a
rogue in addition to those offered in the Player’s
Handbook and in other official sources.

You leverage your understanding of animals, both their


unique behavior and capabilities. You can coax
animals into pilfering small objects or opening gate
latches from the inside. Perhaps you train animals to
perform tricks, holding the crowd’s attention while you
pick some pockets. Or you work side-by-side with
animals who harry troublesome foes in combat,
leaving them open to your well-placed blade.
The features in this archetype refer to “animals” in
the same sense as the term applies to other creatures
in the campaign. These features are otherwise
designed to work with (or without) the other rules
from this supplement. A beast whisperer depends on
acquiring animals to make use of class features, even
if this means purchasing basic animals from the short
list in chapter 5 of the Player’s Handbook.
Though working with such mundane animals, using
the features of this class does not count against the
maximum number of commands you can issue to animals
in each of your turns.

When you choose this archetype at 3rd level, you gain


proficiency in the Animal Handling skill. If you are already
proficient with this skill, you gain another skill proficiency
of your choice.
As a Beast Whisperer, your animals are trained to watch
for your subtle signals, which you can issue while

PLAYER OPTIONS 56
When you take the Attack action on your turn, you can WHISPERING TO ANIMALS
forgo one of your attacks and direct an animal that you Unlike the Beast Master, this archetype does not form a
have trained to make an attack on your behalf. When you magical bond with animals. Instead, the Beast
do so, choose an animal you have trained that is within 30 Whisperer uses exceptional training methods to give
feet of you. You must be able to see the animal, and the benefits to un-augmented animals. It is not limited to
animal must be able to see you. The animal uses its having a single animal companion.
reaction to make one of its own natural attacks. You can For an animal to count as “trained” by the Beast
apply your Sneak Attack damage to one creature the Whisperer, the character must have taught it at least
animal hits with this attack, so long as you do not one trick or role. If this Roguish Archetype is used
otherwise use your Sneak Attack feature in the same turn. without the other new rules in this book (the tricks and
roles described in chapter 2), an animal can meet the
training requirement by participating in 5 days of the
Starting at 3rd level, the animals you have trained are Beast Whisperer’s downtime activity devoted to
particularly efficient when following your orders. Such training the creature.
animals add your proficiency bonus (in addition to their
own) for ability checks made under your direct command.
creature friendly, but it may delay or suppress the
Additionally, if you use your action on your turn to
creature’s fight-or-flight instincts.
command the Attack generic action from an animal you
have trained, it adds your proficiency bonus to its own for
attack rolls on its next turn. Beginning at 13th level, you can cause an animal
companion to suffer an attack meant for you, or vice versa.
When you or an animal you have trained are the
Starting at 9th level, you gain an exceptional insight into
target of an attack while you are within 5 feet of
the thought processes of animals. This allows you to
each other, you can use your reaction to change
understand them intuitively.
the target of the attack from yourself to the animal,
If you spend at least 1 minute observing or
or from the animal to yourself. You can choose to use
interacting with an animal outside of combat,
this feature after the attack is rolled, but before the
you can learn certain information about it.
outcome is determined.
The DM tells you two of the following
In the case of an area-affecting spell or effect, you
aspects of your choice:
can instead use your reaction to give the benefit of
• Whether any single ability score that your Evasion feature to a single animal you have
you select is equal to, superior to, or trained and can see. This benefit applies to only
inferior to your own rating one effect.
• The skills, if any, that the beast
has proficiency in
At 17th level, you can better
• One of the beast’s
attack in tandem with one or
characteristics, selected by
more of your trained animals.
the DM, that you are not
If you take the Attack action
yet aware of
on your turn, and one of your
• One condition the animal is
trained animals is within 30 feet
affected by, selected by the
of you and it is not incapacitated,
DM, that you are not yet
you can make one additional attack.
aware of
Additionally, when you use the
Once you have used this Split Skirmish feature, both you and
feature on a wild or feral one of your trained animals can use
creature, you can use the your Sneak Attack feature once on
Animal Handling skill to calm it your turn, so long as you apply it to
as though it was a domestic different targets.
creature. This does not make the

57 ANIMAL HANDLER’S MANUAL


otherwise interact with animals using great efficiency. You
gain the following benefits.
This supplement enhances the options available to
warlocks that select the chain as their Pact Boon. • Increase your Wisdom score by 1, to a maximum of 20.
• Your proficiency bonus is doubled for any ability check
you make that uses the Animal Handling skill.
When you summon a familiar that takes the form of a • Your proficiency bonus is doubled for any ability check
beast, your familiar assumes a planar template that you make that uses the Nature skill to recall or ascertain
corresponds to the creature type you select for the spirit: information about animals, their capabilities,
celestial, fey, or fiend. This allows you to approximate the weaknesses, habits, and the like.
power of a special-form familiar without being limited to • Each day you devote to the Animal Acclimation or
the small set presented in the Player’s Handbook. Animal Training downtime activity counts as two days
The template does not enhance a familiar that takes a toward the animal’s development.
special form, an imp, pseudodragon, quasit, or sprite.
These creatures already constitute enhanced versions of
the find familiar spell. You are an expert at managing animals in combat.

• Increase your Intelligence, Wisdom, or Charisma score


Warlocks with the Pact of the Chain feature can select by 1, to a maximum of 20.
eldritch invocations from these new offerings. Any benefits • No additional check or disadvantage penalty applies to
applied to animal companions are lost immediately if the your attempts to handle an animal because of the
invocations are replaced. animal’s injuries. You can calm an injured animal you
handle if it is within 5 feet of you without needing the
normal check at the start of the turn.
Prerequisite: Pact of the Chain feature • For the Assault, Harry, and Move tricks, you can
You can cast the new bridle of madness spell at will, designate targets up to 60 feet away, rather than 30 feet.
without expending a spell slot. • If an animal you handle within 60 feet of you is subjected
to an effect that allows it to make a Dexterity saving
throw to take only half damage, you can use your
Prerequisite: Pact of the Chain feature reaction to cause the creature to take half damage if it
Select three tricks from chapter 1 when you take this fails the saving throw, and no damage if it succeeds.
eldritch invocation. Any creature you train in at least one
trick or role gains these bonus tricks, additional to any it
You can form a magical bond with a willing animal using
already knows. (The bonus tricks do not count against the
an 8-hour ritual. Once bonded, the animal has the benefits
creature’s Intelligence-based capacity for learning tricks.)
described below. If you bond with another animal, this
The animal retains these bonus tricks for as long as you
ends any previous bond created through this feat.
know this eldritch invocation.
• You can use a bonus action to command your bonded
animal to take the same action that you take in the same
This section provides new feats and spells for players to round, with the same targets if targeting is needed.
choose from. • While your bonded animal can see or hear you, it can use
your proficiency bonus in place of its own for any ability
check to perform as you have commanded it to do.
For campaigns that use the variant Feats rule, the • While the animal is within 10 feet of you, it is immune to
following new options are available for animal handlers. the frightened and charmed conditions, though it can
still be charmed by your own spells and effects.
Prerequisite: Proficiency in the Animal Handling skill • If your game uses the optional loyalty rules for animals,
your bonded companion’s loyalty score for you will not
Through natural inclination or learned ability, you master drop below 10, regardless of events or absence.
the various techniques needed to train, handle, and
• If your target animal is also the subject of your Ranger’s
Companion feature, it may be size Large and up to CR 1.

PLAYER OPTIONS 58
you. While the target is charmed in this way, vines in the
Prerequisite: The ability to cast at least one spell shape of a bridle or similar controlling harness appear on
its head, and its eyes glow a pale yellow.
You can use a 10-minute ritual to create a magical bond
The charmed beast is a willing mount for you if its size
with a willing Tiny animal you touch—a creature that has a
and shape qualify it to serve you as such. (See chapter 2 for
challenge rating of 1 or lower that is not already a
an explanation of qualifying mounts.) The creature will
familiar—turning it into your familiar.
perform as if rider-trained, even in combat. It fulfills all of
• Your familiar acts independently of you, but always a mount’s expected functions but does not otherwise
obeys your commands. In combat, it rolls its own respond to your commands or serve in ways unrelated to
initiative and acts on its own turn. being ridden.
• While your familiar is within 100 feet of you, you have a
telepathic bond with it, able to communicate
2nd-level enchantment
telepathically. Additionally, as an action, you can see
through your familiar’s eyes and hear what it hears until Casting Time: 1 hour
the start of your next turn, gaining the benefits of any Range: Touch
special senses that the familiar has. During this time, you Components: V, S, M (an agate worth at least 50 gp, which
are deaf and blind with regard to your own senses. the spell consumes)
• When you cast a spell with a range of touch, your Duration: Instantaneous
familiar can deliver the spell as if it had cast the spell. After one hour of ceremonial spellcasting and meditation,
Your familiar must be within 100 feet of you, and it must you touch a willing beast of size Large or smaller, creating
use its reaction to deliver the spell when you cast it. If a lasting bond.
the spell requires an attack roll, you use your attack The beast gains the ability to understand your speech,
modifier for the roll. regardless of what language you use. Additionally, while
• If the creature’s description includes a “familiar” variant you are alive and have 1 or more unspent hit dice, the
rule, like the imp, quasit, or pseudodragon, your bond creature is immune to the instant death rule. See “Damage
gains any additional effects of that variant rule. and Healing” in the Player’s Handbook.
• You can’t have more than one familiar at a time. If When you cast this spell, the affected beast is charmed
you use this ritual or cast the find familiar by you for 30 days or until you and your companions do
spell while you have a familiar, the existing anything directly harmful to it. When the charmed
bond breaks and the previous creature is no condition ends, the beast creature chooses whether to
longer your familiar. remain friendly to you, based on how you
treated it while it was charmed.
If you cast this spell on another target, your
This section contains a handful of new bond with any previous target ends.
spells. These appear on the spell lists of
druids and rangers.
1st-level enchantment

1st-level enchantment Casting Time: 1 action


Duration: Concentration, up to 1 minute
Casting Time: 1 action Range: 60 feet
Range: 30 feet Components: V, S, M (a small iron coin wrapped
Components: V, S in fur)
Duration: Concentration, up to 1 hour
Choose a beast of size Medium or smaller that
Select a Large or smaller beast that you you can see within range. The target must
can see within range. If its succeed on a Wisdom saving throw or be
Intelligence is 4 or higher, the spell paralyzed for the duration. At the end of each
fails. Otherwise, the target must of its turns, the target can make another
succeed on a Wisdom Wisdom saving throw. On a success,
saving throw or the spell ends on the target.
become charmed by

59 ANIMAL HANDLER’S MANUAL


At Higher Levels. When you cast this spell using a spell similar effects; if these aren’t first removed prior to casting
slot of 2nd level or higher, you can target one additional the spell, they take effect when the creature returns to life.
beast of size Medium or smaller for each slot level above The spell can’t return an undead creature to life.
1st. The beasts must be within 30 feet of each other when This spell closes all mortal wounds, but it doesn’t restore
you target them. missing body parts. If the creature is lacking body parts or
organs integral for its survival—its head, for instance—the
spell automatically fails.
1st-level transmutation
Casting Time: 1 action
Range: Touch 5th-level conjuration
Components: V, S, M (a handful of oak bark) Casting Time: 1 action
Duration: 8 hours Range: 60 feet
Components: V, S
You touch a willing beast. Until the spell ends, the target’s
Duration: Concentration, up to 1 minute
body takes on a rough, plant-like appearance, and the
target’s AC can’t be less than 16, You cause vines, weeds, and other vegetation to
regardless of barding or other sprout from the ground around you, twisting
protections. and coalescing into the shape of one or
more beasts. These creatures form in
unoccupied spaces that you can see
1st-level conjuration within range.
Casting Time: 1 action Each creature has the statistics of the
Range: 30 feet beast that it imitates, except that its
Components: V, S creature type is plant instead of beast.
Duration: Instantaneous Each creature disappears when it
drops to 0 hit points or when the spell
You create 48 pounds of
ends.
herbaceous feed. This is
The summoned creatures are
suitable to meet the dietary
friendly to you and your companions.
needs of equines like horses
Roll initiative for the summoned
or any creature that can
creatures as a group, which has
otherwise survive by
its own turns. The creatures
grazing. The created feed
obey any verbal commands that
appears on the ground
you issue to them (no action required
within range and dissolves
by you). If you don’t issue any
if not consumed within 24
commands to them, they defend
hours.
themselves from hostile creatures, but
otherwise take no actions.
2nd-level necromancy Choose one of the following options for what
appears.
Casting Time: 1 action
Range: Touch • One beast of challenge rating 5 or lower
Components: V, S, M (diamonds worth 100 gp, which the • Two beasts of challenge rating 3 or lower
spell consumes) • Four beasts of challenge rating 2 or lower
Duration: Instantaneous • Eight beasts of challenge rating 1 or lower
You return a dead beast you touch to life, provided that it The DM has these creatures’ statistics.
has been dead no longer than 1 day. The beast returns to At Higher Levels. When you cast this spell using certain
life with 1 hit point. higher-level spell slots, you choose one of the summoning
This spell also neutralizes any poison and cures options above, and more creatures appear: twice as many
nonmagical diseases that affected the beast at the time it with a 7th-level slot or three times as many with a 9th-
died. This spell doesn’t remove magical diseases, curses, or level slot.

PLAYER OPTIONS 60
1st-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

For the duration, you gain magical insight into the minds of
animals that are within 30 feet of you. You automatically
succeed at Wisdom (Animal Handling) checks to intuit an
animal’s intentions and you have advantage on all other
ability checks making use of that skill.

This section addresses magic items intended


for use by, or upon, animals.

Magic items that are merely worn, with passive


effects, are easiest for animals to use. These
require no considerations beyond the animal’s
physical ability to wear or carry them. Other
options raise additional challenges, particularly
because most animals lack the intellect to
purposefully attune and activate magic items.

Animals need an Intelligence rating of 5 or higher to


attune magic items without assistance, to cast
spells through a magic item, or to purposefully
activate any other function of a magic item.
At lower Intelligence ratings, animals
simply can’t comprehend the complexities
(or even the basics) of magic item use, even if
they have the right physical features to perform
the relevant activation action.
For activating magic items, this limitation can
be overcome on a case-by-case basis by
teaching the animal the Activate Magic Item
For example,
trick. For example, a parrot might be able to
activating a scroll requires
produce a sound identical to the activation
the creature to understand a
word of a magic item, but it lacks the intellect to know
written language. Activating an item that needs words or
that the sound relates to the item activating unless trained
button-pushing requires the animal to be able to articulate
to make that association.
the words or physically depress the buttons. Similarly, a
mouth lets an animal consume a potion, but the creature
In addition to having an Intelligence rating of 5 or higher, might not be able to uncork and hold the bottle on its own.
an animal needs features that allow it to match the
activation method required for an item’s purposeful
Some magic items give the user the ability to cast spells.
activation.
Because spellcasting through magic items omits spell
components, animals would easily be able to make use of

61 ANIMAL HANDLER’S MANUAL


them, but for the fact that most such items require boots come in sets of four, all four of which must be worn
attunement by members of a stated character class. When by the beneficiary of the item’s effects.
such flavors of attunement are not required, it is perfectly Animal boots differ from horseshoes, which can only be
reasonable, for example, to see a displacer beast wielding a worn by hooved animals.
wand of magic missiles in one of its tentacles. The following footwear from the Dungeon Master’s Guide
may appear as animal boots without altering their
mechanics: boots of elvenkind, boots of levitation, boots of
An animal with an Intelligence rating of 4 or lower cannot striding and springing, boots of the winterlands, horseshoes
attune a magic item on its own. Many magic items of the zephyr, horseshoes of speed, slippers of spider
intended for animals therefore don’t require attunement. climbing, and winged boots.
VARIANT: ASSISTED ATTUNEMENT
At the Dungeon Master’s discretion, animals with Many types of animals can wear fitted covers, like
Intelligence ratings of 4 or lower can attune a magic item blankets, sweaters, or caparisons. These are particularly
with assistance of a smarter creature who participates in common for horses. Covers can provide warmth,
the one-hour process. In truth, it is the smarter creature depending on their construction, but are more likely to be
that is performing the work of attunement, while the decorative, displaying the owner’s heraldry. Like barding,
animal is the passive recipient of the attunement, animal covers can magically resize themselves, but they
benefiting from that process. are a bit more forgiving when it comes to covering animals
of different shapes.
Most magical capes, cloaks, and robes can appear as
When contemplating animals, existing magic items come in animal covers. The following versions from the Dungeon
three types: those intended for animals, those animals can Master’s Guide may take animal cover forms without
use despite the creators’ intentions, and those animals altering mechanics: cloak of arachnida, cloak of
cannot use. displacement, cloak of elvenkind, cloak of invisibility, cloak
Items already made for animals include saddle of the of protection, mantle of spell resistance, robe of eyes, robe of
cavalier, horseshoes of a zephyr, and horseshoes of speed. scintillating colors, and wings of flying.
There are very few items made uniquely for animals,
although this book adds more at the end of this chapter.
When adapting items to animals, the Dungeon Master’s Barding comes configured for specific non-humanoid body
Guide suggests that shapes need only generally match the types. Its three categories are equine, canine, and exotic, as
animal. For example, that a ring might be worn by placing described in chapter 4. Although magic barding will resize
it on a creature’s tentacle. itself to fit creatures of any size, an animal can’t wear
The third category includes magic items with standard barding made for a creature with a different body shape.
enchantments that appear in forms specifically crafted for For example, exotic barding built for a Large dragon will fit
use by animals. The magic items adapted most commonly a dragon of any size, but it won’t fit an elephant.
are those that require no purposeful activation, but it is Magic barding must also conform to the restrictions
not unheard of for items that need activation or that given in a magic item’s description. For example, plate
provide spellcasting to be made for smarter animals’ use. armor of etherealness appears only as plate armor; it
Standard items crafted in animal-specific forms can’t therefore can’t take the form of chainmail or studded
normally be worn by humanoids. Even though these items leather barding, just plate barding.
magically resize, they do not reshape. For example, animal The following magic armors from the Dungeon Master’s
boots have short feet (for hooves or paws) and require Guide may appear as barding without altering mechanics:
four legs to wear. See “Wearing and Wielding Items” in adamantine armor, armor (+1, +2, or +3), armor of
chapter 7 of the Dungeon Master’s Guide. invulnerability, armor of resistance, armor of vulnerability,
dragon scale armor, dwarven plate, elven chain, glamoured
studded leather, mariner’s armor, mithral armor, and plate
Quadrupedal animals that walk on paws, hooves, and armor of etherealness.
similar appendages can be fitted with foot protection to Demon armor and efreeti chain may appear as barding,
suit difficult or dangerous terrain. These are sometimes but the wearer does not gain the ability to understand and
called hoof boots or paw protectors, but they are
interchangeable when created as magic items. Animal

PLAYER OPTIONS 62
speak the item-granted languages unless its Intelligence Xanathar’s Guide to Everything and Wraith Wright’s
rating is 5 or higher. Comprehensive Wealth Manual, each item also states
whether it is major or minor and lists a specific gp value.

Kernels are consumable items. Their potent magical


ingredients are condensed into small lumps, most taking Wondrous item, uncommon (requires attunement)
the size and shape of a nut. These sturdy cloth bands come in pairs. They resize to fit
All potions can appear in the form of kernels. snugly around the wrist or ankle of the wearer. If two
While humanoids can consume kernels, their odor and different creatures wear the bands, and at least one of the
flavor are particularly pleasing to animals. A kernel can be wearers is a beast, any magical healing that one wearer
administered to an animal within 30 feet by throwing it to receives also applies to the other wearer. The bands do not
the animal as an action. The animal can use its reaction to function while the wearers are farther than 60 feet apart.
snatch the kernel out of the air with its mouth (or off the Value: 375 gp, major
ground, in the case of slower-moving creatures) gaining
the benefits of the kernel. An animal that cannot use its
reaction may instead use an action to find and consume Wondrous item, uncommon (requires attunement)
the kernel on its next turn. This harness will reshape itself to fit any animal with a
snout or elongated head, like a dog or a horse.
An attuned wearer’s Intelligence score is 6 while
Magic trinkets are charms or
wearing this bridle. It has no effect if the creature’s
icons that are worn
Intelligence is already 6 or higher.
attached to the tack or
Value: 375 gp, major
harness of an
animal. These are
usually made of Wondrous item, uncommon (requires attunement)
metal, wood,
The wearer of this cover takes on a specific disguise,
or bone and
appearing to be a different animal of a very similar shape.
can take any
The creature appears to be of the same size category, but
number of
the disguise can be 1 foot taller, shorter, wider, or thinner
interesting shapes,
than the animal.
typically something
The disguise provided by a cover of disguise is
representative of the trinket’s magic. For example, a
determined when the item is created, including the exact
trinket that provides the protection of the feather fall spell
features, coloration, and worn items or barding. (The
may be shaped like a bird or a feather (or it may be an
disguise can even alter the appearance of this cover or
actual feather).
make it seem as though the animal is wearing nothing at
Many amulets, brooches, rings, and other magic jewelry
all.) This disguise can’t be changed later; it applies
can be made as magic trinkets. The following versions
consistently to each qualifying animal that wears it.
from the Dungeon Master’s Guide may appear as trinkets
A cover of disguise has no effect when placed on a
without altering mechanics: amulet of health, amulet of
creature that doesn’t physically resemble the item’s
proof against detection and location, brooch of shielding,
disguise. The animal can’t change its body type, so the
necklace of adaptation, periapt of health, periapt of proof
disguise must apply a form that has the same basic
against poison, periapt of wound closure, ring of evasion,
arrangement of limbs. For example, a horse could be
ring of feather falling, ring of free action, ring of invisibility,
affected by a disguise that looks like a different-looking
ring of jumping, ring of protection, ring of regeneration, ring
horse or a unicorn, but it could not appear to be a pegasus
of resistance, ring of swimming, ring of warmth, ring of
because the extra wings are limbs.
water walking, scarab of protection, and stone of good luck.
Value: 125 gp, minor

These items are presented in alphabetical order. Each


Wondrous item, uncommon (requires attunement)
description includes the item’s name, category, rarity, and
magical properties. To maintain compatibility with Jesses are thin leather leashes that attach to the ankle of a
hunting bird, allowing the handler to better control the

63 ANIMAL HANDLER’S MANUAL


creature when held or to tie the creature to a perch. This As a worn item, this object resizes itself for creatures of
pair must be worn together to have any effect. any size, but it is also versatile enough to be configured to
Any bird of prey with the beast creature type can wear fit a variety of body types, from horses to giant snakes.
the daunting jesses, gaining advantage on initiative rolls. Value: 775 gp, major
Any creature that the bird attacks with its talons must
make a DC 12 Wisdom saving throw or become frightened
until the end of its next turn. A creature that succeeds on Weapon (weapon-like device), rare
this saving throw is unaffected by the daunting jesses for While these cold-forged horseshoes are affixed to the
24 hours. hooves of a horse or similar creature, the wearer is
Value: 275 gp, minor affected by the protection from evil and good spell effective
only against fey creatures.
Any hoof attacks by the wearer of these horseshoes are
Wondrous item, rare (requires attunement) considered to come from magic weapons. When the
This harness supports two prosthetic arms with hands. It wearer makes a successful attack with its hooves against a
is designed to allow arm-less creatures to pick up and fey creature, it deals an additional 1d6 necrotic damage.
manipulate objects in the environment. When worn, the Value: 750 gp, major
arms fold or flatten to the wearer’s body to stay out of the
way. By concentrating, the creature can use the arms and
hands as a normal humanoid would, lifting, carrying, and Wondrous item, rare
manipulating objects. For example, a pegasus wearing this These heavy horseshoes emit an ominous rumbling when
harness could pull a potion from its saddlebags, remove the wearer runs, much louder than the tramp of normal
the cork, and hold the bottle to its mouth for drinking. horses’ hooves. Once on each of its turns, when a creature
The hands of the harness of articulation are not wearing all four shoes makes an attack with its hooves,
particularly dexterous; they cannot shape somatic each creature within 5 feet of the wearer (other than its
components, make unarmed attacks, wield weapons, or riders) must make a DC 11 Constitution saving throw or
don a shield. Any activity that requires a Dexterity check, suffer 1d8 thunder damage.
like trying to pick a lock with thieves’ tools, applies Value: 750 gp, major
disadvantage to the roll. If the wearer loses concentration
while using this harness, the arms drop whatever they are
holding and return to their folded default position.

A harness of articulation

PLAYER OPTIONS 64
gate is sucked through it to a random location on the Astral
Wondrous item, very rare Plane. The gate then closes. The gate is one-way and can’t
be reopened.
This set of two metal disks bears the image of an eye on
Value: 180 gp, minor
each one. The handler’s item hangs on a pendant and the
matching piece is born by an animal as a trinket.
The wearer of the handler’s pendant can use an action to Wondrous item, very rare
see through the eyes of the creature bearing the trinket, so
This book contains magic to enhance an animal.
long as the bearer of the trinket has an Intelligence rating
If you spend 48 hours over a period of 5 days
of 6 or lower. While doing so, the wearer of the pendant
reading this tome to another creature, the
gains the benefit of any special senses possessed
target creature’s Intelligence, Wisdom, and
by the bearer of the trinket.
Charisma scores increase by 2 each, to maximum
This effect relies upon the items of
ratings of 6. The manual then loses its magic but
this set being within 100 feet of
regains it in a century.
each other. The effect lasts until
Value: 24,000 gp, major
the start of the user’s next turn.
During this time, the user is
blind with regard to its own Wondrous item, uncommon
sense of sight.
While wearing this coral trinket, an air-
Value: 435 gp, major
breathing creature with the beast type can
breathe water while submerged in it, even
Wondrous item, uncommon partially. If the creature is water-breathing, it
can instead breathe air while it is emerged from
This item takes the form of regular
the water.
saddlebags, two connected bags worn across a
Value: 325 gp, minor
creature’s back, typically behind a saddle, one bag hanging
to either side of the creature. These bags use
extradimensional spaces to carry great quantities of Wondrous item, common
fodder, hay in one bag and water in the other.
A beast that wears this sandalwood trinket gains benefits
When herbaceous feed is placed into the hay bag, it goes
in relation to other animals. Regardless of species, no other
into an extradimensional space that can contain up to 500
beasts consider the wearer to be their natural prey, nor do
pounds of the feed. Similarly, when water is placed into the
they consider the wearer to be a predator unless it acts in
water bag, its extradimensional space can contain up to
a hostile manner.
500 gallons. These provisions are kept fresh and unspoiled
For example, a mule tied up to wait alone in the woods
in this magical environment.
won’t be attacked by cougars, and a wolf passing quietly
If items other than herbaceous feed or water are placed
among livestock won’t spook them.
into either bag, those items are contained in the bag’s
Value: 220 gp, minor
regular space. However, most users of this item leave the
bags empty of other equipment because accessing the feed
or water requires tipping the bag to pour out its contents, Wondrous item, very rare (requires attunement by a
which will also tip out anything carried in the bags’ creature with an Intelligence rating of 6 or lower)
mundane spaces.
This item appears to be a tiny pearl enmeshed in a golden
Saddlebags of provender weigh 30 pounds empty. The
net. The first time the wearer would drop to 0 hit points
magical food in the extradimensional space adds no
from taking damage, it instead drops to 1 hit point, and
weight, but items in the saddlebags’ regular spaces add
this item becomes unattuned. If the item is still attuned
their weights accordingly.
when the target is subjected to an effect that would kill it
Placing this item inside an extradimensional space
instantaneously without dealing damage, that effect is
created by a bag of holding, portable hole, or similar item
instead negated against the target, and the item becomes
instantly destroys both items and opens a gate to the
unattuned.
Astral Plane. The gate originates where the one item was
Value: 3,750 gp, major
placed inside the other. Any creature within 10 feet of the

65 ANIMAL HANDLER’S MANUAL


creature’s old location and new location. A momentary
Wondrous item, uncommon gust of strong wind travels down this line extending ten
feet to either side of it. The wind disperses gas or vapor,
While wearing this onyx trinket, the creature has
and it extinguishes candles, torches, and other unprotected
darkvision to a range of 60 feet. If the creature already has
flames in the area.
darkvision, this trinket increases the range by 60 feet.
If this teleportation feature is used within 1 hour of a
Value: 220 gp, minor
previous use, roll a d20. On a 6–20, the item functions as
normal. On a 2–5, the item fails to activate, and the bonus
Wondrous item, uncommon action is wasted. On a 1, the creature arrives at a different
unoccupied space within range, one selected randomly or
This trinket takes the form of an iron coin. If worn by a
by the Dungeon Master.
spirit that was summoned with the find familiar, find steed,
If this barding’s wearer does not have an Intelligence
or find greater steed spell, the creature retains its worn
rating of 5 or higher, the item can be activated by a handler
equipment when it disappears, whether it disappeared
who helped the animal attune the item, while the handler
because it was dismissed or because it was reduced to 0
is in contact with the animal or riding it. In this case, it is
hit points. When the creature is summoned again, it
the handler who must use a bonus action.
returns with the equipment it disappeared with.
Value: 2,450 gp, major
This affects tack and harness, saddle, barding, magic
items, and any other of the creature’s worn gear. It does
not otherwise affect carried items, nor will it affect a worn Armor (chain mail equine barding), rare
magic item that gives access to an extradimensional space,
This glamorous chain mail horse armor appears to be
like a bag of holding. Although a worn pack saddle or
made of links of silver and gold. When activated, spectral
saddlebags are affected, any luggage or burdens within (or
wings appear from the wearer’s shoulders, giving it the
attached to) such containers are not. If the spirit creature
look of a pegasus.
is ever permanently dismissed, it leaves behind its worn
Regardless of Intelligence rating, any wearer proficient
equipment, including this token.
with this armor may activate it with a reaction (and will
Value: 150 gp, minor
instinctively do so as quickly as practicable in combat).
While the wings are out, any creature who targets the
Armor (light or medium barding), rare (requires barding’s wearer with an attack or a harmful spell must
attunement) first make a Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the attack or
As a bonus action, an animal wearing this barding can
spell. This effect doesn’t protect the wearer from area
teleport, along with any riders and gear it is carrying, to an
effects, such as the explosion of a fireball, nor does the
unoccupied space it can see within 30 feet. Immediately
animal’s rider gain these benefits.
after teleporting this way, draw a line between the
The effect lasts for one minute, or until the wearer
makes an attack, casts a spell that affects an enemy, or
deals damage to another creature. If the wings disappear
because of the wearer’s actions, the item cannot be
activated again for one hour.
Value: 2,000 gp, major

Wondrous Item, uncommon


This sturdy double harness has a versatile design that fits
nearly any pair of Large quadrupedal animals.
When worn by two such creatures, this 50-lb. object
becomes weightless and it doubles the combined weight
the two animals can pull or drag. When pulling a wagon,
plow, sled, or similar burden, the animals do not need to
spend extra movement to traverse difficult terrain.
Value: 125 gp, minor

PLAYER OPTIONS 66
Blessing of the Planar. You are immune to the negative
plane-specific effects that natives of the Material Plane
These powers are rewards from beings of great force or
suffer when visiting other planes.
great magical power. They can be acquired by characters
and by animal companions alike.
An animal that has a blessing should have an increased Charms are single-use or limited-use supernatural gifts.
market value, but the exact change in value is hard to They come from a variety of sources. Animals most often
quantify. Charms do not tend to make an animal more acquire charms by visiting magical locations. For example,
valuable since they last only until used; proving that an certain holy shrines, enchanted glades, or planer nexuses
animal can use a charm tends to waste the charm’s only naturally invest charms in the animals who spend a day or
use. The additional value is left to the imagination of the more there. Finding one of these places of power, one close
Dungeon Master. enough to be revisited with some frequency, can itself be
Supernatural gifts are further described in chapter 7 of considered a treasure like a significant magic item.
the Dungeon Master’s Guide, under “Other Rewards.” Charm of Animal Allies. This charm allows the holder to
gain the benefits of a potion of animal friendship as an
action. Once the holder does so, the charm vanishes.
Normal blessings are rewards for performing great works
Charm of Comprehension. This charm allows the holder
on behalf of a deity, or they are granted to assist in the
to cast the comprehend languages spell as an action. No
performance of great works.
components are required. Once used three times, the
When animals receive blessings, they are more likely to
charm leaves the holder.
be agents of a deity, blessed to increase the animal’s
Charm of Elemental Warding. This charm allows the
chance of success for a particular mission. For example, a
holder to cast the absorb elements spell (1st-level version)
paladin that swears to a holy quest may find an animal
as a reaction. No components are required. Once used
with a blessing, a creature sent by a god to help the paladin
three times, the charm leaves the holder.
complete that quest.
Charm of Enhanced Health. This charm allows the
The following examples expand the selection provided in
holder to cast the false life spell (1st-level version) at will,
the Dungeon Master’s Guide.
as an action. No components are required. Once used for
Blessing of Adaption. This blessing grants you the
the first time, the charm leaves the holder after 1 day.
ability to breathe water and provides a swimming speed
Charm of Fast Fleeing. This charm allows the holder to
equal to your normal speed.
cast the expeditious retreat spell as a bonus action. No
Blessing of Agility. Your Dexterity score increases by 2,
components are required. Once used three times, the
up to a maximum of 22.
charm leaves the holder.
Blessing of Arachnida. You have a climbing speed equal
Charm of False Flames. This allows the holder to cast
to your walking speed. You can move up, down, and across
the faerie fire spell as an action. No components are
vertical surfaces and upside down along ceilings, while
required. After five uses, the charm leaves the holder.
leaving your hands free.
Charm of Invulnerability. This charm allows the holder
Blessing of Courage. You are immune to the frightened
to gain the benefits of a potion of invulnerability as an
condition.
action. Once the holder does so, the charm vanishes.
Blessing of Cunning. Your Intelligence score increases
Charm of Seeing. This grants the holder the benefits of a
by 2, up to a maximum of 22.
robe of eyes. Once activated as an action, the benefits lasts
Blessing of Personality. Your Charisma score increases
5 days, after which the charm leaves the holder.
by 2, up to a maximum of 22.
Charm of Telekinesis. This charm has 10 charges. The
Blessing of Power. Your Strength score increases by 2,
holder can use an action and expend 1 charge to cast
up to a maximum of 22.
telekinesis. This spell can only target objects not being
Blessing of Resistance. You have resistance to a single
worn or carried. No components are required. Once all its
type of damage from the following list: acid, cold, fire,
charges have been expended, the charm leaves the holder.
lightning, necrotic, poison, radiant, or thunder. You can
Charm of Warding Force. This allows the holder to cast
benefit from multiple instances of this blessing, so long as
the shield spell as a reaction. No components are required.
each applies to a different damage type.
Once used three times, the charm leaves the holder.
Blessing of Telepathy. This blessing grants you the
benefits of a helm of telepathy.

67 ANIMAL HANDLER’S MANUAL


PLAYER OPTIONS 68
CHAPTER 4: ANIMAL MARKETS
NIMALS ARE THINGS OF VALUE. ALTHOUGH THEIR GREATEST Canine bridles typically fit canines of any species, and
worth is rooted in companionship, animals are still equine bridles typically fit equines of any species, but
quantifiable in terms of the wealth and time needed exotic bridles are made for animals of a specific species as
to buy, train, and keep them. well as a specific size. For example, despite being the same
This chapter includes equipment for girding and size, a Large dragon’s exotic bridle cannot be transferred
using animals during adventures, and market prices for to a giant seahorse.
animals as trade goods, mounts, and monsters. Blinkers. Standard blinkers are made for equine
creatures: horses, ponies, donkeys, and mules. They are
usually attached to the animal’s bridle and cover most (or
The animal-specific adventuring gear and weapons in this all) of each eye with a cup-shaped device. Blinkers can
chapter greatly expand upon the options found in the control an animal’s field of vision, restricting the animal to
Player’s Handbook. This gear is particularly useful for seeing only what is in front of it.
campaigns that focus on travel or for military campaigns This item prevents distractions and, at the DM’s
wherein the players fill cavalry roles or similarly work discretion, can prevent the animal’s handler from having
with beasts of war. This gear is repeated as an excerpt to make Wisdom (Animal Handling) checks under some
from Wraith Wright’s Comprehensive Equipment Manual. circumstances. A creature wearing blinkers has
disadvantage on Wisdom (Perception) checks that rely on
vision. A creature wearing blinkers that fully cover its eyes
Descriptions for animal-specific gear are provided here, instead has the blinded condition.
listed alphabetically. Blinkers, Exotic. Exotic blinkers are made for a specific
Barding (all). Barding is armor designed to protect type of creature. Some animals have multiple sets of eyes or
mounts or other animals. It typically covers the head, neck, otherwise require unusually constructed blinkers. Some
and body, leaving the legs relatively free of impediment (and exotic blinkers have additional functionality. For example,
free of protection). exotic blinkers might fully cover a creature’s eyes until the
Any armor shown on the Armor table in chapter 5 of the rider pulls a special cord to reveal them. This facilitates
Player’s Handbook can be purchased as, or crafted as, using the animal’s gaze as a weapon, as with the basilisk’s
animal barding. (See also “Armor” in the Comprehensive petrification or the catoblepas’ death ray.
Equipment Manual.) The costs and weights are shown as A creature wearing blinkers has disadvantage on
multiples of the equivalent armor when made for Wisdom (Perception) checks that rely on
humanoids. For example, “x2” cost doubles what the armor vision. A creature wearing blinkers that
would normally cost. fully cover its eyes instead has the
Canine barding typically fits all canines of the same size blinded condition.
and equine barding typically fits all equines of the same
size. Horses and dogs are ubiquitous mounts for Medium
and Small creatures, such that their armor is more
command and cheapter to buy than it is for any other
creatures. But exotic barding is more specialized, made for
animals of a specific species as well as a specific size.
For example, despite both being Large size, an
allosaurus’ exotic barding will not fit a rhinoceros.
Bit and Bridle. Most mounts require some sort of head
harness, something attached to a lead that is held by the
rider or nearby handler. In the case of traditionally
trained mounts, a bit and bridle allow the rider to
direct the animal and keep it restrained. For optimal
control, animals of various kinds require different
sizes, shapes, and secondary functions built into
these devices. For short-necked creatures, like dogs,
this means a collar.

69 ANIMAL HANDLER’S MANUAL


ADVENTURING GEAR (TACK AND HARNESS)
Item Cost Weight Item Cost Weight
Barding Howdah
Canine (Large) x3 x2 Exotic (Gargantuan) 190 gp 455 lb.
Canine (Medium) x2 x1 Exotic (Huge) 65 gp 235 lb.
Equine (Large) x4 x2 Exotic (Large) 35 gp 125 lb.
Equine (Medium) x3 x1 Muzzle
Exotic (Gargantuan) x10 x8 Gargantuan or Huge 8 gp 4 lb.
Exotic (Huge) x7 x4 Large or Medium 2 gp 1 lb.
Exotic (Large) x5 x2 Small or Tiny 1 gp 1/2 lb.
Exotic (Medium) x4 x1 Saddlebags 4 gp 8 lb.
Exotic (Small) x3 x1/2 Saddle, canine (Large or Medium)
Exotic (Tiny) x2 x1/4 Military 12 gp 25 lb.
Bit and bridle Pack 3 gp 10 lb.
Canine (Large) 3 gp 1 lb. Riding 6 gp 20 lb.
Canine (Medium) 2 gp 1/2 lb. Saddle, equine (Large or Medium)
Equine (Large) 2 gp 1 lb. Military 20 gp 30 lb.
Equine (Medium) 2 gp 1/2 lb. Pack 5 gp 15 lb.
Exotic (Gargantuan) 18 gp 8 lb. Riding 10 gp 25 lb.
Exotic (Huge) 10 gp 4 lb. Saddle, exotic (Gargantuan)
Exotic (Large) 6 gp 2 lb. Military 225 gp 70 lb.
Exotic (Medium) 5 gp 1 lb. Pack 60 gp 55 lb.
Blinkers 1 gp 1 lb. Riding 120 gp 65 lb.
Blinkers, exotic 4 gp 1½ lb. Strap 210 gp 70 lb.
Body harness Saddle, exotic (Huge)
Gargantuan 80 gp 55 lb. Military 105 gp 50 lb.
Huge 30 gp 35 lb. Pack 30 gp 35 lb.
Large 15 gp 17 lb. Riding 60 gp 45 lb.
Medium 8 gp 8 lb. Strap 120 gp 50 lb.
Small 3 gp 3 lb. Saddle, exotic (Large)
Tiny 1 gp 1 lb. Military 52 gp 40 lb.
Cage Pack 15 gp 25 lb.
Gargantuan 950 gp 3,800 lb. Riding 30 gp 35 lb.
Huge 300 gp 675 lb. Strap 60 gp 40 lb.
Large 120 gp 300 lb. Saddle, exotic (Medium)
Medium 40 gp 75 lb. Military 26 gp 30 lb.
Small 15 gp 60 lb. Pack 8 gp 15 lb.
Tiny 5 gp 25 lb. Riding 15 gp 25 lb.
Falconry kit 3 gp 2 lb. Strap 30 gp 30 lb.
Feed Saddle, exotic (Small)
Grain (oats) 1 sp 4 lb. Military 13 gp 20 lb.
Herbaceous (hay) 2 cp 4 lb. Pack 4 gp 5 lb.
Meat (scraps) 1 sp 1 lb. Riding 8 gp 15 lb.
Hobble 2 gp 2 lb. Strap 15 gp 20 lb.
Hobble, exotic 5 gp 4 lb.

ANIMAL MARKETS 70
DRAWN VEHICLES
Item Cost Weight Item Cost Weight
Carriage (1-4 pullers) 100 gp 400 lb. Sled (1-2 pullers) 15 gp 180 lb.
Carriage, grand (4-8 pullers) 400 gp 1,300 lb. Sled, dog (1-16 pullers) 20 gp 300 lb.
Cart (1 puller) 15 gp 200 lb. Sleigh (2-8 pullers) 30 gp 400 lb.
Cart, dog (1 puller) 9 gp 80 lb. Trap (1 puller) 55 gp 180 lb.
Chariot, heavy (2-6 pullers) 350 gp 380 lb. Wagon, covered (2-6 pullers) 60 gp 800 lb.
Chariot, light (1-4 pullers) 250 gp 250 lb. Wagon, flatbed (2-6 pullers) 35 gp 600 lb.

Body Harness (any). These sets of secure straps serve four, six, or eight horses. A driver rides on a front-mounted
multiple functions. Typically, they allow an animal to draw bench and a set of handholds and footholds allow a pair of
vehicles such as carts or wagons, attaching the worn harness attendants or soldiers to ride on the back. A grand carriage
to one or two of the vehicle’s forward-pointing shafts. The comfortably seats six passengers.
straps are placed in such a way as to distribute the force
evenly across the most accommodating surface of the
animal’s body. A body harness can also be re-configured to DRAWN VEHICLES
help lift or carry an animal. In this case, straps are shifted to If you have proficiency with “vehicle (land),” you can
more supportive positions on the animal’s body, suitable to add your proficiency bonus to any check you make to
raising or lowering it, perhaps via block and tackle. control drawn vehicles in difficult circumstances. You
Travelers navigating rough terrain may find such tools also add your proficiency bonus to the Armor Class and
necessary to bring their mounts across steep hills, cliffs, or saving throws of a vehicle you operate.
similar obstacles. The normal operation of vehicles requires no ability
Cage (any). A cage is large enough for an animal of the checks, but difficult maneuvers do. Use vehicle (land)
listed size to stand within it, turn around fully, and lie down. proficiency to navigate rough terrain (DC 10), assess a
(A winged creature does not have space to fully spread its vehicle’s condition (DC 15), or perform a difficult
wings.) A cage’s size rating must fit a contained creature’s maneuver making a tight turn at high speed (DC 20).
size exactly; too small a cage prevents the creature from Pullers (Horsepower). On the Drawn Vehicles table,
fitting into it while too large a cage might allow the creature after each vehicle’s name is a parenthetical range for
to escape through the spacing in the bars. the minimum and maximum number of animals that
Cages are made of iron, with Armor Class 19. These can be harnessed to the vehicle. Drawn vehicles move
resilient objects usually have hit points and damage at the speed of their slowest pulling animal.
thresholds as follows: Tiny (5/1), Small (10/2), Medium Animals pulling a drawn vehicle can move weight
(18/4), Large (27/6), Huge (39/8), and Gargantuan based on their combined carrying capacities. So long as
(54/12). Because they are constructed to resist intentional the vehicle’s wheels, skis, or skids are functional and
breakage by their contained creatures, cages are typically used on appropriate terrain, multiply these combined
immune to damage from natural attacks. Additional scores by 5 when calculating normal carrying capacity
information on the health of objects can be found in the and “push, drag, or lift” capacity.
“Objects” section of the Dungeon Master’s Guide. Beasts of Burden. Horses are the most common
Carriage. An animal-drawn, wheeled conveyance beasts of burden for vehicles, particularly draft horses.
designed for passenger use rather than utility. A carriage, or (Small-size races prefer mastiffs to draw vehicles.)
“coach,” is typically drawn by two or four horses, but can be These creatures are described in the Player’s Handbook
pulled by a single beast. A driver usually sits on a front- and the Monster Manual.
mounted exterior bench. A carriage comfortably seats four Aside from these animals, yaks, water buffalo, and
passengers. similar cattle are often used as vehicle-pulling beasts of
Carriage, Grand. A larger version of a carriage, the burden, particularly in rural areas. These use the cow
grand carriage is built with expensive materials and crafted (ox) stat block from Volo’s Guide to Monsters.
to show wealth and status. This vehicle is typically drawn by

71 ANIMAL HANDLER’S MANUAL


MARTIAL MELEE WEAPONS
Item Cost Damage Weight Properties
Lance
Combat 10 gp 1d12 piercing 6 lb. Reach, special
Combat, light 8 gp 1d10 piercing 4 lb. Reach, special
Great 35 gp 2d8 piercing 15 lb. Reach, special, two-handed
Jousting 10 gp 1d8 bludgeoning 6 lb. Reach, special
Jousting, light 8 gp 1d6 bludgeoning 4 lb. Reach, special

Cart. A small, animal-drawn conveyance with two or four 64 pounds of food per day. The DM is the final arbiter of
wheels, designed to carry cargo rather than passengers. each animal’s needs for quantity and type of food.
Cart, Dog. A smaller version of the cart, typically with Hobble. A hobble is a set of manacles for an animal,
only two wheels. Dog carts are designed to be pulled by a particularly suited for equines like horses. Equines will
dog or other beast smaller than a horse. typically graze in a small area while hobbled and can be left
Chariot, Heavy. A heavy conveyance drawn by two or alone for hours. Other animals, like dogs, are less docile and
four animals, usually horses. Up to three riders stand on a will chew through the restraint; such creatures are instead
rolling platform, it’s short front and side walls sheltering leashed when left unattended. Some hobbles are built weakly
them from the waist down. so a truly panicked creature can break free, running away at
Chariot, Light. This light conveyance can be drawn by as full speed if attacked by a predator or otherwise seriously
few as one animal, usually a horse. A single rider stands on threatened. Hobbles are also used as training tools for
the rolling platform, sheltered from the waist down by the animals that will serve as mounts and laborers.
chariot’s front and side walls. Applying or removing a hobble takes an action. It
Falconry Kit. This kit comes in a satchel that contains all reduces the animal’s speed to 5 and discourages travel.
the tack needed to manage birds of prey. It includes a thick Hobble, Exotic. This complex hobble can be used on docile
glove for the animal to perch on, a hood that blindfolds the animals of any size, creatures with multiple legs, or
creature, a 50-foot lightweight cord leash, and additional creatures with alternative movement modes like flight. It
equipment needed to care for, train, and hunt with animals otherwise operates as a normal hobble.
of this sort. Howdah (any). A howdah is a partially enclosed platform
Feed (any). The type of food needed for different animals mounted on an animal. It surrounds one or more riders,
varies significantly. Omnivores can typically eat any kind of offering protection from attackers or from the elements.
feed, as well as rations. Herbivores, particularly equines, can Most howdahs include a roof.
survive on grass, hay, and other herbaceous plants. High- One Medium- or Small-sized rider can fit in the howdah
value feed, like oats, is simply a luxury and is unhealthy for of a Large creature. Most Large creatures are not quite big
such animals to eat all the time. Dogs and other carnivores enough for a howdah, but camels are a notable exception.
require meat for most of their diet. As feed, this typically Four Medium- or Small-sized riders can fit in the howdah
takes the form of dried meat scraps or meat ground up with of a Huge creature. Sixteen Medium- or Small-sized riders
absorbent grains. Meat feed lasts for about seven days can fit in the howdah of a Gargantuan creature. Riders in
before it becomes spoiled and worthless. howdahs have half cover from the attacks of creatures on
Most creatures can forage or hunt for themselves, given the ground if those creatures are smaller than the mount.
enough time and left to their own devices. Feed is only Lance (any). A long-hafted weapon with a sharp point,
needed when animals are kept caged or stabled, worked or ideal for wielding from the back of a charging mount. A
ridden longer than eight hours in a day, or otherwise lance is long enough to brace under the arm of the wielding
prevented from finding their own food for significant hand, allowing it to be used one-handed if a mount provides
portions of the day. Tiny creatures need only 1/4 pound of the strikes’ forward momentum.
food per day for sustenance. Small and Medium creatures Lance, Combat (any). You have disadvantage when you
need 1 pound. Large creatures need 4 pounds, Huge use a combat lance to attack a target within 5 feet of you.
creatures need 16 pounds, and Gargantuan creatures need

ANIMAL MARKETS 72
Also, a combat lance requires two hands to wield when Also, a jousting lance requires two hands to wield when
you aren’t mounted. you aren’t mounted.
Lance, Great. A great lance is an extra-long, sharpened A jousting lance has a blunt end made for practicing
pole, supported by a swiveling pintle mount. against armored riders. A creature wearing heavy armor
This weapon is too large to use unless affixed to an has resistance to damage inflicted by a jousting lance.
exotic saddle or howdah on a Huge-size (or larger) Muzzle (any). Muzzles are each made for animals of a
creature. This weapon has a 15-foot reach. You have specific type and size. A muzzle prevents the wearer from
disadvantage when you use a great lance to attack a target biting or eating. It also makes dangerous-looking animals
within 10 feet of you. appear to be safer, meaning bystanders are often less
Lance, Jousting (any). You have disadvantage when you intimidated and more accepting of their presence.
use a jousting lance to attack a target within 5 feet of you. A muzzle takes one action to apply or remove. At the
DM’s discretion, use of a muzzle can prevent the handler
from having to make Wisdom (Animal Handling) checks
VARIANT: LANCES AND MOUNT SIZES under some circumstances.
The standard lance sizes are meant for use with Large Saddlebags. This device consists of two large satchels
mounts like horses or camels. Light lances exist for use with a wide connecting strap. They are meant to straddle a
with Medium mounts instead. Medium or Large mount and hang to either side, just behind
With this optional rule, a combat lance or a jousting a saddle.
lance used one-handed from the back of a Medium size Saddle, Canine (any). Saddles for dogs are lightweight
creature applies disadvantage to the weapon’s attack and built to accommodate the greater range of motion that
rolls. This penalty does not apply if the lancer is dogs have over equine mounts.
wielding a light combat lance or light jousting lance. These are also suitable for wolves of Large or Medium
size, and similar creatures. A military version gives the

73 ANIMAL HANDLER’S MANUAL


typically drawn by a dozen sled dogs. Dog sleds often have a
VARIANT: MILITARY SADDLES single lead dog ahead of a series of paired sled dogs.
A military saddle grants advantage on a rider’s ability Medium-size quadrupeds (“dogs”) can reliably drag a
checks and saving throws to remain in the saddle. sled over snow and ice for 1 hour for each dog pulling in
The military saddle in the Player’s Handbook gives the harness, to a maximum of 8 hours. Each additional
“advantage on any check you make to remain mounted.” hour of dragging prior to completing a long rest is
However, the “Mounted Combat” rules use saving considered a “forced march.” (See Travel Pace in chapter 8
throws, not checks, to govern every attempt to of the Player’s Handbook.)
remaining mounted. Without a change, military saddles Sleigh. A sleigh is a sled, designed to carry passengers like
wouldn’t provide their intended benefits. a carriage. It usually has pronounced runners.
Trap. A trap is a two-wheeled passenger cart designed to
rider advantage on any check or saving throw to remain carry one or two passengers. A trap’s large wheels, light
mounted. A pack version does not accommodate a rider; it construction, and high position make it ideal for speed.
simply provides a frame to which Wagon, Covered. This four-wheeled wagon has walls
baggage can be tied. and a roof. It is sometimes furnished with
Saddle, Equine (any). An amenities making it suitable for use as a
equine saddle fits horses small residence.
and ponies as well as Wagon, Flatbed. A flatbed wagon is
donkeys and mules. It an open-topped, four-wheeled vehicle
also fits similar equine typically drawn by two or four
creatures such as unicorns. animals. It has an excellent cargo
Equine saddles are capacity and is employed in several
not suited for equines utility roles. Some flatbed wagons
with additional limbs are built with a framework of posts or
or wings like a bars over which canvas can be stretched to
pegasus. (Such a cover and enclose the wagon’s bed.
creature requires an exotic saddle instead.) A military
version gives the rider advantage on any check or saving
throw to remain mounted. A pack version has no The full stat blocks of monsters here can be found in the
accommodation for a rider; it simply provides a frame to Monster Manual, unless otherwise noted on the tables.
which baggage can be tied. Sources for these table notations include Volo’s Guide to
Saddle, Exotic (any). Creatures not in the shape of Monsters [VGM], Storm King’s Thunder [SKT], and
equines (horses, mules, etc.) or canines (dogs, wolves, etc.), Mordenkainen’s Tome of Foes [MTF].
require exotic saddles to use as mounts or beasts of burden.
Exotic saddles are each made for animals of a specific
type and size. For example, despite both being Large, a The tables in this chapter present suggested prices for
wyvern’s riding saddle cannot be used on an owlbear. A animals. These may vary based on regional rarity and
military version of an exotic saddle gives the rider culture. Except for the creatures on the Mounts table, these
advantage on any check or saving throw to remain prices are for animals and monsters that have no training
mounted when the animal is not climbing, flying, or or special templates.
moving underwater. A pack version of an exotic saddle has Like used equipment, the value of animals (including
no accommodation for a rider; it simply provides a frame each trained trick and role) is halved when a player
to which baggage can be tied. character sells it under normal circumstances. If an
Sled. A flat, narrow conveyance with a smooth bottom or animal’s training isn’t useful considering the animal’s
borne on a pair of smooth runners. Sleds are designed to be physical and temperamental limitations, that training adds
drug across low-friction surfaces like snow. Sleds typically no value when calculating a sale price.
have no side or top and are used to carry cargo. If your campaign uses a treasure distribution rate that is
Sled, Dog. This lightweight sled is designed for a pilot and not based on random outcomes of the treasure tables in
no more than a single passenger. Its long, slender frame is the Dungeon Master’s Guide, the DM will need to adjust
these prices accordingly. For advice on managing wealth,
check out Wraith Wright’s Expanded Wealth Manual.

ANIMAL MARKETS 74
A trained animal’s total cost reflects value added by its
training and supernatural abilities.
UNTRAINED CREATURES
Each useful trick the creature knows adds a 25 gp cost Value Goods
to its purchase price. 1 cp Frog, rat, or spider
The dire animal template adds an additional cost equal 2 cp Cat, chicken, or rabbit (hare)
to 15 times the base cost (minimum of 75 gp added). 5 cp Lizard, quipper, or turtle
The exceptional specimen template adds an additional 1 sp Bat, crab, or octopus
cost equal to 5 times the creature’s base cost (minimum of 5 sp Raven or scorpion
25 gp added). 1 gp Goat, owl, songbird, or weasel
The fragile specimen template adds a cost reduction 2 gp Hyena, jackal, poisonous snake, or sheep
equal to half the creature’s base value. Fragile riding 3 gp Baboon, common dog, fox, giant crab, giant
horses do not use this modification. rat, pig, or deer
The fey creature, planar creature, shadow creature, 4 gp Badger, giant fire beetle, giant sea horse,
or undead creature template adds an additional cost of untrained donkey, or untrained mule
10 times the creature’s base cost (minimum 50 gp added). 5 gp Ape, boar, giant frog, small parrot, vulture, or
The juvenile specimen and reluctant creature walrus
templates do not increase the animal’s cost; the creature’s 10 gp Constrictor snake, cow, elk, giant centipede,
potential is obvious, and its limitations are temporary. giant weasel, giant wolf spider, or untrained
The legendary creature template adds an additional dolphin
cost equal to 20 times the creature’s base cost (minimum
12 gp Crocodile, eagle
of 100 gp added).
12 ½ gp Untrained mastiff
The rider-trained template adds an additional cost to
15 gp Giant badger, giant bat, giant spider, giant
the creature’s purchase price, a number of gold pieces
walrus, hawk, ox, untrained mountain goat,
equal to its base cost (minimum 5 gp added). Prices on the
untrained pony, or yak
Mounts already include this increase.
20 gp Black bear, giant goat, or giant wasp
The war-trained template adds an additional cost to the
purchase price, a number of gold pieces equal to 10 times 25 gp Giant poisonous snake, untrained axe beak,
its base cost (minimum 50 gp added). The warhorse is a untrained camel, untrained draft horse,
product of this template but has its own set cost. untrained steeder (male), or wolf
35 gp Blood hawk, brown bear, large parrot, or
untrained steeder (female)
The beasts on the Untrained Creatures table serve as trade 37 ½ gp Untrained riding horse
goods but can also be pets or animals for training. They 50 gp Almiraj, giant hyena, giant toad, panther, seal,
include mostly mundane creatures. or untrained aurochs
Although these animals currently lack any roles or tricks, 75 gp Dire wolf, giant eagle, giant octopus, giant
they are old enough to begin training in such things. owl, giant vulture, lion, reef shark, or tiger
Animals named “untrained” on the table also appear in 100 gp Giant constrictor snake, flying monkey, giant
their rider-trained forms on the Mounts table, where they elk, untrained elephant, or untrained giant
are priced to reflect this additional value. lizard (“hold breath” for +100 gp, “spider
climb” for +200 gp)
125 gp Untrained flying snake
This table provides animals commonly rated as mundane
150 gp Untrained giant seahorse
mounts. Non-mount animals, and untrained versions of
350 gp Giant boar, hunter shark, polar bear, or saber-
normal mounts, are categorized as trade goods and are
toothed tiger
listed on the Untrained Creatures table.
450 gp Giant scorpion, killer whale, or rhinoceros
All creatures on the Mounts table are rider-trained. The
value of this training is already figured into the prices 700 gp Giant ape, giant crocodile, giant shark, or
listed on the table. When looking for the base price of these mammoth
animals, refer instead to the Untrained Creatures table. 900 gp Hulking crab or sperm whale

75 ANIMAL HANDLER’S MANUAL


MOUNTS Carrying
Creature Cost Intelligence Alignment CR Saddle Speed Capacity
Aurochs VGM 100 gp 2 Unaligned 2 Large exotic 50 ft. 600 lb.
Axe beak 50 gp 2 Unaligned 1/4 Large exotic 50 ft. 420 lb.
Camel 50 gp 2 Unaligned 1/8 Large exotic 50 ft. 480 lb.
Donkey or mule 8 gp 2 Unaligned 1/8 Equine 40 ft. 420 lb.
Elephant 200 gp 3 Unaligned 4 Huge exotic 40 ft. 1,320 lb.
Giant seahorse 300 gp 2 Unaligned 1/2 Large exotic 40 ft. (40 ft.) 360 lb.
Horse Unaligned
Draft 50 gp 2 Unaligned 1/4 Equine 40 ft. 540 lb.
Riding 75 gp 2 Unaligned 1/4 Equine 60 ft. 480 lb.
Fragile new 15 gp 2 Unaligned 1/8 Equine 40 ft. 420 lb.
Warhorse 400 gp 2 Unaligned 1/2 Equine 60 ft. 540 lb.
Giant lizard 200 gp 2 Unaligned 1/4 Large exotic 30 ft. 450 lb.
+ hold breath +100 gp — Unaligned — — — —
+ spider climb +200 gp — Unaligned — — — —
Mastiff 25 gp 3 Unaligned 1/8 Canine 40 ft. 195 lb.
Mountain goat RFM 30 gp 2 Unaligned 1/8 Medium exotic 40 ft. (30 ft.) 210 lb.
Pony 30 gp 2 Unaligned 1/8 Equine 40 ft. 225 lb.
Steeder, female OotA, MTF 80 gp 2 Unaligned 1 Large exotic 30 ft. 450 lb.
Steeder, male OotA, MTF 50 gp 2 Unaligned 1/4 Medium exotic 30 ft. 225 lb.

The Dungeon Master might increase the price of any


creature on this table, depending on its rarity in the region.
Large beast, unaligned For a “standard” campaign, this probably includes any
creatures rated for exotic saddles.
Armor Class 9
Hit Points 11 (2d10)
Speed 50 ft. The fragile horse and the warhorse are two examples of
animals modified from their base form, the riding horse.
STR DEX CON INT WIS CHA Both variants serve important roles and have prominent
places on the Mounts table.
14 (+2) 8 (–1) 11 (+0) 2 (–4) 10 (–0) 5 (–3)
Fragile Horse. Fragile horses are mounts of inferior
quality. Often, they are older, somewhat swaybacked
Senses passive Perception 10 creatures. While normally undesirable, starting characters
Challenge 1/8 (25 xp) in need of mounts might find nothing else affordable.
A fragile horse has a delicate constitution, as indicated in
Unreliable. Apply disadvantage to any Wisdom (Animal the stat block. It has the fragile specimen template; the stat
Handling) checks made to control this mount in battle or to line above includes these adjustments. (Other effects of the
get it to perform tricks or difficult maneuvers. template are found in chapter 1). A fragile horse may have
Unstable. This animal gains 1 exhaustion level for each the war-trained template for an additional 15 gp.
hour of a forced march; this is additional to any exhaustion Warhorse. The warhorse is the only animal on the
from failing the Constitution check. Mounts table that comes with the “war-trained” template
at its listed cost. The benefits of this template are included
Actions in the warhorse’s stat block.
The warhorse’s special slam action has its own name,
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage. “trampling charge”; the trick for its war-trained template is
instead called Special Action (Trampling Charge).

ANIMAL MARKETS 76
MONSTERS (INSTINCT-LEVEL INTELLIGENCE) Carrying
Creature Cost Int. Alignment CR Saddle Speed Capacity
Ankheg 1,750 gp 1 Unaligned 2 Large exotic 30 ft. (30 ft.) 510 lb.
Carrion crawler 2,750 gp 1 Unaligned 2 Large exotic 30 ft. (30 ft.) 420 lb.
Flail snail 8,000 gp 3 Unaligned 3 Large exotic 10 ft. 510 lb.
Fungi
Gas spore 750 gp 1 Unaligned 1/2 n/a 0 ft. (10 ft.) 150 lb.
Shrieker 40 gp 1 Unaligned 0 n/a 0 ft. 15 lb.
Violet fungus 375 gp 1 Unaligned 1/4 n/a 5 ft. 45 lb.
Gibbering mouther 1,500 gp 3 Neutral 2 n/a 10 ft. (10 ft.) 150 lb.
Neothelid 9,000 gp 3 Chaotic evil 13 Gargantuan exotic 30 ft. 3,240 lb.
Oozes
Black pudding 2,750 gp 1 Unaligned 4 n/a 20 ft. (20 ft.) 480 lb.
Gelatinous cube 1,750 gp 1 Unaligned 2 n/a 15 ft. 420 lb.
Gray ooze 750 gp 1 Unaligned 1/2 n/a 10 ft. (10 ft.) 180 lb.
Ochre jelly 1,500 gp 2 Unaligned 2 n/a 10 ft. (10 ft.) 450 lb.
Piercer 750 gp 1 Unaligned 1/2 n/a 5 ft. (5 ft.) 150 lb.
Purple worm 20,000 gp 1 Unaligned 15 Gargantuan exotic 50 ft. (30 ft.) 3,360 lb.
Purple wormling 1,925 gp 1 Unaligned 2 Large exotic 20 ft. 480 lb.

categories, based primarily upon Intelligence. Each table’s


listed prices reflect the creature’s rarity and perceived
The animals in the previous section are the of species dangerousness. Creatures that can generate monster
common to find in a market. Those creatures are either byproducts, like poison, have significantly higher values.
domesticated or are used as mounts, food, or trade goods
in various cultures; depending on location, their presence
Instinct-level creatures are normally those with
won’t seem out of place or raise any concerns.
Intelligence ratings of 1. However, some creatures qualify
In contrast, the creatures in this next section are
as instinct-level because of their wholly-alien thought
“monsters.” They are not domestic, nor are they common.
processes, despite Intelligence ratings as high as 3.
They are typically the enemies of the player characters,
and of society at large, and are rarely marketed.
These creatures have Intelligence ratings between 2 and 4.
But for their rarity or dangerousness, the creatures in this
The monsters listed on these category would likely serve as mounts and domestic beasts
tables are divided into six in civilized lands.

Cunning-level creatures are fully self-aware, with


Intelligence ratings of 5 or 6. These creatures typically
have alignments and understand languages. Some have
unique languages of their own.
Cunning-level creatures make excellent animal
companions, but their relationships with humanoids are
closer to alliances than service roles. These monsters’
allegiances aren’t likely to be commanded by characters
whose goals and philosophies are oppositional.

77 ANIMAL HANDLER’S MANUAL


MONSTERS (ANIMAL-LEVEL INTELLIGENCE) Carrying
Creature Cost Int. Alignment CR Saddle Speed Capacity
Basilisk 2,500 gp 2 Unaligned 3 Medium exotic 20 ft. 240 lb.
Bulette 3,500 gp 2 Unaligned 5 Large exotic 40 ft. (40 ft.) 570 lb.
Catoblepas 6,000 gp 3 Unaligned 5 Large exotic 30 ft. 570 lb.
Chimera 6,500 gp 3 Unaligned 6 Large exotic 30 ft. (60 ft.) 570 lb.
Cockatrice 1,250 gp 2 Unaligned 1/2 n/a 20 ft. (40 ft.) 90 lb.
Crag cat 1,000 gp 4 Unaligned 1 Large exotic 40 ft. 480 lb.
Darkmantle 1,000 gp 2 Unaligned 1/2 n/a 10 ft. (30 ft.) 240 lb.
Death dog 1,000 gp 3 Unaligned 1 Canine 40 ft. 225 lb.
Dinosaur
Allosaurus 500 gp 2 Unaligned 2 Large exotic 60 ft. 570 lb.
Ankylosaurus 500 gp 2 Unaligned 3 Huge exotic 30 ft. 1,140 lb.
Brontosaurus 1,000 gp 2 Unaligned 5 Gargantuan exotic 30 ft. 2,520 lb.
Deinonychus 500 gp 4 Unaligned 1 Medium exotic 40 ft. 225 lb.
Dimetrodon 175 gp 2 Unaligned 1/4 Medium exotic 30 ft. (20 ft.) 210 lb.
Hadrosaurus 200 gp 2 Unaligned 1/4 Large exotic 40 ft. 450 lb.
Plesiosaurus 850 gp 2 Unaligned 2 Large exotic 20 ft. (40 ft.) 540 lb.
Pteranodon 250 gp 2 Unaligned 1/4 Medium exotic 10 ft. (60 ft.) 180 lb.
Quetzalcoatlus 700 gp 2 Unaligned 2 Huge exotic 10 ft. (80 ft.) 900 lb.
Stegosaurus 850 gp 2 Unaligned 4 Huge exotic 40 ft. 1,200 lb.
Triceratops 1,000 gp 2 Unaligned 5 Huge exotic 50 ft. 1,320 lb.
Tyrannosaurus rex 2,000 gp 2 Unaligned 8 Huge exotic 50 ft. 1,500 lb.
Velociraptor 250 gp 4 Unaligned 1/4 n/a 30 ft. 45 lb.
Froghemoth 6,000 gp 2 Unaligned 10 n/a 30 ft. (30 ft.) 1,380 lb.
Giant strider 1,000 gp 4 Neutral evil 1 Large exotic 50 ft. 540 lb.
Guard drake 1,500 gp 4 Unaligned 2 Medium exotic 30 ft. 240 lb.
Gorgon 3,500 gp 2 Unaligned 5 Large exotic 40 ft. 600 lb.
Grick 1,500 gp 3 Unaligned 2 n/a 30 ft. (30 ft.) 210 lb.
Griffon 2,750 gp 2 Unaligned 2 Large exotic 30 ft. (80 ft.) 540 lb.
Hippogriff 2,250 gp 2 Unaligned 1 Large exotic 40 ft. (60 ft.) 510 lb.
Hydra 5,000 gp 2 Unaligned 8 n/a 30 ft. (30 ft.) 1,200 lb.
Owlbear 2,000 gp 3 Unaligned 3 Large exotic 40 ft. 600 lb.
Rhinoceros 2,450 gp 2 Unaligned 2 Large exotic 40 ft. 630 lb.
Roc 10,000 gp 3 Unaligned 11 Gargantuan exotic 20 ft. (120 ft.) 3,360 lb.
Rust monster 750 gp 2 Unaligned 1/2 Medium exotic 40 ft. 195 lb.
Stench kow 750 gp 2 Unaligned 1/4 Large exotic 30 ft. 540 lb.
Stirge 1,000 gp 2 Unaligned 3 n/a 10 ft. (40 ft.) 30 lb.
Trapper 1,000 gp 2 Unaligned 3 n/a 10 ft. (10 ft.) 510 lb.
Wolf 50 gp 3 Unaligned 1/4 Canine 40 ft. 180 lb.

ANIMAL MARKETS 78
MONSTERS (CUNNING-LEVEL INTELLIGENCE) Carrying
Creature Cost Int. Alignment CR Saddle Speed Capacity
Displacer beast 2,000 gp 6 Lawful evil 3 Large exotic 40 ft. 540 lb.
Dolphin VGM 200 gp 6 Unaligned 1/8 Medium exotic (60 ft.) 210 lb.
Girallon 2,500 gp 5 Unaligned 4 n/a 40 ft. (40 ft.) 540 lb.
Hell hound 2,000 gp 6 Lawful evil 3 Canine 50 ft. 255 lb.
Mimic 1,500 gp 5 Neutral 2 n/a 15 ft. 255 lb.
Otyugh 3,000 gp 6 Neutral 5 n/a 30 ft. 480 lb.
Shadow mastiff 1,500 gp 5 Neutral evil 2 Canine 40 ft. 240 lb.
Wyvern 8,000 gp 5 Unaligned 6 Large exotic 20 ft. (80 ft.) 570 lb.
Yeth hound 2,500 gp 5 Neutral evil 4 Canine 40 ft. (40 ft.) 540 lb.

MONSTERS (SENTIENT-LEVEL INTELLIGENCE) Carrying


Creature Cost Int. Alignment CR Saddle Speed Capacity
Behir 8,000 gp 7 Neutral evil 11 Huge exotic 50 ft. (40 ft.) 1,380 lb.
Blink dog 750 gp 10 Lawful good 1/4 Canine 40 ft. 180 lb.
Barghest 2,500 gp 13 Neutral evil 4 Canine 60 ft. / 30 ft. 570 lb.
Leucrotta 2,000 gp 9 Chaotic evil 3 Canine 50 ft. 540 lb.
Manticore 2,500 gp 7 Lawful evil 3 Large exotic 30 ft. (50 ft.) 510 lb.
Nightmare 2,500 gp 10 Neutral evil 3 Large exotic 60 ft. (90 ft.) 540 lb.
Pegasus 2,000 gp 10 Chaotic good 2 Large exotic 60 ft. (90 ft.) 540 lb.
Unicorn 4,000 gp 11 Lawful good 5 Equine 50 ft. 540 lb.
Winter wolf 2,000 gp 7 Neutral evil 3 Canine 60 ft. 540 lb.
Worg 500 gp 7 Neutral evil 1/2 Canine 50 ft. 480 lb.

stories are based upon finding and allying with young


dragons or using dragons as mounts.
Sentient-level creatures have Intelligence ratings of 7 or Note that all dragons have a flying speed, one not listed
higher. They are as smart as other sentient creatures, no on the dragon table below, that is
matter what their shapes. double the rate of their
Creature’s in this normal speed. Based on
category are rarely marketed; their type, dragons may
ability to master language particularly also have climbing,
sets them apart as sentient creatures; burrowing, or swimming speeds
buying and selling such animals feels listed parenthetically.
dangerously close to slave-trading. A dragon’s egg has a market
value equal to the wyrmling
entry for its type.
The sixth monster group is for true
If your campaign uses the
dragons. Dragons don’t really fit
variant rule Dragons as Innate
among the monsters selected for this
Spellcasters, double the listed
section; these powerful, intelligent
costs for adult and ancient
creatures are more likely to use
dragons that have spellcasting.
humanoids as their pets rather than
vice versa. Dragons are included in this
chapter only because so many fantasy

79 ANIMAL HANDLER’S MANUAL


MONSTERS (DRAGONS) Move/Fly & Carrying
Creature Cost Int. Alignment CR Saddle (Other Speed) Capacity
Black, ancient 155,000 gp 16 Chaotic evil 21 Gargantuan exotic 40 ft. (40 ft.) 3,240 lb.
Black, adult 60,000 gp 14 Chaotic evil 14 Huge exotic 40 ft. (40 ft.) 1,380 lb.
Black, young 19,000 gp 12 Chaotic evil 7 Large exotic 40 ft. (40 ft.) 570 lb.
Black, wyrmling 6,000 gp 10 Chaotic evil 2 Medium exotic 30 ft. (30 ft.) 225 lb.
Blue, ancient 230,000 gp 18 Lawful evil 24 Gargantuan exotic 40 ft. (40 ft.) 3,480 lb.
Blue, adult 70,000 gp 16 Lawful evil 16 Huge exotic 40 ft. (30 ft.) 1,740 lb.
Blue, young 25,000 gp 14 Lawful evil 9 Large exotic 40 ft. (20 ft.) 630 lb.
Blue, wyrmling 8,000 gp 12 Lawful evil 3 Medium exotic 30 ft. (15 ft.) 255 lb.
Brass, ancient 130,000 gp 16 Chaotic good 20 Gargantuan exotic 40 ft. (40 ft.) 3,240 lb.
Brass, adult 55,000 gp 14 Chaotic good 13 Huge exotic 40 ft. (30 ft.) 1,380 lb.
Brass, young 16,000 gp 12 Chaotic good 6 Large exotic 40 ft. (20 ft.) 570 lb.
Brass, wyrmling 4,000 gp 10 Chaotic good 1 Medium exotic 30 ft. (15 ft.) 225 lb.
Bronze, ancient 180,000 gp 18 Lawful good 22 Gargantuan exotic 40 ft. (40 ft.) 3,480 lb.
Bronze, adult 55,000 gp 16 Lawful good 13 Huge exotic 40 ft. (40 ft.) 1,500 lb.
Bronze, young 22,000 gp 14 Lawful good 8 Large exotic 40 ft. (40 ft.) 630 lb.
Bronze, wyrmling 6,000 gp 12 Lawful good 2 Medium exotic 30 ft. (30 ft.) 255 lb.
Copper, ancient 155,000 gp 20 Chaotic good 21 Gargantuan exotic 40 ft. (40 ft.) 3,240 lb.
Copper, adult 60,000 gp 18 Chaotic good 14 Huge exotic 40 ft. (40 ft.) 1,380 lb.
Copper, young 19,000 gp 16 Chaotic good 7 Large exotic 40 ft. (40 ft.) 570 lb.
Copper, wyrmling 4,000 gp 14 Chaotic good 1 Medium exotic 30 ft. (30 ft.) 225 lb.
Green, ancient 180,000 gp 20 Lawful evil 22 Gargantuan exotic 40 ft. (40 ft.) 3,240 lb.
Green, adult 65,000 gp 18 Lawful evil 15 Huge exotic 40 ft. (40 ft.) 1,380 lb.
Green, young 22,000 gp 16 Lawful evil 8 Large exotic 40 ft. (40 ft.) 570 lb.
Green, wyrmling 6,000 gp 14 Lawful evil 2 Medium exotic 30 ft. (30 ft.) 225 lb.
Gold, ancient 230,000 gp 18 Lawful good 24 Gargantuan exotic 40 ft. (40 ft.) 3,600 lb.
Gold, adult 75,000 gp 16 Lawful good 17 Huge exotic 40 ft. (40 ft.) 1,620 lb.
Gold, young 28,000 gp 16 Lawful good 10 Large exotic 40 ft. (40 ft.) 690 lb.
Gold, wyrmling 8,000 gp 14 Lawful good 3 Medium exotic 30 ft. (30 ft.) 275 lb.
Red, ancient 230,000 gp 18 Chaotic evil 24 Gargantuan exotic 40 ft. (40 ft.) 3,600 lb.
Red, adult 75,000 gp 16 Chaotic evil 17 Huge exotic 40 ft. (40 ft.) 1,620 lb.
Red, young 28,000 gp 14 Chaotic evil 10 Large exotic 40 ft. (40 ft.) 690 lb.
Red, wyrmling 10,000 gp 12 Chaotic evil 4 Medium exotic 30 ft. (30 ft.) 275 lb.
Silver, ancient 205,000 gp 18 Lawful good 23 Gargantuan exotic 40 ft. 3,600 lb.
Silver, adult 70,000 gp 16 Lawful good 16 Huge exotic 40 ft. 1,620 lb.
Silver, young 25,000 gp 14 Lawful good 9 Large exotic 40 ft. 690 lb.
Silver, wyrmling 6,000 gp 12 Lawful good 2 Medium exotic 30 ft. 275 lb.
White, ancient 130,000 gp 10 Chaotic evil 20 Gargantuan exotic 40 ft. (40/40 ft.) 3,120 lb.
White, adult 55,000 gp 8 Chaotic evil 13 Huge exotic 40 ft. (30/40 ft.) 1,320 lb.
White, young 16,000 gp 6 Chaotic evil 6 Large exotic 40 ft. (20/40 ft.) 540 lb.
White, wyrmling 6,000 gp 5 Chaotic evil 2 Medium exotic 30 ft. (15/30 ft.) 210 lb.

ANIMAL MARKETS 80
81 ANIMAL HANDLER’S MANUAL
APPENDIX A: MANAGING ANIMALS
NIMALS IN THE PARTY CREATE UNIQUE CHALLENGES FOR 1. Intelligence Rating: Animals have Intelligence
the Dungeon Master. First, the DM has the ratings of 6 or lower. However, not every creature so
responsibility of defining which creatures are rated is an animal; humans, for example, can have
animals, and thus be acquired as companions; Intelligence ratings this low without being animals.
players often want to befriend even the deadliest
2. Animal Intellect: Animals also have “animal
monsters, insisting they’re merely misunderstood. The DM
intellect,” a limited self-awareness combined with
must also determine whether the animal is too powerful or
instinctual, animalistic behaviors. This way of
too weak for the party, or its presence will raise the party’s
thinking is common to beasts, but members of other
size beyond manageability. If all the stars are aligned—the
creature types may also possess animal instinct.
animal is companionable and the right fit for the party—
the DM then has to walk the players through the logistics 3. Domesticity (Tameness): Before an animal can be
of acquiring the creature and adapting it to life in the trained, it must accept the presence of its handler.
party. Finally, as play progresses, it falls to the Dungeon Domestic creatures are bred for these relationships
Master to portray the animal’s personality and behavior. over many generations, but circumstances can leave
some specimens feral. Likewise, a wild creature
must first be tamed for this factor to apply.
This supplement divides creatures into two classifications, In each of these factors, the Dungeon Master must
“animals” and “monsters.” moderate whether and how a particular creature fits in.
Animals are the creatures that can be trained and Many specific creatures or cases have not been illustrated
managed using the rules of this supplement. They are not in this supplement, and sometimes similar creatures have
limited to the animals also found in the real world, nor are variances in different game settings. Additionally, some
they defined by a creature type or a collection of types. animals are unique among their species, acting as animals
Instead, animals are defined by three factors. when the rest of their kind cannot, or vice versa.
Sometimes a monster can be trained as an animal, and
sometimes an animal is too monstrous to be trained.

To be an animal, the creature must have an Intelligence


rating of 6 or lower. Each qualifying Intelligence rating (or
range) is described here.

Creatures of this Intelligence rating are animals, though


they barely qualify. Their animal intellects are purely
instinctual; such creatures can barely process inputs
beyond threats, prey recognition, and mating displays.

Most animals have Intelligence ratings in this range. They


can recognize bits of language they are trained to listen for,
particularly their own names. Most traditional training
techniques and equipment exist for these animals.

Creatures at this rating are exceptionally canny, more


likely to recognize threats and react to them of their own
volition. This Intelligence rating places creatures above the
reach of some spells designed to affect animals, some of
which might be beneficial.

MANAGING ANIMALS 82
Creatures with these Intelligence scores are as smart as Most beasts have animal intellect and fall within the range
most children, and a few adults as well. They can learn of trainable creatures. Some are domestic, while others are
languages, even if they lack the physical capability to wild. Most are easily trained.
speak. They can also, to a limited degree, observe and However, most insectoid vermin are an exception. They
understand the feelings of creatures around them and may are, essentially, untrainable creatures, driven only by base
have alignments of their own. instincts. This designation applies to insects as well as
scorpions, spiders, wasps, and similar creatures, and their
giant and swarm versions. Only those insect-like vermin
At this rating and above, creatures are beyond the with Intelligence scores of 2 or higher count as animals.
limitations of animalistic thinking, no matter their instincts While animal in appearance, giant apes, giant eagles,
or mental processes. The Animal Handling skill has no giant elk, and giant owls are fully intelligent, self-aware
effect upon such creatures, even those that resemble real- creatures capable of mastering languages and forming
world animals. complex relationships. They are far too intelligent to be
At the Dungeon Master’s discretion, such creatures can manipulated with the Animal Handling skill.
learn tricks and roles. For example, a unicorn (Intelligence
11) might learn tricks to coordinate its actions with its
handler’s, practicing the maneuvers and the quick Of these creature types, barely any qualify as animals. The
commands to elicit them. Becoming rider-trained lets the abyssal chicken, yeth hound, and hell hound are a few
unicorn act as a controlled mount, focusing on the rider’s examples with animal intellect. Creatures from the feywild
commands instead of acting independently in battle. or from the various heavenly or hellish planes may also
qualify if they resemble beasts, despite having the celestial,
fey, or fiend creature type. Additionally, spell-made spirits
In the narrow range of Intelligence where truly smart with these types have their own rules.
beasts overlap with truly simpleminded humanoids,
ratings of 3 to 6, the difference between the two is the
difference between sentience and “animal intellect.” When these creatures have some sort of intelligence, it is
For example, primates and dolphins are smart enough to not the sort complex enough or sufficiently beastlike to
learn language, but they are still characterized by the
instincts and impulses of animals. They can be conditioned THE CHRIS PERKINS SEAL OF APPROVAL
to perform various functions and can be reliably controlled Should monsters be allowed as animal companions?
by skilled handlers. A creature with sentience, even a very In Out of the Abyss, story creator Chris Perkins seeds
stupid one, is not subject to the same methods of training a trio of basilisk eggs the players might find and raise,
and control. with a table of stat-block alterations to represent three
For creatures with Intelligence ratings of 6 and below, stages of the creatures’ maturation. Imagine these
the Dungeon Master decides which creatures have animal eight-legged lizard babies trailing behind the players
intellects and which have sentience. For guidance, the DM and petrifying random villagers. Those little scamps!
may refer to a creature’s description, in the Monster If this doesn’t convince you that Chris Perkins, senior
Manual or other source material, or may refer to the story designer for DUNGEONS & DRAGONS and legendary
creature type descriptions below. Dungeon Master to the Stars, wants you to stock your
party with an array of toothy critters, look no further
than his streamed D&D game Dice, Camera, Action! In
Most creatures of these types have alien mentalities and
episode 32, DM Perkins placed an owlbear and paved
are not normally suitable for handling as animals. The low-
the way for the party to acquire it by describing the
intelligence versions have neither sentience nor animal
creature as non-hostile, even inquisitive, all before the
intellect. At best, most aberrations and elementals can
party could roll initiative. Simply feeding the creature
serve as untrained guardians through natural ferocity
waffles was enough to make Hootie McHootface into
alone, so long as they can be safely contained in whatever
the newest party member! That owlbear, along with its
area needs guarding.
offspring Waffles, became iconic mascots of the Waffle
Crew adventuring party.

83 ANIMAL HANDLERS’ MANUAL


respond to training and control as animals. Even non- humanoid races of the Underdark, but totally foreign and
sentient versions lack animal thought processes. even frightening to most folk of the surface realms. The
more suited a creature is for preying upon domestic
livestock (or intelligent humanoids), the more likely it is to
Guard drakes, unsurprisingly, make adept guardians. cause trouble and commotion in a city.
Wyverns can serve as mounts and guards as well. To add variety to a creature’s concept, the Dungeon
However, true dragons, even those with low Intelligence Master can decide that an otherwise domestic creature has
scores, have sentient mental processes and cannot be gone feral, making it a non-domestic creature for all
manipulated with Animal Handling. purposes. Likewise, an individual wild creature could be
tamed, raised among humanoids, giving it the nature of a
domestic animal.
Giants and humanoids, even with low Intelligence scores,
The next two subsections may be of interest to Dungeon
have sentience. They have thought processes that defy
Masters for the animal-related portions of worldbuilding.
management with the Animal Handling skill.

A fantasy world’s scope of domestication begins with


After beasts, monstrosities are the most
any domestic animals that are also present in the
likely of creature types to possess animal
real world. This subset of the beast creature
intellect. Common monstrosity
type is probably what the Animal Handling
mounts include the death
skill refers to when it talks about domestic
dog, displacer beast,
animals.
griffon, hippogriff, and
However, domestication in fantasy
shadow mastiff. Monstrosities
worlds is a fuzzier concept.
that are easily trained to
Creatures that are almost
guardian roles include the mimic,
identical to real-world
owlbear, and rust monster.
animals, but with a minor
variation or an additional
Depending on the nature of its undeath, a magical feature, are
creature that previously had animal probably domestic. This is
intellect does not become divorced true even of animals that lack
from the instincts and thought the beast creature type.
processes that guided it during life. If For example, the rothé of the
not controlled by other magics, an Forgotten Realms resembles a small,
undead animal might retain enough furry cow that is herded for food and
primal instinct to be manipulated by the wool by the denizens of various
Animal Handling skill. A warhorse skeleton, if not regions. That some rothés can cast the
controlled by magic, is a prime example of something that dancing lights spell innately has no effect on their status as
can be handled as an animal. However, it might be as domestic creatures.
hesitant to tolerate a living rider as the living are to
tolerate it for a mount.
The Dungeon Master may decide that additional creatures
should be layered on top of normal options.
Domesticity is an official designation, one with game In the real world, all animals were wild at some point in
mechanics attached, but it lacks definition. The Animal history. As humans evolved, they domesticated various
Handling skill in the Player’s Handbook applies special animals over the course of many generations, adapting
rules to affecting what it calls “domestic” creatures, but it them for food, labor, and companionship. In fantasy
supplies no explanation for the term. worlds, more creatures are likely to have been
The designation is also important because non-domestic domesticated or have spawned related domestic species.
creatures (even tamed ones) may be troublesome in urban This is because fantasy worlds have a much greater variety
environments or formal settings. Here, each culture’s of creatures, and because fantasy races have different
expectations matter; riding lizards are ubiquitous to the needs for domestic creatures based on their own inherent

MANAGING ANIMALS 84
abilities, cultures, and magic. These two factors must be who the DM considers to be monsters, might now become
considered equally when creating new domestic species or companions accidentally, without giving the DM time to
domesticating existing ones. consider whether those creatures are a good fit.
Races and cultures are more likely to domesticate In these scenarios, it is important to know the players, to
creatures when they have specific needs that docile understand their degrees of empathy for pets and their
animals can meet. For example, even simple magic (low- capacity to perceive monsters through the lens of their
level spells) can replicate the labor, guarding, and hunting own desires for companionship.
assistance that some animals provided to early humans in Some players want to make pets of everything, some
the real world. Without such requirements, a race or players just want to use animals for their utilitarian value,
society would not domesticate animals which cannot meet and some players simply don’t want to deal with managing
other needs. animals at all. These player proclivities are not a strict
Only races with long-established, multi-generational continuum; often players want pets for fun but don’t want
societies can domesticate animals. This process is not the to handle the logistics of keeping them safe or managing
same as taming. An individual animal can be tamed, but its their die-rolls in combat.
offspring will not be tame by nature. In contrast,
domestication produces a genetic state, the result of
generations of cohabitation and acclimation. A domestic When a game of DUNGEONS & DRAGONS has too many players
species is morphologically altered from its wild ancestors, at the table, it suffers from several complications. Combats
with innate behavioral differences. drag out, no one gets enough time on center stage, and
Creatures are more susceptible to domestication if they everyone wants to go in a different direction. Even with
can breed in captivity without elaborate courtship rituals, the right number of players, extra characters in the party
grow quickly to maturity relative to the race that (like NPC animals) can create problems in a similar vein.
domesticates them, graze or scavenge food scraps in urban The enjoyment players get from adopting more and
environments, learn complex skills and conditioned more animal friends must be balanced against the extra
behaviors, and interact peaceably with humanoids and work and time needed for DMs to cope with those animals
other domestic animals. Suitable creatures aren’t too easily and their activities, and against the play time that players
spooked, aren’t overly aggressive, and don’t expect must give up allowing those NPCs to take the stage. These
guidance from their handlers in the form of social two factors usually manifest in two areas of play, combat
hierarchies or dominance displays. scenarios and utility-type challenges.
The following topics address how animals fit into the
party based on their specific roles there.
Combat Animals. This category does not include
Now having a better definition of animals, this section
creatures whose best contribution is an occasional Help
contemplates the various methods player characters may
action; it only contemplates creatures that are significant
use to acquire them. The common methods are buying
combatants. Animals designed to contribute during
animals, encountering them in the wild, or raising
combat must be handled with care. When an animal has a
juveniles derived from animal husbandry.
turn in combat, that NPC takes up time that actual players
could be using to play their characters.
Before considering acquisition scenarios, we must first The Dungeon Master should not provide opportunities
touch upon the topic of whether the DM should allow an to acquire combat companions if the new party size would
animal to be acquired. be too much to handle. This is a personal and variable
limitation; different DMs have different capacities to
handle different numbers of characters at the table. An
The party should not acquire animals if the players don’t experienced DM might be able to handle combat animals
want to deal with them. That seems like a given, but if the equal to half the number of player characters. Exceeding
DM enjoys animals and the players do not, it can be easy to that number is not recommended.
find the campaign bogged down with animal companions Additionally, avoid multiple combat animals “belonging”
that the players don’t use or interact with. to a single player. Even if the DM is in full control of the
In contrast, DMs often face the scenario where the animal NPCs in combat, the time they take up collectively
players want to make pets of the ravenous wolves that belongs to the handler’s character; players are likely to
have come to ravage their camp at night. Wild creatures,

85 ANIMAL HANDLERS’ MANUAL


perceive any delays as the fault of the character that owns ANIMAL COMPANION CR MAXIMUMS
multiple combat animals.
Maximum Adjusted CR Handler’s Defining Factors
Utility Animals. Animals have the potential to crowd
CR 1 or 1/2 handler’s level, Handler’s only animal
player characters in their lanes. Players experience
whichever is higher companion
DUNGEONS & DRAGONS as a cooperative game with varied
CR 1 or 1/4 handler’s level, Handler keeps multiple
roles, where every character contributes something, often
whichever is higher (non-background) animals
something quite unique. You will rarely see a party that
includes two rogues proficient with precisely the same set works alongside the party’s ranger, it grants that character
of skills. Players often want to coordinate with one another a benefit on foraging rolls.
during character creation with the goal of not all playing Background Animals. If an animal is one that stays in
the same type of character. the background, like a lovable lump that exists only to
This gravitation toward differing functionality is a flavor the character whose pocket it rides in, or a trusted
natural one. Diversity is strength. Once players become steed that merely carries a character through travel
attached to their roles, they anticipate montages, it will always find room in the party. A
their characters contributing nameless riding horse won’t take up play time
meaningfully when those or displace player agency, and a
scenarios arise; they expect character’s pet mouse taking the
to be the one the party stage is no different than the
turns to for certain ability character itself taking the stage.
checks, and they expect those Character Options. The
checks to matter. Dungeon Master should always
When an animal facilitate the inclusion of
companion can outshine a animals that are “paid for” as
character in its own lane, the character options, regardless
player’s enjoyment of the game of party size or other
is diminished. Instead of the characters assumed roles in
player getting center stage for the party. Such animals are
those moments, the other players produced or bound as the
at the table turn to the animal NPC function of class features,
for help. For example, the player of a feats, spells, and similar
ranger whose focus is tracking, and effects. As a matter of fairness
wayfinding will not appreciate the party and game balance, any losses
wizard adopting an animal companion that necessary to make the party
hunts and tracks more efficiently. manageable again must come
The Dungeon Master should take care not to from the animals that do not
introduce animals that will overshadow any of represent features on a character sheet,
the party’s unique contributions to the table. If like those encountered incidentally or simply
such a creature is to be introduced, perhaps it purchased at a market.
can have some quirk or deficiency that keeps it For example, if the party is crowded with animals, and
from that role. For example, a hound trained in hunting the Beast Master loses a Ranger’s Companion animal, the
and tracking might be unsuited to aid in foraging because Dungeon Master should not forbid the addition of a
it always eats the prey or runs off and buries it. replacement, regardless of the party’s size. To do so would
The best version of utilitarian creature acting in a player be to erase part of the ranger’s character sheet (the Ranger
character’s lane is the animal that can’t perform the role Companion feature).
independently. Rather than feeling displaced, a player will
usually enjoy an animal that only assists in that role,
providing advantage on the player’s die rolls or enhancing This topic concedes that many play groups desire the
the character’s range of functionality in that role. The ability to structure and measure the power level of
wizard’s new pet hound might not have the right beneficial additions to the party. It is for the same groups
temperament for foraging independently, but when it that meticulously track the rarity of magic items to make

MANAGING ANIMALS 86
half the creature’s sidekick level. The following table
CHALLENGE RATINGS BELOW 1 shows an animal sidekick’s resulting proficiency bonus.
When adjusting a creature’s challenge rating to account
for class levels, templates, or other modifiers, changes
PROFICIENCY BONUS BY CHALLENGE RATING
that affect CRs below 1 need special treatment. Challenge Proficiency Challenge Proficiency
When an adjustment would reduce a creature’s Rating Bonus Rating Bonus
rating below CR 1, each point reduction below 1 brings 0-4 +2 17-20 +6
the creature to CR 1/2, then CR 1/4, then CR 1/8, then 5-9 +3 21-24 +7
CR 0. Further points of reduction are ignored. 10-12 +4 25-28 +8
When adjusting upward from a CR below 1, use the 13-16 +5 29-30 +9
same progression in reverse. Maximum CR. For these purposes, each animal in the
party “belongs” to a single handler, the player character
sure the party doesn’t get them before reaching the that trained it, controls it, or spends the most time with it.
suggested levels in the Dungeon Master’s Guide. The handler can acquire and manage animals with
The challenge rating (CR) system is used here to prevent individual challenge ratings up to CR 1, or up to half that
animal companions from being too potent or too weak in handler’s character level, whichever is higher.
combat relative to the rest of the adventuring party. If A character that manages multiple companions should
animals are too potent, they eclipse the player characters, not gain any animals above CR 1 or above one-quarter of
who are supposed to be the heroes of the story. If too the handler’s character level, whichever is higher.
weak, the players spend too much time protecting, healing, If a handler somehow acquires an animal exceeding
and recalling their animal friends from death. these limitations, the animal gains the reluctant creature
Although combat is not the only sort of challenge an template until the handler gains enough levels to qualify.
animal can help the party overcome, combat offence and In this way, the DM can keep an animal from changing the
defense are the only aspects of an animal that CR party’s power level when simply removing the animal is
measures, and the primary consideration for the topic of not a viable option.
balancing power. The Animal Handlers’ Manual therefore Adding Power. Because handlers can manage stronger
uses CR as the indicator of an animal companion’s power, animals as they gain character levels, they may wish to
but CR alone is sometimes insufficient to the task. acquire new, stronger creatures with some frequency. To
Adjusted CR. When a creature gains animal sidekick prevent the party from getting too large, new animals
levels and templates (see chapter 1), its power level may should replace existing ones, or existing animals should
effectively alter the CR in its stat block. Under normal advance their adjusted challenge ratings by one of the
circumstances the DM would break out the tables in the various methods in this supplement.
Dungeon Master’s Guide to determine the creature’s new Replacing old animals with stronger options logically
CR based on a multitude of factors. tracks with the party’s advancement. As the characters
Instead, the Animal Handlers’ Manual uses “adjusted CR,” gain levels, they venture farther from civilization where
the sum of the creature’s stat block CR, animal class level, the threats are more potent, but so too are the prospective
and template adjustments. This prevents the DM from animal companions who dwell in those regions. As a
having to do a lot of math to change a creature’s challenge matter of market realities, characters can also afford more
rating. The adjusted CR replaces the creature’s regular CR costly and potent creatures as they gain levels, simply
for every purpose, except where indicated otherwise. buying stronger animal companions to train.
Note that animal classes start at “level 0,” thus providing If the players are attached to existing animals or if
flavor and a bit of survivability to animal companions replacing them would be disruptive, modifying current
without adjusting their CR. Similarly, some templates have animal companions is a better option. Adding animal
neutral or negative CR adjustments. It is possible to have sidekick levels is easy, but not always right for an animal’s
an animal companion with an adjusted CR that is equal to concept. Sometimes, adding or removing templates is a
or lower than its stat block CR. better option. Perhaps the party’s wolf is secretly a dire
A creature’s challenge rating normally sets its wolf, and no one knew it was a juvenile until it grew
proficiency bonus. However, when using these rules, beyond the size of a normal adult. In this way, an animal
instead compare the creature’s adjusted challenge rating, a might appear in three separate stages of growth, beginning
number that combines base CR, template adjustments, and

87 ANIMAL HANDLERS’ MANUAL


with the juvenile creature template, then growing into its
normal stat block, then adding a dire animal template. For wild or feral creatures found in the wilderness, the
Beyond growth, other templates might be added by type of animal and the conditions of the encounter
exposing the creature to magical or extraplanar forces. An determine if there is a chance to acquire it.
animal that receives a deity’s blessing might gain the Random Contact. Most wild animals will flee from
planar creature template. An animal exposed to the adventurers upon initial contact. In fact, most have already
magical maelstrom caused by the destruction of an artifact sensed the approach of adventurers and have fled before
or the death of a deity might mutate or gain magical being detected. Even dangerous predatory animals have
features, making it into a legendary creature. reason to fear humanoids and avoid them.
Forces like these might instead alter animals in ways Only creatures of at least Large size are unlikely to fear
other than changing templates. An animal might become a normal-sized adventurers, depending on their
different creature with a new stat block after undergoing a temperaments. An elk will still prefer to flee, but a brown
transformative phenomenon. A giant spider might become bear may be curious and investigate Medium-sized
a phase spider, emerging from some sort of magical fallout, creatures to see if they have something (or are something)
enhanced intellectually as well as physically. A black bear worth eating.
might be permanently enlarged, becoming a brown bear, In some cases, fearing adventurers does not compel an
keeping its former appearance in all ways but size. animal to flee from them. Some creatures
Although they do not provide CR will fight to defend their dens or
adjustments, the Dungeon Master their young. Predators that are
can also give animals supernatural driven by long-term hunger may
gifts through exposure to such also attack.
potent forces or areas, or by the Whatever the circumstances
methods that any other NPC or motivations by which contact
or player character might with an animal occurs, chance
gain them. These can keep encounters are not good ways
animals relevant at times to acquire wild animals. An
when their CRs are falling adventurer seeking a particular
behind. Standard animal is not likely to come
supernatural gifts are upon it by chance, and most
provided in the Dungeon encounters that do not result in
Master’s Guide, in the “Other the animal’s immediate flight
Rewards” section of chapter 7. are likely to result in hostility.
Some new blessings and Stalking. Stalking is the
charms are described in process of tracking a chosen type
chapter 3 of this book. For even of animal in its environment, as a
more potent increases, the DM predicate for acclimation and eventual
can assign boons to animals, those training.
bonus powers intended to reward player The first step is selecting the right animal. A
characters for exceeding 20th level. player will propose the animal being sought and the
Finally, the Dungeon Master can also design any number Dungeon Master will determine if the animal can be
of other enhancements for animals using campaign- stalked in that area; some creatures will not be found in
specific ideas, or simply adjust numbers upward from time some environments, regardless of circumstances or rolls.
to time using the challenge rating rules in the “Creating a If the animal sought is one that can be found in nearby
Monster” section of the Dungeon Master’s Guide. environs, the stalker may spend 1 hour attempting to find
the right animal’s tracks and locate its territory. This
requires a Wisdom (Survival) check with a DC that reflects
Adding an animal to the party first requires finding that
the difficulty of the terrain and the scarcity of the animal.
animal, whether by happenstance or purposeful seeking.
Rangers have advantage on this check and gain additional
information through their Natural Explorer feature,
provided they are operating in the correct environment.

MANAGING ANIMALS 88
This check can be repeated. However, an animal may Domestic animals, previously tamed animals, and infant
become aware of the stalker’s presence after a failed check. animals don’t need acclimation, nor do the companions
Particularly at Intelligence ratings of 4 or higher, an animal provided to a character by class features or spells.
may be wise enough to simply relocate its territory at that Acclimation is typically accomplished in stages. First, the
point. When the stalker finally finds an animal’s den, it stalker repeatedly leaves food at a nearby area until the
might therefore be abandoned. stalker’s presence and scent are no longer frightening or
A stalker can employ stealth to avoid an animal’s flight, offensive to the animal. In lieu of food, a character might
increasing stalking time to 2 hours per check. The animal’s offer items from the Monsters’ Desires tables specific to
passive Perception score is the DC for the stalker’s the acclimated creature’s type. (See “Parleying with
Dexterity (Stealth) check. Success means the animal is Monsters” in Tasha’s Cauldron of Everything.) The animal
unaware of the stalker, even if the separate stalking ability thus comes to trust and rely upon the stalker as a source of
check is failed. In the appropriate natural environment, food and even companionship. Multiple creatures can
rangers can use their Natural Explorer feature to move become acclimated at once if they already have social
stealthily at normal speed, employing this method with connections amongst themselves, like a pack of wolves or a
only 1 hour per check. flock of wild geese.
Once an animal has been successfully stalked, the stalker In game terms, acclimating is a downtime activity that
can begin the process of acclimation. requires proximity to an animal’s home territory or a
Acclimation. This is the process of taming a wild or feral method to restrain it in captivity. Acclimation can be
creature, making it accustomed to the handler’s presence performed intermittently, perhaps interrupted by
and interactions. Acclimation (taming) is a prerequisite to absences for adventures, but each day devoted to the
such an animal. It is a downtime activity, usually combined activity must be performed at the appropriate location or
with the process of stalking, but occasionally performed upon a captive animal.
with an animal already in captivity.

While the notion of finding an orphaned beast and raising


it to loyal companionship is a pleasant one, the fact is that
ANIMAL ACCLIMATING (DOWNTIME) most adventurers simply can’t spare the time to look for
You can spend time between adventures visiting a wild and train creatures during their adventures. However,
animal’s territory to acclimate it to you. Full what most adventurers can spare is a bit of gold. Many
acclimation makes the animal comfortable in your useful animals are purchased at markets, at farms, or at
presence and allows you to train it. If circumstances other locations where they are bred and trained as
are right, the animal may willingly leave its territory to marketable goods.
follow you on adventures. Animal Availability. The Untrained Beasts table and the
You must be proficient with the Animal Handling Mounts table in chapter 4 show the costs of domesticated
skill for this activity. Locating this territory can be the animals. These creatures are widely available in many
result of stalking the animal, finding it with magic, or regions. Their listed prices assume these creatures are also
coming across it in a chance encounter. suitable for training to various tricks and roles.
Normal acclimation depends on the animal’s Other creature types almost never appear in markets of
adaptability and how deep in the wilderness it lives. any kind and must usually be encountered in the wild.
Most animals require 20 downtime days to acclimate. These are not domestic animals; even when a market is
Some can require twice as long. The amount of time willing to trade such creatures, buying and selling them is
needed will usually be obvious to a character proficient a logistical nightmare.
with the Animal Handling skill. Monster Logistics. Generally, monsters need large
A wild animal can also become acclimated if held in storage space, eat huge quantities of (often expensive)
captivity, which saves time if the character can’t often food, are dangerous to interact with, and can be difficult
return to the animal’s home. However, the required and time-consuming to train. Finding a buyer or seller for a
acclimation time is doubled because it is hard to build monster often means finding a place, person, or facility
trust when a creature is missing the freedom and uniquely situated to address one or more of these
safety of its home environment. problems.
Buying and selling a specific type of monster often
requires finding the best intersection of factors that

89 ANIMAL HANDLERS’ MANUAL


address each of the creature’s logistical hurdles. Every Every society designates some animals as sacred or
other sale or purchase is essentially down to luck, like “noble,” making them inedible based only on cultural
finding the creature for sale somewhere as a one-off. relevance rather than dietary factors. Such animals are
For example, a non-player character able to magically romanticized or are playful beasts like the horse and the
control and train animals may keep a stock of monsters to dog. Additionally, some cultures hold some (or all) animal
sell. If a monster exclusively eats a particular plant or life sacrosanct, and will not keep, train, or consume such
small creature, a market may spring up near an oasis animals. This concern varies by culture; the DM decides
where that plant or small creature is plentiful. which creatures are unavailable at markets for these
The biggest interest in monsters typically comes from reasons.
the wealthy, who see them as curios, status symbols, and Owning creatures of higher intelligence and self-
guardians. Finding this interest is also a matter of luck. If awareness is a more dubious prospect. Creatures that can
offered, a wealthy noble might purchase a young crag cat, express complex emotions and demonstrate deduction
or that noble might be willing to sell a crag cat or trade it start to resemble the creatures that humanoids think of as
for another exotic creature. But this does not mean the “people” rather than animals. This distinction is much
party will find a line of nobles willing to more relevant in fantasy worlds where the variety of
buy their captured crag cats or sell a pet creatures and of sentient races is so diverse; there is no
crag cat to them. Such opportunities are binary “human or nonhuman” distinction to fall back upon,
few and far between. meaning that most societies are likely to avoid keeping,
Monster Legalities. In worlds where using, and eating animals with Intelligence ratings of 5 or
fantasy monsters are rare, selling them can higher, particularly those that can learn languages.
raise incidental problems or otherwise invite All creatures with Intelligence ratings of 7 or above
trouble. A peasant trying to sell a dragon are truly sentient and self-aware. Only evil
turtle egg off the back of a wagon is likely societies buy and sell such creatures, a
to attract the attention of the process akin to slavery. Although some
authorities. Worse, it might attract the such creatures cohabitate with humanoid
attention of someone powerful, races, often on equal or near-equal social
someone who wants that rare thing for footing (as demonstrated by goblins and
personal reasons or who simply thinks their worg allies), this is not commonplace. A
that dangerous creatures should not be character who rides a unicorn probably raised
trafficked in. that creature from a young age; the human either
Conversely, in worlds where magic creatures are befriended the unicorn and works with it as an ally, or it
common, monster markets are more feasible. These will be has subjugated the unicorn’s will through magic or
highly regulated, with statutes or royal decrees covering nefarious conditioning. The worst of these “alliances”
important topics from safe handling, to insurance policies, invoke every negative aspect of the abusive and
to import duties and taxation. controlling relationships sometimes seen among humans
Finally, a truly dangerous monster is likely to cause in the real world. Helping a sentient creature leave such a
destruction or death when placed into contact with the relationship might lead to a true friendship.
rest of society. For these events, the owner may have to When it comes to dragons, all these factors are
answer with fines, payoffs, or remuneration. Some cases, magnified; dragons are smarter than most humanoid
particularly when children are injured, are crimes that races, more powerful when fully grown, and more
cannot be answered with mere gold. naturally magical. But for their habits of solitude, it might
Sentient Creatures. A creature’s suitability for sale is be they who raise and train humans to perform tasks for
often down to its degree of sentience. Even goodly them, rather than the other way around. Still, the fantasy
societies probably have no qualms about fencing-in simple tropes about dragon riders and the popular Dragonlance
beasts and using them for labor or as food sources. These setting make dragons the subject of commerce in some
animals are commonly domesticated and often available at campaigns.
market. Whole industries may even exist devoted to the
breeding, raising, training, and selling of such animals.
However, smart creatures, particularly those that can talk These unusual factors rarely play into an acquisition
or are otherwise revered in society, make people less scenario, but they are worth mentioning in this
comfortable about the idea of marketing them. supplement.

MANAGING ANIMALS 90
Raising Animals. Whether bought or encountered,
creatures taken in young, helpless states, such as the MONSTERS AND DEATH
newborn cubs of a wolf or the eggs of an eagle, can be “Most DMs have a monster die the instant it drops to 0
raised and trained to companionship more easily than hit points, rather than having it fall unconscious and
animals that are accustomed to living in the wild. make death saving throws. Mighty villains and special
A wild animal raised in captivity does not require nonplayer characters are common exceptions; the DM
acclimation, it must simply be kept in domestic might have them fall unconscious and follow the same
circumstances until it is old enough to be trained. This rules [for death saving throws] as player characters.”
period varies between animals and is wholly up to the (Player’s Handbook, page 198. Emphasis added.)
Dungeon Master. Most adventurers don’t have those
months to spare, but some scenarios, particularly in long
The second factor to keeping animal companions alive
campaigns, could allow for the raising of young animals.
applies to the targeting choices made by antagonists in
For example, it takes about 100 days for new-laid owl
battle. Animals should only be targeted rationally by
eggs to gestate and hatch, and for the young to become
rational foes, and instinctively by instinct-driven foes. Both
capable of flight (and thus training). At the other end of the
things amount to prioritizing animals below more obvious
spectrum, some sharks take a century to reach maturity.
threats, like the player characters, unless happenstance
Because it is a fantasy world, the Dungeon Master may
removes such alternatives. Animals should only be
have to determine growth rates appropriate to creatures
targeted by antagonists when they take significant roles in
not found in the real world.
combat, or when no other viable targets present
Breeding Animals. Like raising animals, breeding them
themselves.
in captivity is a lengthy process, probably beyond the
Sometimes innocuousness is no protection for animals.
scope of most campaigns. It is, however, one of the few
When an animal plays a significant role in combat,
ways to increase the likelihood of acquiring exceptional
particularly when it inflicts a grievous injury or an
specimens of those animals.
annoying condition, it should not be ignored simply to
spare the players’ feelings. Likewise, a creature may fall
within a spell’s area of effect, even if it is not being
This section addresses the logistics of bringing animals on targeted. In such cases, an animal’s injury or death should
adventures, how they can best be adapted to an not be avoided by constraining an antagonist’s targeting
adventuring lifestyle. decisions.
Along the same lines, avoid targeting animals as proxies
for the player characters to forecast the danger of a trap or
If players have invested time and effort to acquire animals,
signal an encounter’s lethality. Don’t treat animals as
the Dungeon Master should be mindful to give those
“coalmine canaries” to elicit an emotional reaction with
creatures all the survivable benefits allowed by the rules. A
their deaths or injury, or to create tension in the story.
DM who does otherwise fails to create the game
These efforts are often transparent and will produce
experience the players are seeking. Providing appropriate
undesirable reactions from the players.
survival benefits contemplates three factors.
The third factor for survivability addresses animal
First, the DM should treat animals as “special nonplayer
advancement. As the characters gain levels, the Dungeon
characters,” allowing them to fall unconscious at 0 hit
Master should provide timely opportunities to replace
points instead of dying. Animal companions will reach 0 hit
party animals with stronger versions or enhance those
points with some regularity and player characters should
animals to keep up with the challenges they face. This is
be offered the opportunity to try to save them through
discussed more in a previous section.
rounds of death saving throws. See the Monsters and
Death sidebar on this page.
Unfortunately, many animal companions are Tiny Animals need sustenance and care. The larger the animals,
beasts, having only a few hit points. These animals aren’t the greater the cost and weight of these supplies.
likely to fall to 0 hit points without also suffering enough
damage to invoke the “Instant Death” rule on page 198 of
the Player’s Handbook. Therefore, allowing animals death Tiny creatures need only 1/4 pound of food per day. Small
saving throws at 0 hit points isn’t always effective; and Medium creatures need 1 pound. Large creatures need
sometimes additional steps are necessary. 4 pounds, Huge creatures need 16 pounds, and Gargantuan

91 ANIMAL HANDLERS’ MANUAL


creatures need 64 new tricks and roles
pounds of food per uses the downtime
day. A creature also needs rules in a way that is
water, a number of gallons equal to its analogous to the creation of equipment.
daily required pounds of food. In campaigns where downtime opportunities
The type of food different animals need rarely occur, the fast pace of play can leave
varies significantly. Omnivores can typically animals without vital training. For these
eat any kind of feed, as well as rations. games, the Dungeon Master can invoke the
Herbivores like equines can survive on grass, optional Uptime Activity rules provided in the
hay, and other herbaceous plants. Properly dried Variant: Uptime Activity sidebar. This option is
and stored, such feed can remain viable for years. taken from Wraith Wright’s Expanded Wealth
(High-value feed, like oats, is simply a luxury and is Manual and adapted to the downtime activities found
unhealthy for such animals to eat all the time.) in this book. This system allows animals to receive training
Carnivores require meat for most of their diets. As feed, while out on the trail, not just between adventures. It can
this typically takes the form of dried meat scraps or meat also apply to the acclimation downtime activity for animals
ground up with absorbent grains. Meat feed lasts for about brought along in captivity.
ten days before becoming spoiled and worthless. (Most
carnivores can eat meat that is far more spoiled than a
human’s stomach could tolerate.) On longer trips, these Left to their own devices, most creatures can forage or
animals will need to hunt, or they will need their handlers hunt for themselves. Even domestic animals can adapt
to forage game for them. with enough range to roam. Feed is only needed if an
The Dungeon Master is the final arbiter of each animal’s animal lacks the time to find its own food.
exact needs, both for quantity and type of food. Creatures Creatures that can graze, like horses, mules, and other
who fail to get needed sustenance suffer levels of equines, can consume food in a small area. They can even
exhaustion as described in the Player’s Handbook, in the eat periodically throughout the day, given access to the
section titled “The Environment.” right plants. However, other creatures must travel a great
distance to find food. These creatures might become lost,
as most have no sense of timing nor the notion to return to
Part of an animal’s care includes exercising its useful tricks their handlers immediately after eating. A very smart
and roles to keep the animal in practice. Along with that, animal might hunt and return quickly, using the foraging
animals need new training to realize their full potential. rules, but other animals must be trained to do so as a trick.
Although practice is glossed over in these rules, training

VARIANT: UPTIME ACTIVITY


This variant allows players to access the normal downtime usual point at which players record healing, mark off rations,
rules while adventuring. Downtime is an integral part of and resolve other daily bookkeeping. If the party can’t take a
DUNGEONS & DRAGONS, but when stories are too fast paced, long rest on a specific day, it is probably because the
players might have no access to these essential functions. characters are too busy, and such distractions tend to get in
For players wanting to use the new animal training and the way of uptime activity as well. Alternately, if long rests
animal acclimating downtime activities, this variant may aren’t taken because nothing is happening to deplete
provide the only opportunity. resources in that time, it is likely that the party has enough
With this rule, characters make use of their free time free time to spend true downtime days, adding accumulated
during normal adventuring days to complete downtime time to their activities.
activities. After traveling, adventuring, sleeping, eating, and To perform “uptime” activities while on the road, a
performing other miscellaneous tasks, characters typically character must have paid any associated costs and have
have about four hours left to themselves. Using this free brought along any tools, materials, or other resources the
time is therefore half as efficient per day as a devoting eight Dungeon Master deems necessary. Particularly for a wild
hours to downtime activity. animal being acclimated while out on the adventuring trail,
To complete activities this way, record half a day of an animal might need restraints, a cage, hobble, hood,
downtime when the party takes a long rest. This is the muzzle, or some similar device.

MANAGING ANIMALS 92
Additionally, when animals are caged or stabled, when resistance or immunity to cold damage automatically
they are worked or ridden longer than eight hours a day, succeed on the saving throw, as do creatures who are
or when they are otherwise prevented from finding their bundled against the cold or otherwise equipped with cold
own daily sustenance, they must be provided with feed. weather gear.
Likewise, extreme heat can be dangerous for animals.
When the temperature is at or above a creature’s highest
Keeping animals safe and calm is important when survivable temperature, the exposed creature must
adventuring. Some animals need special gear for these succeed on a DC 10 Constitution saving throw at the end of
purposes. Hunting hawks need hoods to remain docile. each hour or gain one level of exhaustion. Creatures that
Untrained creatures might need cages to restrain them. have consumed double their daily water requirements
These equipment needs vary based on the animal, its have advantage on the saving throw. Creatures with
intelligence, its degree of loyalty to its handler, and its resistance or immunity to fire damage automatically
degree of training. The Dungeon Master will determine succeed on the saving throw.
what is necessary for each animal.

Taking animal companions into certain environments can


Some animals are adapted to survive in a range of weather be problematic. Most animals are fine in open terrain if
types, but others are not. While the presence of rain, cloud there are no nearby threats. Outside of these
cover, or direct sunlight can make animals uncomfortable, circumstances, things can get complicated.
they are more often sensitive to changes in temperature.
Even mild temperature changes from the animal’s natural
environment can result in behavior changes. Exposure to Some animals are unsuitable to certain adventuring
stronger changes can be dangerous. locations, particularly places with narrow, constraining
terrain. The larger the creature, the less adaptable it is.
For example, an elephant or stegosaurus probably won’t
Even mild changes in ambient weather can trigger fit in the goblin caves. It may also have difficulty moving
behavioral changes in animals, particularly those with through thick forests unless it can find a wide enough trail.
instinctive seasonal behaviors. Birds may seek to migrate An elephant handler who encounters a ruined monastery
and become agitated when their training prevents it. Bears must leave the elephant behind unless the monastery was
may require additional food, fattening up in preparation built by giants or was otherwise constructed in a large,
for hibernation. Some animals try to seek out a mate. grand style. A Huge creature simply won’t fit through
Such changes can be alarming for a handler who does narrow halls and doorways made for Medium creatures.
not expect them, particularly if the animal is not well Large-size creatures have less difficulty indoors than do
understood, but most animals will eventually adapt to mild Huge creatures. An area that is comfortable for a Medium
temperature changes and act normally. creature to move through can be navigated by a Large
creature, but the squeezing rules must be used during
combat in those areas. (See the “Squeezing into a Smaller
When changes in climate are more severe, animals can
Space” sidebar.)
suffer or die, sometimes without real warning. A bird taken
Managing Large creatures is a common task for
into cold climates may shiver imperceptibly, eventually
handlers, since most mounts are Large-size, and mounts
dying from exposure. Only a handler aware of the danger
are ubiquitous features of many adventures. A few
or carefully watching the animal will have any warning.
moments taken to pull a reluctant animal down a narrow
The Dungeon Master may assign a range of temperature
connecting hallway or to get it to duck under a low
survivability for any given creature. For example, the
doorjamb are easy enough events to handle. However,
human range is between 0 and 100 degrees, Fahrenheit.
unless most of the environment is large enough for the
While a human is not comfortable at either extreme,
creature to move around in comfortably, with only a few
serious harm is unlikely. The same is true of an animal that
smaller portals or passageways to squeeze through,
stays within its assigned range of survivable temperatures.
bringing such a creature indoors is impractical.
Whenever the temperature is at or below a creature’s
lowest survivable temperature, the exposed creature must
succeed on a DC 10 Constitution saving throw at the end of
each hour or gain one level of exhaustion. Creatures with

93 ANIMAL HANDLERS’ MANUAL


SQUEEZING INTO A SMALLER SPACE Like size problems, many animals are not shaped in ways
“A creature can squeeze through a space that is large that allow them to navigate humanoid habitats or other
enough for a creature one size smaller than it. Thus, a terrain that humanoids might easily pass over.
Large creature can squeeze through a passage that’s Small obstacles, like broken terrain, rubble, or stairways,
only 5 feet wide. While squeezing through a space, a can be dangerous for a horse or pony. When an equine
creature must spend 1 extra foot for every foot it moves creature tries to navigate such terrain, the Dungeon Master
there, and it has disadvantage on attack rolls and may call for a DC 10 Dexterity saving throw. If the save
Dexterity saving throws. Attack rolls against the fails, the creature falls prone. An equine creature moving
creature have advantage while it’s in the smaller space.” through the area at half speed doesn’t need to make the
(Player’s Handbook, page 192) save. Although similar looking to horses, mules are famous
dungeon companions due to their Sure-Footed special
A handler will find that Medium, Small, and Tiny animals trait, which provides advantage on such saving throws.
serve best in these locations, since most adventures won’t Adventurers have long-admired mules for their ability to
occur where the adventurers themselves (who are navigate humanoid stairways and ruinous rubble, carry
Medium- or Small-size) cannot go. The Medium-size great weights on their backs, and fit through spaces too
mounts of Small-size adventurers have a tremendous small for horses to pass.
advantage in this regard; a halfling cavalier typically has Higher obstacles, like large boulders, may be completely
no trouble bringing her mastiff steed into the ruined impassible to some creatures. Even without a climbing
temple and is thus able to make excellent use of features speed, humanoid bodies are well-suited to scrambling over
and equipment that benefit from being mounted. objects that are about their own size. But trying to jump a
Coaxing an animal into a squeezing scenario may require horse from boulder to boulder is a losing proposition; the
a Wisdom (Animal Handling) check if the creature is of a handler is likely to get hurt, and the horse is likely to break
claustrophobic type, one accustomed to traveling on open all its legs. On the other hand, a dog or axe beak is nimble
ground or roaming the skies. enough to make such short leaps safely. The Dungeon
Master determines which obstacles each type of animal
can bypass based on its physicality.
In more-difficult terrain, ropes and vertical ladders are
impossible for most animals to climb. Getting an animal up
or down a steep cliff may require a handler to raise or
lower it using a rope, block and tackle, and a harness or
sling. These elaborate measures are time-consuming, not
likely to be worthwhile when attempting a casual
exploration of a small area. When terrain gets vertical,
creatures with flying or climbing speeds are far more
useful than normal animal companions or mounts.
Animals limited to swimming speeds or that breathe
only water are essentially useless outside of their
native environments.

Taking animals into dangerously populated adventuring


locations, the proverbial “dungeon,” inevitably brings it
into contact with enemies. Foes can also appear in
random encounters or other seemingly safe spaces,
making these considerations ever-present rather
than location based.
The challenge for animals in these areas is
survivability, a comparison of damage versus hit points.
Most animals are beasts. With rare exceptions, they have
few hit points, low Armor Class, and poor saving throw

MANAGING ANIMALS 94
modifiers, making them susceptible to harm and thus animals, including common places like eating houses and
easily killed. public baths, and formal settings like the duke’s court.
Regardless of how large a role they take in combat, Additionally, even calm animals can be unsuited to the
animals can’t reliably avoid damage. Even though animals big city. Sudden, loud noises, the press of the market
are usually minor threats, ones that monsters would not crowd, or the barking of local hounds may spook an
prioritize as targets, they inevitably fall into moments of animal, provoking it to flee or attack.
vulnerability or find themselves in proximity to foes that A dangerous animal can pass unremarked if disguised or
have nothing else to do than to attack what’s nearby. restrained. A wolf might not arouse the city watch if
As animals become more active in battle, perhaps using leashed and muzzled, or if transported via wagon in an
the Help action to aid a handler’s attack, they become a iron cage. Likewise, specialized equipment like blindfolds
higher priority. Although the combat benefit this gives or blinkers that cover a horses’ eyes can keep a skittish
could be small, an opponent may notice that the animal’s animal from being startled and running amok.
advantage is easy to negate with a single attack. Then there
is the fireball; sometimes everyone just takes a dice-load of
damage, animals included. Because some creatures aren’t safe accompanying
While threats are not perfectly anticipatable, players characters in some areas, alternatives may be necessary to
should particularly consider in explain where these animals go
advance whether it is wise to when the game doesn’t suit their
bring an animal into certain presence. Although the Dungeon
scenarios and should take steps Master can suggest or mandate
to make the animal more certain options, every player of
resilient or extractable if combat an animal-handling character
should envelop it. should be ready with a
Foresight usually means suggestion when necessary.
leaving an animal in a safe place, Following are some examples
as discussed in the “Safekeeping” of how to manage safekeeping.
subsection below. If the animal These are easier to work out if
is to be brought along, an animal the player is prepared to deploy
can also be prepared with tricks them ahead of time. This often
that allow it to avoid danger; an requires being mindful of
animal trained to Heel or Hide upcoming difficulties; the
can be made safer in various Dungeon Master should be ready
scenarios. Magic items and spells to forecast the circumstances
can also provide for the animal’s protection, and a handler with enough probability for players to make good choices
can learn class features and feats that allow direct about what to do with their animals.
intercession when attacks target nearby animal
companions.
This assumes the characters cultivate relationships with
people who can keep and tend the party’s animals. For
A creature is suitable for urban environments based on example, if the characters met and befriended a druid who
how it reacts to threats and stimuli found there, and how lives in a remote hermitage, they might impose upon this
resident people and animals react to the creature. druid to look after their animals while the party takes on a
Domestic animals, even feral ones, are not likely to draw perilous sea voyage. Animals left with true allies are likely
attention at a mere glance. Humanoid races are used to to be well-treated and, if the characters die and never
working and living side-by-side with such creatures and return, the animals will have found a good home.
don’t consider them dangerous or out-of-the-ordinary
until they start to exhibit strange behavior. However,
Some adventuring parties have a permanent home they
creatures that are not normally domestic, particularly
are based in, like a stronghold or manor house. Large or
predators large enough to prey upon Small or Medium
rural homes may have facilities for animals, be they
humanoids, will not find a warm welcome in an urban
stables, paddocks, dungeons, moats, or other animal-
environment. Some places are particularly uninviting to

95 ANIMAL HANDLERS’ MANUAL


appropriate features. Adventurers should have hirelings abandoned castle. These short-term options are risky since
who tend the home in their absence, seneschals, cooks, the animals are left untended and vulnerable; the Dungeon
janitors, or other staff members who can look after Master may employ a random encounter roll to check such
animals. However, these servants share such additional animals’ fates when left this way.
duties and are probably only suited to maintaining the For animals to be safely left alone for longer, they must
animals’ care in the short term. Unless the characters be more mobile and self-sufficient. An unusually intelligent
employ a groom or another trained hireling specifically for hawk could be loosed to hunt while
animal care, this option is probably not good for more than its owner has an audience with
a fortnight. the queen. A wolf companion
might run wild in the nearby forest
while the adventurers enter the city to
This option may refer to any number of commercial sell their loot, then allow itself to be
facilities designed to house and care for animals. In a busy found by the handler the next day.
city, it is likely that
stables are available
near the gates or at inns
This section talks about how animals
where horses can be left
should behave in the game. It
indefinitely, so long as the
describes the duties and mechanisms
facility receives pay. The more
for controlling animals, as well as
exotic the creature, the less likely that
giving advice as to the default behaviors
such facilities will want to take on the
of creatures. It also explores roleplaying
animal as a boarder. However, any domestic
animals as characters, utilizing their
animal can usually be stabled in any reasonably-
characteristics.
sized city.

As NPCs, animals fall under the Dungeon Master’s control.


Minders are grooms or trainers that are
It doesn’t matter if a creature is listed as equipment
brought along on adventures specifically to
on a player’s character sheet, like a mount
mind animals. These NPCs hang back when
bought in a market, or is provided by an
combat occurs, keeping the animals out of
aspect of the character’s class, like a
danger. Most minders are not trained for
creature bonded with the Ranger’s
battle or are expected to stay out of it.
Companion feature. It is ultimately up to
Some minders may also be trained
the Dungeon Master to portray such animals in the game.
hirelings, brought along to further train the animals during
Although player characters control animals, sometimes
a journey.
reliably and sometimes with checks, this is a function of
Minders also care for animals for short periods when the
the character, not the player. When a player wants an
party must go somewhere without their animal allies. For
animal to move or act in a particular way, the player’s
example, when the players reach the ruined temple
character gives commands to the animal, and the animal
following a long overland journey, the paladin’s NPC squire
responds according to the applicable rules for its control.
may linger outside to tend the horses while the party
descends into the underground ruins where the passages
are too narrow for horses and the rubble too dangerous. In most cases, it’s more efficient for players to bypass
these in-game steps and dictate their animals’ activity
(preferably using the Golden Time optional rule described
Some animals can simply be left to their own devices. The
in chapter 2 of this supplement). For example, while using
efficacy of this method is based on the animal, the
a battle mat, the player of a mounted character moves her
environment, and other circumstances.
character’s miniature and its mount together. No check is
Many animals can be left outside for short periods. For
needed for the rider to command the controlled mount, so
example, a business might have a hitching post, perhaps
talking about the in-game process of handling the animal is
with a watering trough, where horses can be left for short
a waste of time.
periods. Likewise, adventurers might hobble their horses
and leave them to graze nearby while they explore the

MANAGING ANIMALS 96
This shortcutting is usually preferred, particularly in interactions. Although this alleviates the DM’s role in
games with multiple animals that would otherwise portraying animals, this must be done with care. Other
overburden the Dungeon Master. Placing this burden on players are not as likely to remember a creature’s
players is efficient. However, the players and DM should idiosyncrasies; it’s not normally the players’ role to keep
keep sight of the fact that an in-game process of command- track of anything but their own characters.
issuing occurs each time a player dictates an animal’s
activity. Under some circumstances, the Dungeon Master
may have a duty to step in to ensure that the animal is Portraying animals properly requires some knowledge of
being properly operated according to its rules and quirks. their default behaviors. Animals have instinctive reactions
to circumstances and stimuli, some of which are
undesirable to their handlers. Animal training is not just
In regular play, it falls to the Dungeon Master to referee about getting animals to perform activities in the moment;
the players’ use of their characters’ traits and features. No it also prevents some natural behaviors and makes
less so when players control other characters, like animal animals companionable.
companions. The DM has the duty of making sure animals’ When an animal is not trained to act a particular way in
restrictions aren’t being ignored and that their traits and a particular circumstance, it will default to the behaviors
features are being applied correctly. discussed below. Even when trained, the animal may
Additionally, the Dungeon Master has a duty to interject resort to default behavior on occasion. If told to stay in
hurdles where they are needed, particularly when issuing place, the animal will only do so until it knows the handler
commands to an animal. In the core rules, magically has stopped paying attention to it or, in the handler’s
supplied or bonded animals have simple, predefined absence, for as long as the Dungeon Master believes the
methods of control that usually work automatically. animal’s attention span will allow. (Attention spans vary
However, this supplement adds rules for mundane control between species and even between individual members of
of animals; using these, it is more likely that an animal will the same species.)
fail to understand or heed commands. Sometimes, the Default behaviors are specific to the animals that
Dungeon Master must direct the animal’s behavior in a perform them; the following are generalized examples.
way contrary to the player’s intention. These apply to the most common animal types,
particularly to horses used for riding, and to dogs and
hawks used for hunting. The Dungeon Master should
The roleplaying of animals is something the DM shouldn’t design behaviors specific to any of the party’s more-exotic
normally pass off to players. Although some players might animal companions.
be adept at portraying their characters’ own animal In each of the following circumstances, the Dungeon
companions, providing an engaging roleplaying experience Master should also alter behavior to suit each animal’s
for others in the game, doing so defeats the companionship characteristics and may decide that trained tricks or
purposes of having an animal. Players who collect animals successful Wisdom (Animal Handling) checks can control
want to build relationships with those creatures, and it’s or suppress a creature’s behavior.
hard to have a relationship with yourself.
Because an animal companion is often part-and-parcel
to the concept of its player character handler, and players This activity is one where the animal handler is not
very often have created specific personalities and quirks engaged in dramatic activity. It is a time of long-term
for those animals, playing them appropriately can be traveling or of rest, without danger and without direct
difficult. The Dungeon Master needs to remain aware of instructions to guide the animal’s behavior.
the creature’s characteristics as well as its stat block to Most animals seek food during this time. Horses will
create a consistent, immersive experience for the player. graze, predators will hunt, and domestic animals will beg
Doing this with one or two animal companions in the party party members for scraps. When restrained, animals may
is usually easy, but the task gets harder as more animals still try to pursue this activity, testing their confinements
are added. unless fed. When food or hunting opportunities aren’t
In some cases, the Dungeon Master might invite a available, or when the animal is well fed, it will become
different player to handle the roleplaying aspects of idle or will sleep.
another player’s animal companion, allowing the two During a travel sequence, rider-trained creatures serve
players to roleplay amongst themselves for such as mounts and behave as mounts do. They are kept on task

97 ANIMAL HANDLERS’ MANUAL


by constant contact with, and occasional instruction from, (While this is uncommon of skittish creatures like horses,
their riders. If not constantly directed, a mount will follow predators like wolves are sufficiently aggressive to fight
a trusted or familiar creature in front of it. Absent such a instinctively.) A giant lizard might snap up a fallen corpse
leader, the mount will stay on the road or continue in the to consume later as it flees the battle. These behaviors are
same direction until its attention wanders or it finds an all determined by the Dungeon Master.
opportunity to eat.
The guard-trained template particularly affects an
animal’s leisure behavior, converting the animal’s behavior This circumstance is like combat, except that what animals
into a useful asset for the handler. Such a creature defaults consider dangerous varies. For example, a hawk does not
to a mode of alertness during leisure time, being trained to fear a fast-flowing river or a cliff’s edge. A solitary creature
watch for strangers, patrol an enclosed area, or guard a might fear crowds or the noises of the city. Nearly every
specific person when its handler cannot. This role animal fears a fire larger than a campfire, particularly large
also moderates an animal’s attention wildfires.
span, conditioning it to stay Animals will flee from frightening
attentive or to maintain higher circumstances unless trained not to. Most
degrees of alertness even when such training still requires the active
its attention fluctuates. input of the handler to overcome
instinctive fears. Aggressive or
predatory animals may attack the
The loud sounds of combat, sources of their fear (or
the fast, violent motions of bystanders) instead of fleeing.
its participants, and the
smell of blood are all
alarming to animals. Most creatures that are not
Natural animals therefore rider-trained will buck, roll, or
try to flee from combat, otherwise attempt to dislodge
with rare exceptions. The a rider as default behavior.
exceptions are not usually They will continue to do so as
the sort that adventurers their highest priority until
care about; any threat to a exhausted. A more docile
party is probably sufficiently animal might simply lay down
intimidating that even a or roll over to dislodge a rider.
hungry bear will retreat from Chapter 2 provides optional
it. However, some untrained rules for staying on a bucking
animals, particularly predators, mount and more details on how
will fight to protect their young or their animals may try to avoid being ridden.
pack, or try to kill an enemy for food when truly starving.
An animal may stick around if it is trained with an
Creatures with Intelligence ratings of 5 and 6 blend the
aggressive trick like Attack, Defend, or Harry.
default behaviors of similar animals and of smarter
A mount that is rider trained (but not war-trained)
creatures. For example, a displacer beast may act like a cat
regresses to its default behavior in combat if allowed to.
in many scenarios, but this behavior is moderated by its
Each round, the rider must make a Wisdom (Animal
understanding of complex circumstances and by its
Handling) check with a DC of 10, or a DC of 15 if the mount
personal agendas and motivations.
is injured. If the check fails, or if the animal is otherwise
Creatures with Intelligence scores of 7 or higher are
left to its own decisions, the mount does what its nature
sentient beings that have no default behaviors. They
dictates on its turn.
respond to situations and stimuli in ways similar to
If suddenly unguided, most animals flee combat. A war-
intelligent humanoids. Managing such creatures is no
trained mount might stay near a fallen rider if it is not
different than managing humanoid NPCs.
directly threatened. An animal with a high loyalty score
might try to protect a handler, even if not trained to do so.

MANAGING ANIMALS 98
99
ANIMAL HANDLERS’ MANUAL
APPENDIX B: ANIMALS IN STORIES
N THIS APPENDIX IS ADVICE ON THE PLACEMENT OF ANIMALS IN outset as to whether such creatures can be acquired by the
the game and a large list of seeds for managing their party. If the DM determines that they cannot be acquired, a
appearances. Placement refers to the purposeful use reason should be thought up and baked into the encounter.
of animals as significant props to illustrate the Producing a reason after the fact can come across like an
campaign world while avoiding the pitfalls of animals excuse; a fast-talking DM’s reasoning may appear illogical,
relevant to parties that try to make pets of everything. a fiat designed to foil the players’ agency.
Seeds are small story ideas related to when the party For example, the wolves that attack the party’s camp
finds their animals or how they manage them. The first might be so starved as to be unmoved by mundane
seeds are generic, addressing acquisition methods, attempts to calm them; a successful Wisdom (Animal
caretaking, and other moments when animal companions Handling) check will only reveal that the animals’ hunger
can take center stage. The rest of the seeds are taken from has driven them past the point of being calmed. By
official hardcover adventures; each adventure is examined revealing the reason up front, the players won’t be
for circumstances that affect animal handling and for surprised by their inability to befriend these animals and
instances of interesting animals that already appear in won’t waste too much time in the attempt.
those books and may be acquired.

Potential companions come in two types when placed,


The ability of player characters to acclimate and train those that the Dungeon Master expects the players to
animals means the Dungeon Master must take special care acquire, and those the Dungeon Master is willing to allow
in the placement of such creatures in the game world, the players to acquire. The former type of creature is
placing the right creatures purposefully and not placing designed to fill a need (or desire) within the party, while
the wrong ones accidentally. the latter is probably a hostile encounter with creatures
whose acquisition merely would not upset the balance of
the party.
Once players start to acclimate and train animals as In the case of purposefully seeded opportunities to
companions, they may begin to see every creature as a acquire a companion, the Dungeon Master may wish to lay
potential friend. This can dramatically shift the nature of some groundwork, particularly if the creature is one the
encounters that the Dungeon Master believes will entail players my perceive as an antagonist to be fought. Local
combat, and the DM should be ready for this. villagers might pass rumors about the creature, giving the
Animal-collecting behavior can take up valuable game players a chance to think over the possibilities ahead of
time and shift the focus of a game away from its intended time. Or the party might observe the animal performing
story. Trying to feed and befriend a random encounter’s some behavior that suggests possible acclimation, like
hungry wolves can be a slow process, particularly because foraging in a useful manner or killing some dangerous
it forces the Dungeon Master to portray animal intentions creature of a type that the party has previously fought. The
and personality at unexpected times. Additionally, the most compelling groundwork comes from observing the
party may end up with unexpected NPC animals, creating creature in the role of an animal companion; perhaps it
logistical problems or shifting the game’s focus to caring serves the enemy knight as a mount or a guardian, or it is
for the creatures rather than continuing the quest. caged in the dungeon of her castle.
The Dungeon Master must therefore take special care If the Dungeon Master wants the party to acquire an
when using animals as antagonists and should expect that animal, the most compelling features to portray are the
players may see such creatures as real characters, more animal’s intelligence and social behaviors. Players who like
than mere tools used to foster a sense of danger or tension pets feel a stronger connection to creatures that are cute
in the game. This may lead the DM to avoid sending or smart; these factors form fast psychological connections
animals against the party, perhaps rerolling the type of in players’ minds. At the same time, players who like
random encounter that comes up when the party tries to animals as mere tools to enhance their character sheets
rest. Avoiding the possibility of an acquisition scenario is will see intelligence and social behaviors as reflective of an
the easiest way to address a potential game slowdown. animal’s usefulness. Regardless of player type, these
When the Dungeon Master does use animals as factors universally signal a potential connection.
antagonists, a quick determination should be made at the

ANIMALS IN STORIES 100


The most effective way to portray social behaviors is to game is rife with exotic animal markets, finding multiple
mimic those of real-world domestic pets, like dogs and exotic creatures for sale off the back of a trader’s wagon
cats. Most players have enough interactions with such pets seems unlikely.
as to understand their social cues. The Dungeon Master Second, exotic creatures must contend with
can quickly shift a potential combat into an acquisition uncomfortable (even dangerous) differences in climate,
scenario by having the animal give an “inquisitive” tilt of particularly when moving from hot regions to cold ones, or
the head as the players approach. Tail wagging, turning in vice versa. Many animals are not prepared to weather
circles, rolling over, and extending a front leg are all social these changes in temperature and should never feel
behaviors that players may recognize from their positive comfortable short of magical intervention.
interaction with dogs. Purring, offering small animal Third, such animals may be wholly reliant upon handlers
carcasses to the party, and lying down in a patch of feeding them; it takes a long time to learn to hunt or forage
sunlight are behaviors that may trigger the players’ where the local flora and fauna are wholly foreign from
memories of interacting with cats. This domestic pet one’s home environment.
behavior tells players that an animal can be acquired, Unless the players are willing to engage deeply with
particularly if it shows some degree of trust or acceptance story elements about adaptation, or the campaign
of the party. purposefully ignores such logistics, avoid using animals
Social behaviors are probably not present in a hostile that don’t fit the local ecosystem. Fortunately, most
encounter with animals. Players that turn animals can be adapted conceptually. For
an animal attack into an acquisition example, a player wanting a giant lynx
scenario need no real prompting for a campaign set in a tropical climate
to collect animal companions, might be just as happy with a similar
whether the Dungeon Master creature, like a jungle panther. Likewise,
intends the acquisition or not. a savannah-loving dire rhinoceros might
However, if the Dungeon be “reskinned” as a wooly rhinoceros
Masters states that the for a temperate or frigid climate.
animal is not hostile at the If you want an animal’s concept to
outset, or the animal cannot include a truly exotic origin, make
threaten the party because it that aspect a part of the story. One-off
is stuck in a trap or a cage, the events like a teleportation
scene is set for an acquisition. malfunction or a liberated lab
experiment lack world-building quality.
Try broader, mundane systems of
This part of the concept relocation using the real world as
ensures that each animal’s place inspiration; perhaps a local trade
in the campaign is well network exists to satisfy local interest in
considered. that sort of exotic creature, using them
for high-status pets, folk-lore remedies,
or religious sacrifices.

An animal’s concept is best


when it matches the Alongside considerations of
environment it is discovered in or environment, consider also where
used in. Animals from distant, exotic the animal fits into your campaign
locations should be rare. Such world. Does the world have unique
creatures create story dissonance creatures whose use could help to
for a few reasons. distinguish it, better immersing the
First, animals naturally stick to the players in the unique worldscape? If
areas where the climate suits them and so, try to use those creatures as often
where their food supply is abundant. An as possible.
exotic creature would have to be For example, the Eberron campaign has
purposefully transplanted; unless your magebred animals, domestic creatures bred with

101 ANIMAL HANDLERS’ MANUAL


magical methods to produce outstanding quality and
unnatural coloration. Whenever an animal in Eberron is
These small story ideas are directed at incorporating or
encountered with the exceptional specimen template,
make that creature an oddly-colored magebred animal if it accommodating animals in DUNGEONS & DRAGONS games.
can fit into such an origin.
Similarly, the Forgotten Realms campaign has native to
This section seeds ideas for the three standard methods of
it some rabbits with unicorn-like horns and some cats with
animal acquisition: encountering, buying, and husbandry.
wings. If a player wants a rabbit or a cat, make it an almiraj
It also has ideas for getting rid of animals when the
or a tressym to emphasize the unique features of this
Dungeon Master needs them to make an exit.
fantasy world.

In these scenarios, the players have the least input on the


In addition to placing animals adeptly, the Dungeon Master type of animals they acquire.
should be prepared to remove them gracefully. Random Encounter. The party notices an animal of an
Particularly after allowing an acquisition scenario that was interesting type, perhaps one that the Dungeon Master
not designed as an encounter of that type, there may be a knows that a player character is looking for. The animal is
need to remove animals from the party. Perhaps the too distant to perceive the party or to be immediately
creature is too potent, overshadowing one or more player attacked by it; this space creates a moment of
characters in combat or in skill scenarios. Perhaps the contemplation without rolling for initiative. The
animal is ill-suited to adventuring and needs too much encountered animal’s behavior is not one that suggests
attention and protection. Whatever the case, the Dungeon hostility toward the party either. Perhaps the creature is
Master should be prepared with a few techniques to help lounging, sleeping, or lapping water from a pool. The most
troublesome animal companions make their exits. interesting behaviors are playful and frolicking, activities
Some story ideas for removing animals are provided in that give the animal personality unrelated to its hunting or
the next section as story seeds, but the Dungeon Master combat capabilities. To signal the creature’s unique nature,
should probably generate a few others, perhaps some that give the animal unusual coloration, scars, or other marks.
are uniquely suited to the game world. The best exit Rumors in the Night. The party hears a rumor of an
scenarios involve two factors. impressive animal specimen up in the hills. There is a
First, the players should recognize that the animal is bounty on the creature, but a concerned local asks the
causing a problem. In most cases, this will be apparent by party to try to relocate the creature instead of killing it.
the difficulties that the animal engenders in play. However, When they find the animal, it has already been wounded
some difficulties affect only the Dungeon Master, making by a hunter’s arrow and needs assistance. If the characters
the work of running the game harder. When the players help, the animal forms a bond and stays with them.
fail to recognize the problem, the Dungeon Master should Remaining Young. After an encounter wherein the
address it directly to the players, rather than relying upon characters slay an adult animal or mated pair of animals,
in-game events to get the point across. Until the players the characters discover that those creatures left mewling
realize that the animal is causing a problem with running young or untended eggs that the characters must either
the game, they are likely to resist any exit scenario. adopt or abandon to die.
Second, the animal’s exit should be one that is beneficial Strange Bedfellows. While traveling, a natural disaster
to the creature. If the animal dies, runs away, or leaves in strikes, like a flood or fire. It forces animals to flee their
some manner representative of adversity, the players will wilderness homes and come into close contact with each
see this as a challenge to be overcome. They will carry the other and with the player characters. For example, a
creature’s body along to have it raised from death at the flashflood may strand animals and the characters on a high
next town, or will track down the animal to recapture it, peak, or a wildfire may force them to swim to an island in
using magic if necessary. Instead, the animal should find a the river. While the animals are huddling in fear, as far
peaceful and idyllic home, perhaps a secluded glade where from one another as possible, a character notices the
the animal can live in peace with plentiful food and others encountered animal. Alternately, when the threat has
of its kind. Alternately, the animal can be left at the party’s receded, the encountered animal is found without its
headquarters or with a druid ally in the woods; the parents, unable to fend for itself, or an animal curiously
animal’s exit only needs to remove it from the party; it follows the characters as they leave.
needn’t be a permanent exit from the story.

ANIMALS IN STORIES 102


Lost and Alone. While the party is camped, the animal fit of pique. Unfortunately, most of these are only normal
walks into their midst and begins to display performative animals, their appearances altered by such artifice as
tricks, begging for food. It is obviously either domestic or bright-colored dye in the fur. One creature, however, is
tamed, but it has been separated from its former handler. truly a magical thing. Although the merchant doesn’t know
It may show signs of hunger or neglect. The animal might this, a perceptive character might spot this authentic
begin with a trick already trained, perhaps something it creature among the collection of fakes. This animal is
demonstrates as a surprise, doing so at just the right somehow magical, perhaps with the planar creature
moment to be helpful to the party. For additional drama, template or possessing of a supernatural gift.
the animal’s original handler may come looking for it later, Twins. A local noble has put out the word that she wants
perhaps after the party has gained a few levels and become to sell her exotic pet. Perhaps the noble needs the money.
attached to the animal. Perhaps the animal can’t be tamed, and the noble wants rid
Experiment. The party encounters the animal caged in of it out of frustration. Perhaps it was a gift for the noble’s
the lair of an evil spellcaster. Experiments were performed child, who now shows no interest in the animal and won’t
on the animal and it might now have magical properties. take time to clean up after the creature. The noble has even
Alternately, the animal may be a particularly intelligent provided a sketch of this animal, posted in the local
specimen from among a collection that were kept for market. When the party sees this, they notice that the
sacrifices or status. creature is identical to a beloved animal they already have
Wounded Handler. The party finds an old (or terminally in the party, right down to that strange physical feature
injured) handler somewhere in the wild or out on the trail. they thought no other member of the species would have.
Knowing she will soon die, the handler begs the characters Perhaps the beloved party animal itself notices the posted
to take care of her beloved animal companion. sketch and shows inordinate interest in it.
Caught in a Trap. An animal is discovered with one leg A Circus Comes to Town. A large traveling band of
in a hunting trap. The creature should be put out of its entertainers comes to town. While here, they set up a stall
misery or rescued. If relieved of the trap, the animal might in the local market or near their pavilions and offer to sell
follow the party, sensing the opportunity for kinship and some offspring of their exotic trained creatures. This is an
protection, at least while the injury heals. opportunity for the Dungeon Master to seed an exotic
Reluctant Aggressor. An antagonist attacks the party creature, one wholly outside of its natural environment,
with a bevy of trained creatures. However, one of the without the animal’s appearance seeming incredulous.
creatures is reluctant and refuses to fight the party. This Celebrity Estate Sale. A famous singer recently died. His
raises the antagonist’s anger toward the creature, which many, many offspring have decided to sell his possessions
probably makes the party sympathetic to it. After the and split the proceeds evenly, but they are selling
battle, the party may find that this animal simply isn’t everything at inflated prices to cash in on the singer’s
combative by nature. More likely, as heroic animals are fame. Among the entertainer’s possessions is a useful or
likely to do, it simply recognizes the goodness of the party interesting animal. However, other buyers are bidding on
and refuses to fight them on behalf of an abusive master. it too. This story doubles as an opportunity to drain off
some of the party’s excess coin.

Markets present an opportunity for players to have more


control over the type of animals they acquire. Most Characters with enough time (or who own facilities, and
markets, if of the appropriate size, will offer access to most who employ hirelings to run them), can acquire and keep
of the animals in chapter 5 of the Player’s Handbook. animals for breeding or can otherwise acquire young
Kismet. The animal is noticed in a common market, animals and raise them to viable ages. This method
perhaps in a cage or tied to a post at a market stall. The represents the greatest degree of control that characters
character and this animal notice one another at the same can exercise over the types of animals they acquire.
time, their eyes locking onto one another with an instant Last Will and Testament. The character has become
sense of connection. The animal might be instantly acquainted with another animal trainer, either in the same
acclimated to the character who purchases it. area or raising the same type of animals. When that trainer
Exotic Wares. A traveling merchant has several dies mysteriously, the player character is surprised to
interesting and exotic animals on offer. The merchant inherit the dead handler’s large breeding stock. The
claims that these creatures are magical, part of the authorities (or disowned relatives) might investigate why
menagerie of a distant ruler who recently sold them all in a

103 ANIMAL HANDLERS’ MANUAL


an unexpected creature, maybe an intelligent and hostile
one like an evil dragon, a thri-kreen, or a peryton. The
parent of the eggs might also track down the party, adding
to the fun.
Breeding Requirement. If the party tries to breed
magical creatures and raise their young, those parent
creatures might have special dietary needs to be fertile.
For example, perhaps blink dogs don’t overrun the
Material Plane because they only mate after eating food
unique to the Feywild. The party must track down these
required foods or other materials to enhance their
animals’ chance of breeding true or to otherwise advance
their husbandry efforts.

Sometimes an animal is only a temporary member of the


party. Sometimes it needs to be retired because it is too
weak to continue adventuring with the player characters.
Sometimes the creature is too strong, acquired in a way
the Dungeon Master didn’t intend.
In these cases, a standard exit, the animal’s death,
probably isn’t practical. Magic allows the dead to be
brought back to life and the death of pets is a deeply
unpleasant notion for many players. Instead, these story
elements can provide interesting ways for an animal to
make its exit, one that is permanent. The best exits are
those where the animal finds a happier place to be, salving
the dead animal trainer included the player character in the players’ sense of loss.
the will. Polymorphed. At some point, a stray dispel magic spell
Extra. The party’s breeding efforts produce more stock hits the animal or the animal falls to 0 hit points, at which
than needed. A pregnant animal unexpectedly yields twins time it reverts to its true form. Once this “frog” becomes a
or has a litter with extra members. If the players keep the “prince” again, he is likely to want to return to his family
extra animals and bring them along on adventures, the and life, despite still sensing some attachment to the party.
Dungeon Master may decide that the extra animals can’t If the original creature is not a sentient humanoid, it might
get along with one another in proximity. instead be another animal, one better suited to the party’s
Under a Dark Star. Breeding efforts produce an animal current level or needs.
of a different kind than its parents. The animal might be Love at First Sight. The party encounters an animal of
totally incongruous, like an ape born of wolves, or it might the same type as one in the party. The two animals seem to
have a celestial or infernal template. Unless the party’s have an instant connection, and the party’s animal wants
husbandry operation occurs in absolute isolation, rumors nothing more than to go to that creature and live with it as
may spring up among the locals claiming that the creature a mated pair in this idyllic setting, which is somewhere
is a curse or the party may hear that all animals born that away from civilization. If the party drags its animal away,
day are somehow strange or marked as evil, perhaps the the creature might run off to seek its intended mate. The
result of an dark star that appeared in the night. other animal refuses or evades acclimation and won’t
Mystery Eggs. The party found (or purchased) some leave its home, so the only option might be to leave the
large, mysterious eggs. They identified the eggs as viable, party’s animal behind. Only the hardest-hearted party
so decided to hatch them. Perhaps they believe the eggs would take extraordinary measures to bring the animal
belong to a griffon, giant lizard, good dragon, or other away from this peaceful retirement, perhaps giving it the
useful animal, either because they found them in such a reluctant creature template. If the party returns to visit the
creature’s lair or because a merchant claimed the eggs to pair, they may have the opportunity to acquire one of the
be of that type. When the eggs hatch, they turn out to be of new offspring.

ANIMALS IN STORIES 104


An Offer You Can’t Refuse. A wealthy noble’s child has between (or under) the doors and find the lever for their
recently lost his pet animal. By luck, one of the party’s opening mechanism.
animals is a perfect duplicate in type and appearance. The Tracking Prey. A scouting party has discovered the
noble’s agent offers the party an exceptional amount of adventurers approaching the enemy fortress and engaged
wealth in exchange for the animal, promising that the them in battle, but one has escaped to bring a warning. One
creature will receive the best care and attention an animal of the party’s animals is needed to quickly track down the
could want and live on the noble’s grand estate. fleeing foe before the alarm can be raised. This might
Passing the Torch. A handler in a lower-level necessitate a quick chase, or the patrol might have been
adventuring party needs the assistance of an animal encountered while days away from the fortification.
companion of the type that needs an exit. The time might Camp Guardian. An animal trained for guarding, or just
be right for the animal to find a home in a less-strenuous a particularly alert and watchful creature like a canine,
environment than the current party’s high-level keeps showing signs of having detected intruders when
adventures provide. the party camps. When the party can’t find any threats, it
must decide whether to take extreme measures, perhaps
with only half the adventurers sleeping at one time.
Without some purposeful animal-including events, animals Alternately, the party can ignore the animal’s intermittent
can become obscured behind their stat blocks. These growls. This might be a case of the animal alerting over
scenarios emphasize both triumph and adversity, the something that is not a threat, or something might be
benefits and the drawbacks that animals bring to the game. stalking the party at a distance beyond the party’s ability
Beneficial scenarios will give animals a chance to come to perceive it.
out and participate as nonplayer characters outside of
mere die-rolling. Their special traits or modes of
movement can be advantageous, reminding some players Animals need food and water like any other creatures.
why having the animal along is a good thing. DUNGEONS & DRAGONS abstracts the feeding process; so long
Drawbacks are usually mild, but they force the players to as a creature gets its daily prescribed weight of food and
develop coping strategies for when harsher versions arise. gallons of water, all is good. The following scenarios add a
Without these, players may fail to think ahead, might bring bit of nuance to the process, reminding players that their
the wrong equipment, or might explore no alternative animals need attention from time to time.
places for animals to go when adventures will be Weed of Ill Omen. A grazing animal has consumed a
particularly difficult or dangerous for them to navigate. plant that is toxic to it and the creature begins to show
signs of illness. A character proficient with the Nature skill
may recognize the weed just after the animal has
These story ideas address non-combat roles that animals consumed it, or perhaps another character may find the
can take. (An animal’s combat uses tend to get sufficient strange weed much later, after making an Intelligence
stage time that additional story hooks aren’t needed.) check. If the weed type is identified, the party will need to
Hooks and Ladders. While in a dungeon environment, be vigilant wherever they camp in this area to find safe
the party encounters a cliff with a rope ladder rolled up grazing sites. If the weed goes unrecognized, all the grazing
and hooked to the clifftop or some other arrangement that animals continue to gain the poisoned condition day after
makes the ladder unreachable from below. This is the day, necessitating the use of party resources to cure them,
moment for a flying companion to shine! A clever flyer or just having to deal with sick animals until the party
could fly up and untie the twine or manipulate whatever leaves the area.
other restraint holds the ladder in its coiled position. A Parasites. The party’s stores of animal feed turn up
flying familiar, with its telepathic connection to a smart fouled, perhaps by mold or parasites. This won’t matter if
character, can easily manage the task. Otherwise, the the party is in an area of plentiful grazing or hunting
animal might need training in a trick like Fetch or the unless there is danger or some other reason the animals
handler might need to make a Wisdom (Animal Handling) can’t be allowed to wander and fend for themselves. The
check to get the animal to perform this tricky task. characters might have to turn back toward town or use
Cracks and Levers. In the giants’ temple, the party is spells to provide sustenance for their creatures.
faced by massive stone doors with no exterior method to Catnip. The party encounters an area rife with food that
open them. A Tiny creature could pass through the crack particularly interests one or more types of their animals.
Perhaps there is a plant that the horses go mad for, seeking

105 ANIMAL HANDLERS’ MANUAL


it out, and then behaving in a highly spirited manner once creature. The party loses time hunkering down, waiting for
stuffed with it. Perhaps fat beetles or scurrying mice are the flying animal to return, or traveling the wrong
everywhere, prompting hunting creatures to keep leaping direction to recover the animal.
into the bushes to pursue prey. Controlling the creatures
may require Wisdom (Animal Handling) checks or special
equipment like blinkers (or even cages). The party might Adversity can occur as “social friction” when animals don’t
lose time recovering an animal that has gone off chasing have a good relationship with other creatures.
some tempting morsel. On the bright side, the party Crowds are Dangerous. When characters must go into a
doesn’t need to use any of that animal type’s feed stores crowded scenario, like walking a busy city street, and they
while traveling in this area. decide to bring an animal along, trouble ensues. Whether
wild or domestic, the proximity of so many other creatures
will cause rising tension until the animal finally flees or
Most terrain difficulties simply cost an unprepared party attacks, causing property damage or injury. Perhaps the
some extra travel time to overcome. In the case of mounts, final stressor is a loud noise, like the axle of a nearby
which save the party travel time, the difference may be so wagon breaking under its heavy load. The damage or
dramatic that the party loses more time than it saves. injury may require the party to pay reparations or may
The Cliff. An obstruction appears, one that humanoids invite trouble with the city watch.
can navigate, but that other landbound creatures cannot. Cats and Dogs. Some animals, by the differing nature of
The classic example is a cliff, or a steep slope covered in their species or their personalities, refuse to get along with
loose shale, one that horses can’t pass by themselves. one another. Some animals, particularly those with
Humanoids can climb the plentiful handholds or a rope in hierarchal tendencies, won’t even get along with their own
the case of a cliff, or they can leap from boulder to boulder kind. The party must devote attention to keeping two of
to avoid creating a landslide of shale. The obstacle is one their animals separate while camping and traveling and
that animals can be pulled up and over with ropes and may find that long-term adventuring with both animals is
harnesses, assuming the party has them. Alternately, they too difficult to do.
must find another route, perhaps losing days of travel, or Animal License. While in a civilized area, even a small
use magic to levitate the creatures or reform the terrain. In town, a member of the watch or other local authority
extreme scenarios, the land may offer repeated instances demands to see the handler’s license for one of the party’s
of this obstacle. animals. A local ordinance requires a fee but, even if the
Tree Village. Like cliffs, some (usually indoor) features party pays, the animal must be quarantined for a few
are not passable by creatures that lack hands. Ropes and weeks of observation to make sure it isn’t diseased.
ladders are prime examples. Perhaps the party encounters (Perhaps the town’s crop is under threat from some
a primitive village built high in the trees, abandoned or animal-borne parasite.) The party must wait around to get
otherwise. The buildings are reached by rope ladders and the animal back, bribe the right, people, or break their
connected by rope bridges, so the party’s horses must be companion out of “animal jail.”
left on the ground. Perhaps the village was built in the
boughs because some terror stalks the ground when the
sun begins to set, a threat that appears when the party is This section examines the published hardcover adventures
physically separated from their mounts. In the latter case, to find areas where animals can be acquired or interacted
the Dungeon Master should allow the party to see the with and suggests ways to emphasize or improve the story
threat coming and react appropriately, but perhaps they of that interaction.
must defend the horses while at range. If the Dungeon Master thinks the players may be
The Gods’ Breath. While the party is on open ground, interested in one or more of these animals, rumors and
like rolling plains, a raging windstorm blows up. It can clues as to their existence are easily seeded into the
appear without warning, or it can grow out of other storm campaign ahead of time. Prewarned, players are more
conditions. The storm is so forceful that party members likely to consider their options when they encounter the
must lean into the wind to avoid falling over. Terrible gusts creatures, rather than reaching for their swords.
sweep Medium or smaller flying creatures away from the
party; the higher the animal, the farther it is carried. A
Animal companions in Avernus, whether brought along or
nature-wise character may recognize the coming threat in
found there, make excellent foils to illustrate the general
time to find a sheltered area or to clutch onto a flying

ANIMALS IN STORIES 106


misery of the setting. (See “Life in the Nine Hells” in the evil) animals may seek to befriend a party member after
About the Adventure introduction.) Players may easily the animal’s mistress is slain. To gain membership in the
discount the various miseries their characters must deal party (and to adopt the party for protection), fiendish cats
with, particularly those that have no game effect, but in particular may attempt to play upon the party’s
miseries visited upon animal friends feel very real. unwillingness to hurt cute animals.
The hells also create opportunities for hellish planar Beucephalus, the Wonder Horse. Strahd von Zarovich
creatures to appear. The abyssal chicken and the giant keeps his beloved nightmare stabled in the crypts, deep
craps in the High Hall event are excellent examples of inside Castle Ravenloft. If it looks like
such animals; their flavor text particularly can the party is at least a match for the
inform the creation of similar ancient vampire, Beucephalus may
creatures. Often cruel or opt to change his allegiance to assist
mischievous, such animals the party, particularly if the party
may be ripe for redemption has an evil member in it and they
and acquisition. encounter the nightmare while it
Bone Whelks. Although is away from Strahd’s influence.
their Intelligence ratings If this happens, it cements
place them in the Strahd’s hatred for the party.
“cunning animals” Rictavio’s Beast. As part of
category, these monstrous his plans for vengeance
slugs have thought against the Vistani, Rictavio
processes so alien as to keeps a saber-toothed
give them the behavior of tiger (wearing half plate
instinctive animals. barding) in his carnival
Players wishing to acquire wagon. The animal is
them may find their trained to be hostile to
behaviors unsettling. Vistani but is otherwise
Baldur’s Gate. The tame. If something happens to
Garynmor Stables and Rictavio, or if the animal is found
Menagerie is a great example or otherwise escapes, the characters
of city facilities where obtrusive may encounter this creature and must
animal companions may be stored safely. (See kill or capture it.
Safekeeping in appendix A.) Roc of Ages. A thousand-year-old roc lives on the top of
Mount Ghakis, feeding on fish from the nearby lake. It is
attracted to horses and mules as potential snacks if
In Ravenloft, the Dark Powers make tools of animals, characters bring such creatures near the stone bridge on
embodying them literally or figuratively. The gothic horror route to or from the Amber Temple. This ancient beast is
milieu casts animals as mysteriously dark and foreboding, almost certainly hostile (and hungry) when encountered,
like everything else. Wolves stalk the shadowy forest, just but a persistent character might be able to interact with it
beyond the lights of the town. Ravens perch on the as an animal. The roc is one of the few creatures that flies
hangman’s tree, staring silently. Bats swarm and scream, above Strahd’s influence and, although its memories are
heralding the night. Animals in this setting are meant to those of an animal’s, it remembers a time before the Dark
raise tension and foreshadow unholy events with their Powers came to Barovia. Various spells might unlock the
mere presence. creature’s ancient knowledge.
Here are some of the more interesting chances to Sangzor the Goat. This beast is called Sangzor
acquire animals or use them as story tools in this (“bloodhorn”) by the local druids and berserkers. It is an
adventure. These mostly occur in and around Vallaki. intelligent and thoroughly evil giant goat. Sangzor has a
Barovian Witch Allies. Barovian witches, although able supernatural gift from the Dark Powers that makes him
to use the find familiar spell, sometimes choose instead to resistant to nonmagical weapon attacks. Although Sangzor
align themselves with fiendish animals found wandering in is hostile and mean-spirited, he could become a willing
the domain, cats, snakes, and toads with a fiendish planar (though stubborn) ally to the party. No explanation is
creature template. One of these magical (and probably given for Sangzor’s presence here, leaving the Dungeon

107 ANIMAL HANDLERS’ MANUAL


Master free to provide all manner of details to the goat’s Keeping the animals alive may come at the cost of the
origin and purpose. villagers’ goodwill.
Unwitting Betrayal. The party’s animals may provide a
stark contrast to the native animals of this land. Where
native beasts are implements of suspense, allied animals This collection of adventures is one of the few times when
remain constant companions, reliable and true. However, amphibious animals might well serve the adventurers.
even friendly animals can represent a risk. The unique Some purely aquatic creatures appear in these adventures
forces in Ravenloft allow the Dungeon Master to use allied but, because acquiring such creatures is not useful to
animals creatively to drive the story, to guide enemies to surface dwellers, they are ignored in these pages.
the party’s location or to reveal information about the land The Sinister Secret of Saltmarsh. Animals abound in
to the players. Animal eyes can be secret portals for the this adventure. Although presented strictly as antagonists,
lord of the domain to spy out of. Or perhaps the Dark these encounters are great opportunities to acquire useful
Powers influence the party’s animals to lead the group into animal companions. The haunted house has four giant
dangerous areas of the land. Strahd himself might speak weasels in the garden, two giant poisonous snakes in the
through an animal’s mouth, challenging the party or well, four giant centipedes in the kitchen, and six stirges in
inviting them to meet him in his castle. the attic. For more interesting options, the smuggler’s ship
Vallakovich Hounds. The burgomaster of has a pseudodragon named Bimz, one
Vallaki keeps a pair of black already accustomed to serving a
mastiffs. Where did these master, and a noisy parrot
come from? Perhaps the named Cuppa, who may
Vallakovichs (or the town) randomly spout secret
has a large stable of codes and passphrases
hounds, carefully bred that local pirates and
with pedigrees smugglers use.
meticulously tracked. Danger at Dunwater.
Exceptional specimen In this scaly adventure,
mastiffs might be the Temple houses a pair
acquired here, for a of unique two-headed
significant price, so long as lizards called
the party is not hostile to amphisbaenae, useful
the burgomaster or not animals as guardians for
causing trouble in town. their doubled set of senses.
Wereraven Contacts. A The Cave of the Giant
party that befriends the Keepers Lizard has six giant lizards,
of the Feather might use these contacts just enough for a full party to train
to acquire semi-tamed ravens. The Keepers as sure-footed mounts for this swampy
probably cultivate normal ravens in and around Vallaki as terrain. The Gate and Treasure Room houses five
cover for their own comings and goings in raven form. giant poisonous snakes, and two giant constrictor snakes
Some of the older of these normal ravens may know a few live in the Lair of the Devourer. Speaking of the devourer,
tricks. this legendary crocodile, Thousand Teeth, is making
Wolf Hunters. Szoldar Szoldarovich and Yevgeni trouble for the lizardfolk. Capturing the animal is just as
Krushkin spend their days near Vallaki hunting wolves. useful to the lizardfolk as killing it, presenting an
Despite hating these beasts, Szoldar and Yevgeni might opportunity to acquire a legendary animal companion.
sometimes try to raise litters of wolf pups to serve as Salvage Operation. Consistent with its infestation by
trackers and hunters alongside the two men. The party cultists of Lolth, the Emperor of the Waves houses giant
may encounter these two while they are in this process spiders, giant wolf spiders, and a phase spider named Roil.
and, owing to the hunters’ hunger for coin, be able to Spider-loving handlers may have a chance to acquire them
purchase some or all the juvenile wolves. Alternately, the magically, but the fast timing of this part of the adventure
party may find and befriend some juvenile wolves and and the fate of the Emperor means such alliances are
must hide them or protect them from the wolf hunters. probably short-lived.

ANIMALS IN STORIES 108


The Final Enemy. The only animal in this adventure that Animal Abuse. This Trade Way event encourages
is not water-bound is Kysh’s pet sea lion. Approaching the players to come to the aid of a set of mistreated horses
creature without the triton in tow makes the sea lion’s among the traveling group. The ill-tempered noble who
starting attitude hostile. Even if Kysh survives, he might owns them also wants to acquire some of the party’s
leave the animal with the party when he returns home, if it mounts and will pay a high price to get them. The party
takes a liking to them. may be inclined to make a profit by trading for the (now
Tammeraut’s Fate. The hermitage in this adventure fragile) horses the noble owns and a sack of gold, but they
boasts a few creatures that might be acquired: five giant will be subjecting their old mounts to terrible treatment.
rats roost in the midden and three giant coral snakes can Spider Woods. Some handlers, be they drow or just
be found in the scriptorium. The location is one where the arachnophiles, enjoy giant spiders for animal companions.
party has plenty of space to acclimate such creatures in Those characters are in luck, since giant spiders appear in
their lairs. quite a few hardcover adventures. In this one, a pair of
Marsh Town. Around the town of Saltmarsh, the party these creatures can be found in one of the smaller forests
may randomly encounter blood hawks, crocodiles, dire dotting the Trade Way. The area might be known as the
wolves, giant crabs, giant lizards, giant octopi, giant rats, territory of such creatures, giving interested players a
giant toads, owlbears, pteranodons, poisonous snakes, direction to go for finding giant spiders to acclimate.
rats, reef sharks, stirges, and wolves. The setting provides North of Waterdeep. This part of the journey takes the
no lack of animals for starting characters to acquire. If the party through a swampy area north of Waterdeep and into
party is particularly suited to the companionship of one of Castle Naerytar. This region has crocodiles, giant
these animal types, the DM should select that encounter centipedes, giant frogs, giant lizards, giant spiders, and
instead of choosing randomly. other swampy creatures that may be randomly
Sinker. This shipwreck encounter, of a small fishing encountered. Seeing lizard folk make use of giant lizard
boat, provides an excellent opportunity to acquire an mounts in this area might make the party regret using
amphibious animal companion. Giant crabs are versatile, horses, which are ill suited for swamp travel.
sturdy creatures that can breathe air and water. Because it Hunting Lodge. A pair of trolls that patrol around the
is part of a special encounter, the Dungeon Master can seed lodge is accompanied by three ambush drakes, and six
the story with rumors of this giant crab’s location, perhaps more of these animals can be found in the stables. Each of
even upgrading it to a legendary creature. these creatures is trained to track prey, hunting game and
intruders alike. If acquired, they may already know tricks
but might have some cruel behaviors that should be
The first of this two-part epic adventure appears in this trained out of them.
book, pitting the party against cultists bent on releasing Skyreach Castle. This flying fortress has two rider-
Tiamat from her prison in the Nine Hells. trained wyverns in the stable, along with riding harnesses
Greenest in Flames. The party has the chance to acquire for both. The adventure provides a delightful set of rules
pets belonging to the enemies; the kobolds and cultists for trying to put the riding harnesses on these creatures
attacking the town of Greenest bring along useful ambush and trying to secure their cooperation as mounts. The
drake companions and giant lizard mounts. Characters castle has nothing else in the way of interesting animals,
used to domestic beasts may find these draconian allies to but for a pair of guard drakes in Rezmir’s chamber.
be new and interesting.
Guard Drakes. At the raider camp, cultists employ guard
drakes to watch their tents day and night. Likewise, the This story starts the party in the slave pens of the drow.
kobolds employ these creatures in their dragon hatchery. The adventurers collect an army of NPCs along their way
These creatures are trained to be hostile to strangers and back to the surface, meaning that animal companions can
resist any overtures of friendship. Although guard drakes create an extra burden for the Dungeon Master, already
are incredibly loyal by nature, this last restriction can be having to portray so many additional personalities. But, for
tossed out if the Dungeon Master wants a betters story; the the players, this is an ideal story to have animal
party might interrogate an enemy to find the command companions in; a long trek through the Underdark can
words to bring these animals onside and allow them to otherwise feel very isolating, even alongside regular NPCs.
infiltrate the camp. Alternately, acquiring or interacting Animal Fodder. The Underdark has its own thriving
peacefully with the creatures might require magic. ecology, with unique flora and fauna providing sustenance
for adventurers and animals alike. Creatures normally able

109 ANIMAL HANDLERS’ MANUAL


to graze or hunt for themselves can do so without trouble, Blingdenstone, providing a chart to measure their
so long as they are used to the Underdark. Surface maturation over time from infant, to young, to adult. The
creatures must be provided regular animal feed or will DM can use this chart or use the juvenile template from
need help finding food in these areas. this supplement, whichever seems best for the game’s
Giant Spiders. The drow slavers in the starting area, needs. Enterprising and well-prepared adventurers may
Velkynvelve, have half a dozen giant spiders. Some quick also acquire the mated pair of basilisks that guard these
magical control, like an animal friendship spell, could allow eggs, instead of killing them.
the party to take one of these creatures with them. As the Giant Lizards. Characters that ally with the Emerald
party’s first animal companion, a giant spider also helps to Enclave while in Gauntlgrym can gain the service of giant
remind the players where the story began and what they riding lizards. These creatures have the added Spider
are fleeing from. More giant spiders can be found Climb special trait, making them the perfect mounts to use
randomly along the party’s route, particularly in the Silken for exploring the Underdark. Because some characters
Paths and in areas frequented by drow. have features, feats, or spells that synergize with mounts,
Steeders. Common mounts for the duergar, steeders can the players should be made aware that mounts are
be acquired in Gracklstugh. The creatures bought here are possible even underground.
rider-trained and may know other tricks. Importantly, this More trained giant lizards can be taken from the
settlement allows the party to buy tack, saddles, and other troglodytes that ride them in the Wormwrithings, or from
animal-related equipment. Acquiring mounts and beasts of drow forces that ride out of Menzoberranzan.
burden is important in this adventure because Amarith’s Zoo. This dwarven member of the
of the amount of travel involved and, Emerald Enclave keeps a variety of
being on the run, players otherwise interesting creatures in her menagerie,
have no home base where they including a rust monster and a fire
can leave extra (heavy) gear snake. Depending on alliances and the
while they adventure. party’s persuasiveness, they might
More steeders can be be able to talk Amarith out of one or
purchased in the duergar two creatures to serve as
enclave in Mantol-Derith. companions. The Dungeon Master
The Spider King. can add more creatures to this area,
Characters interested in an if desired. Because it is a zoo, exotic
upgraded spider companion creatures up to size Medium might
might try to acquire the be found here, even surface animals.
legendary Spider King, a
two-headed giant spider in
Gracklstugh’s Whorlstone This adventure takes place in a
Tunnels. familiar area of the Sword Coast, the
Cultists’ Death Dog. The derro Dessarin Valley. There are plentiful
cultists in the Whorlstone Tunnels roadways and waterways in the area,
have a death dog captured in a cage. Because and many different areas for the party to
it comes with its own cage, this animal is easy to acclimate travel to between dungeon delves. Mounts will come in
over time if the party can find a way to drag the cage along. handy, as will flying companions who can scout the trails
Cave Badgers. The svirfneblin of Blingdenstone raise a ahead.
breed of giant badger that has tremorsense. The gnomes Several towns provide opportunities to resupply. These
use these digging creatures as part of their workforce, but will have domestic animals available to buy, as well as feed
they might be convinced to part with one for a price, or gift and equipment for animals. If need be, these towns can
one to an adventurer as a reward for some service. Even provide stabling for mounts and some other (not-too-
with a short range, tremorsense is an especially useful trait exotic) creatures. This is an important service for an
to bring to the party. Training the badger to Seek invisible adventure filled with so many large, time-consuming
creatures may well be worth the characters’ time. dungeons with so many levels to them.
The Beasts of Entémoch’s Boons. The adventure Adding to the Temple. Throughout chapter 5, portals
suggests that the party can acquire and raise the three connect the Material Plane to the various Elemental
basilisk eggs discovered in this cavern west of Planes. This creates a myriad of opportunities for the

ANIMALS IN STORIES 110


Dungeon Master to add animals with various types of able to acquire it, giving the party their very own owlbear
elemental planar creature templates that the party may mascot like Hootie McHootface or Waffles.
encounter. These may appear as pets or guardians for Plunging Torrents. These caverns hold several
various denizens of temple areas near said portals. interesting animals. The giant crabs in area P3 each
Eternal Flame Chimera Lair. Less intelligent than the represent a massive source of wealth if sold for food at a
hell hounds in the kennel, the chimera in area E30 may be local market. Too heavy to carry away, these animals might
easier to acquire as an animal companion. While it is loyal be magically controlled to walk themselves out of these
to the fire cult at large, creatures of this Intelligence rating caverns. Likewise, the giant octopus in area P11 can be a
(3) don’t feel loyalty to large groups to a degree that great source of seafood to market, but it can also become
outsiders couldn’t sway them. an animal companion in the unlikely event that the party
Eternal Flame Kennels. The kennel, area E19, holds four spends a lot of time in watery environs. The hydra in area
hell hounds. These cunning creatures are loyal to their P18 is smart enough to recognize individuals; it doesn’t
mistress, Lyzzie, and hostile to everyone else. If the party mind Gar Shatterkeel’s presence, meaning that it can be
wants to acquire these evil creatures as companions, they acclimated to the presence of other individuals. Finally,
will need magical means, perhaps charming the animals to three trained crocodiles guard the water portal in area
sway them away from their current loyalties. P20. As already-trained creatures, they may be easier to
Feathergale Spire. The Feathergale knights ride giant acquire than normal crocodiles and the Dungeon Master
vultures and hippogriffs. If the party attacks Feathergale may give them a range of useful, already-known tricks.
Spire, they will find a half dozen of these creatures Sighing Valley. Giant vultures and blood hawks make
occupying the stables, and more ridden by various knights. their homes here. Both useful birds make strong allies for
Although these rider-creatures are initially aggressive handlers seeking animal companions. The roost in area V7
toward strangers, the party has an opportunity to calm is also home to a pair of mated griffons that could be
these animals in their enclosures and use them for mounts acclimated with some effort, although griffons don’t mix
or allies. Flying mounts are particularly useful in an well with horses or hippogriffs. The pair also has a nest
adventure with so much overland travel. with two viable eggs.
Into the Wilderness. A bandit lair near Red Larch
contains a stolen wagon with iron cages, their contents
once destined for the home of a noble in Waterdeep. The This adventure incorporates elements of horror,
bandits killed (and perhaps ate some of) the giant boar in particularly from isolation and deprivation. In these icy
the cages, but the players might be able to return the environs, the companionship of animal become more
creature to life using some of the new magic in this important, sometimes lifesaving.
supplement. The cage now contains a captured black bear This adventure contains many animals, more than
that the characters may befriend if they handle it correctly. previous adventures, and too many to call out in every
The wagon cage may also be useful while acclimating the instance. Some of these have their own names, merely
bear to the party’s company, or for other efforts to acquire mentioned in passing. Likewise, attention is being paid to
wild animals in the region. how animals react when player characters try to befriend
Knights Quest. If the party engages in the manticore them, like the dire wolf in the Cauldron Caves. Hopefully,
hunt on behalf of Thurl Merosska, they have a chance to this focus on animals and their potential companionship
deal with a manticore. This intelligent, evil creature is represents a trend that continues in future adventures.
willing to make a bargain, particularly if it is surrounded Awakened Animals. Evil frost druids have awakened
by Feathergale knights, has lost a lot of hit points, or has many animals the party can encounter. These druids seem
depleted its supply of tail spikes. The manticore wants to to possess a surplus of 1,000 gp-agates, such that each
return to its mate in area V9 of the Sighing Valley. For even druid can awaken animals for such pedestrian purposes as
characters, this is a chance to forge an alliance with the carrying messages. To reduce the druids’ apparent wealth,
creature, perhaps gaining its occasional assistance later. the DM can replace some of these awakened creatures
Owlbear Greetings. If the players are fans of the with normal animals controlled by simpler spells.
streamed D&D game, Dice, Camera, Action! with Dungeon Dog Sledding. Since the publication of Jack London’s The
Master Chris Perkins, they may have been looking for a Call of the Wild (1903), numerous books and films have
chance to acquire an owlbear buddy of their very own. portrayed sled dogs as loyal, useful companions. These
This creature at the Halls of the Haunting Axe is not stories illustrate how entire adventures could focus on
hungry enough to attack on sight. Clever handlers may be dogs and sledding.

111 ANIMAL HANDLERS’ MANUAL


Sled dogs are available at various places in the Chimeric Creator. This arcane device represents an
adventure. Training and maintaining a team can become endless supply of loyal animal companions with mixed
an important aspect of the story. The DM can create rules animal features. Chimeric features may represent cosmetic
for specific roles on the team, like lead, swing, and wheel differences or they may justify one or more templates.
dogs. Replacing dogs or finding unique dogs to enhance the
team might constitute a form of party treasure.
This supplement expands the rules for dog sledding in This slim sequel to Hoard of the Dragon Queen has a
chapter 4, contemplating the benefits of multiple dogs draconic focus; the party will interact with dragons,
pulling a sled. Contrary to the Overland Travel and dragon cultists, a dragon deity, and other dragon-related
Dogsleds entries in Rime of the Frostmaiden, the best dog or Draconic-speaking creatures throughout.
teams can exceed 10 miles per hour while pulling a rider Guard Drakes. Elite cultists bands operating from the
and sled through a continuous eight-hour stretch. Gray Peaks to the Sunset Mountains are each aided by a
Owlbear Whisperer. This “character secret” is a perfect pack of three guard drakes. Seeking to find and sway allies,
way to introduce the rules in this supplement, adventuring the cultists might part with one or more of the creatures as
alongside powerful creatures that are well-suited to the a gift. Alternately, if things turn hostile, magic might be
cold environment. The “secret” represents one of the few used to prevent these loyal animals from fighting to the
ways that a monster can be tamed like an animal. death, giving the party a chance to acquire some as
Clever Beast. This encounter with the awakened companions. Additional guard drakes may be found in the
plesiosaurus in Maer Dualdon serves as an excellent Temple of Tiamat.
example of how player characters can interact with The Snow Bear. As a placed encounter while aboard the
animals they discover. The plesiosaurus can easily become Frostskimmer, the crew spots a polar bear stalking a
an important NPC in the story. wounded hunter out on the ice. The party might be
Foaming Mugs. The goblins in this encounter use a inclined to save the hunter; a keen party might be inclined
trained hawk as a scout, probably one of the types that live to save the polar bear as well.
in arctic environments. If the goblins are slain, the hawk The Misty Forest. Seven giant spiders lair about a
might follow or adopt the party out of self-interest. quarter mile from Chuth’s lair, waiting to be slain or
The polar bears that pull the sled might have training acquired by handlers interested in such creatures. Given
too—it’s unclear how Izobai controls them. If the DM the forest’s tending by a druid caretaker, this area would
decides the party can acquire these creatures, they might be an excellent area for the Dungeon Master to seed any
have training already. Otherwise, the DM might provide other animals intended for the party’s use.
some magical (temporary?) means of keeping the bears in Nelvik the Pseudodragon. Archvillain Severin’s pet
their sled harness and not eating the goblins. pseudodragon stays out of the final fight and later
Arveiaturace. This encounter illustrates how dragons attempts to befriend its master’s killers. However, this
can interact with humanoids as allies (see Monster animal only seeks this alliance to find an opportune
Markets in chapter 4). The illustration of this ancient white moment for revenge. Only the kindest of characters have
dragon includes an example of a gargantuan exotic saddle. any chance to melt this evil creature’s heart and avert
Domesticated Crag Cat. Since their first appearance in betrayal.
Storm King’s Thunder, crag cats have evolved from beasts
into monstrosities. However, they seem to be no less
This sprawling sandbox adventure gives characters a
trainable, as illustrated by Kaniaka’s domesticated crag cat
chance to encounter any and every creature found in the
described in Skytower Shelter.
entirety of the Sword Coast; the Dungeon Master has
Griffon Taming. The Griffon Taming sidebar in the
unlimited locations and opportunities to seed useful
description of Skytower Shelter allows goliaths of the
animals for the party. The encounters called out below are
Akannathi clan to raise and train griffons using secret
limited to the more interesting or detailed animals or
techniques passed down through generations. This sidebar
animal-related locations.
allows even a character not trained in Animal Handling to
Flying Mounts. Given the amount of traveling in this
raise and train a companion.
hardcover, the adventurers are sure to need horses for
Giant Lizards. As coldblooded creatures, these trained
their quest, and they may soon advance to griffons,
mounts are nearly useless if taken outside of Sunblight.
hippogriffs, or other flying mounts out of necessity. Such
They cannot become adapted to arctic conditions.
mounts can prove difficult when trying to keep other

ANIMALS IN STORIES 112


animal companions. An animal like a tiger isn’t going to get Bear Cave. This cave, in the Canyon of the Stone Giants,
far trying to ride a griffon alongside the party. Animal- is home to two cave bears and their cub. (These animals
loving parties may therefore be forced to forego flying use the polar bear and black bear stat blocks, respectively.)
mounts and travel by airship or teleportation. These creatures are already accustomed to humanoids;
In the fortified settlement that overlooks Silverymoon they work alongside members of the Blue Bear tribe. If the
Pass, Lord Cavilos raises hippogriffs, which the knights of parents are killed, the cub will follow the adventurers,
Hawk’s Rest use as mounts to patrol the road as far out as demanding food.
Sundabar. Players looking for war-trained flying mounts Hulking Crabs. For characters interested in hulking
need look no further than the stables of this settlement, crabs, a new creature unique in this hardcover adventure,
although prices will reflect the number of extra hippogriffs a couple are available in the crab pens in the Maelstrom.
Lord Cavilos has on hand. (Less aspiring characters may be satisfied with one of the
For characters who prefer griffons, these can be secured smaller giant crabs from the guard post.) A unique version
in Mirabar, Waterdeep, Fireshear, and the Castle of the of the hulking crab, one with colored nodules and hollow
Cloud Giants. flutes of beautiful living coral growing out of its shell, can
Boss Hark’s Cave. In the be found in the great hall. This living
introductory portion of the adventure, musical instrument may be a
designed to jump the party from great companion for a bard
1st level up to the adventure’s or some other musical
true starting level, the goblin character.
boss Hark keeps a
menagerie of seven
beloved giant rats. These
pets make ideal starters This hardback book
for party members collects some of the
seeking animal most famous adventures
companions. of previous editions. Its
Aerie. The cloud adventures have
giant who lives in the opportunities to
Tower of Zephyros acquire animals of
treats the four griffons various sorts.
that nest at the top as The Sunless Citadel.
cats, meaning they are The fortress level is the
predisposed toward right place for 1st-level
some limited interaction adventures to acquire level-
with other creatures, so long appropriate companions; the ledge,
as their nests aren’t threatened. The party probably has crumbled courtyard, old approach, and “mama rat” areas
time to acclimate these creatures while the flying tower have giant rats and a diseased giant rat. In the great
takes them to their destination. Along the way cultists hunter’s abode (part of the lodge), more giant rats are
might attack the tower, leaving their giant vulture mounts available.
clinging to the outside. By dressing as cultists, the party Belak’s giant frog, in the gulthias tree area, also makes a
may trick these creatures into cooperation; these birds are useful animal to acquire. It’s already used to the
otherwise initially hostile to non-cult members. companionship of the druid and may know a trick or two.
Black Bears. Two bears, named Darlow and Tilbee, The Forge of Fury. For characters interested in stirges,
frequent the Harvesthome Abbey in Goldenfields. They are some can be found in the grand stair area of the Mountain
relatively accustomed to the presence of humanoids, and Door, and more can be found in the Glitterhame, in the
they follow abbey workers around hoping to get fed. The stirge colony and high cavern area.
bears are rumored to be gifts from the Earth Mother, but Two dire wolves, named Vak and Thrag, are already
the abbot is worried they’ll eventually hurt someone so accustomed to handling by Ulfe the ogre, in the great Ulfe
would be perfectly happy for the adventurers to take the area of the Mountain Door. They may appreciate the
beasts away. gentler handling of player characters. The dire wolves try

113 ANIMAL HANDLERS’ MANUAL


to flee if Ulfe falls first, which may remind the players that magic), they can exploit the giant crabs’ amphibious nature
these creatures needn’t be fought to the death. to great effect in this watery zone.
The chief of the troglodytes in Glitterhame keeps a giant Against the Giants. Many giants have pets, animals
lizard as a pet. The creature may be trained for riding, already accustomed to working with creatures of different
combat, or in other tricks. A larger version of this creature, sorts than themselves. Some advantage may apply to the
a giant subterranean lizard, is held captive nearby in the characters’ attempt to acquire such creatures since they
scaly lair area and may be acquired too. (Be cautious here; are already tamed to some degree.
huge-size animal companions are difficult to incorporate In the Steading of the Hill Giant Chief, two dire wolves
into parties, particularly for groups whose battles use can be found in a random encounter. Two cave bears are
miniatures on a grid.) also present, one in the chamber of the chief’s wife and
The bear pen in the orc tunnel area of the Glitterhame another in the great hall. Giant lizards and carrion crawlers
holds a black bear that isn’t trained but has become are wandering through the dungeon areas and can be
acclimated to the troglodytes who feed it. The adventure found in specific areas. The lizards’ lair area also holds
already lists a Wisdom (Animal Handling) DC to calm the giant crocodiles.
creature, basically setting up the party to take the bear In the Glacial Rift of the Frost Giant Jarl, a band of yetis
along with them. keeps two snow leopards as pets in the misty ice cave area.
The Hidden Shrine of Tamoachan. The random These use the stat blocks of tigers. The frost giant jarl has
encounters table for the ruins is essentially a menu of polar bears, a hunting pack kept in the kennel cave area.
potential animal companions: baboons, bats, giant fire In the Hall of the Fire Giant King, Queen Frumpy keeps
beetles, giant frogs, giant wolf spiders, panthers, poisonous giant weasels and poisonous snakes as pets and guardians
snakes, and rats. Some of these can also be found in in the queen’s chamber. Hell hounds can be found in
numbered areas. multiple areas; the place is overflowing with them. A
The amphisbaena, in the chamber of the second sun chimera, loyal to the fire giants, resides in the chimera pen
area, uses the giant constrictor snake stat block as a stand- area. A pair of cloud giant visitors keep two guard-trained
in. However, a more-recent publication, Ghosts of lions in their room in the guest chambers area. Finally,
Saltmarsh, has true stats for amphisbaenae. Feel free to use what igneous compound would be complete without giant
whichever best suits your game. fire beetles, like the twelve found in the glowing cave?
White Plume Mountain. The terraced aquarium area
has giant crayfish, giant scorpions, and sea lions, a
menagerie of potential animal companions in one small, Most of the source material for DUNGEONS & DRAGONS
compact area. The rest of the dungeon is remarkably light supports a Eurocentric paradigm. In contrast, this
on animals. hardcover adventure gives players the chance to see a
Dead in Thay. Some sectors of the Doomvault may put different region, one lush with unusual fauna, like jaculis,
potential animal companions in the party’s path; giant tigers, and kamadans. Unless they bring their own, the
centipedes and giant spiders randomly move through the party isn’t likely to encounter any horses, mules, or many
blood pens, cockatrices and a displacer beast inhabit the of the other domestic animals common to other regions.
forests of slaughter, and several giant crabs lounge in the Different animals take these roles in Chult.
predator pools. This land is rife with dinosaurs, the most powerful of all
The egg chamber and hatchling pens areas of the blood beasts. They can be bought and sold in markets. They are
pens may hold eggs and live young of an assortment of raced for sport, driven for agriculture, and ridden in battle.
animals that may be acquired, including basilisks, carrion Druids may be eager to encounter such creatures, adding
crawlers, and wyverns. new forms to their Wild Shape repertoires. Smaller
In the forests of slaughter, the party may find a gorgon dinosaurs can be acquired anywhere to use as beasts of
lair and a cockatrice roost, two areas where they can burden or war mounts. The largest dinosaurs can be found
acquire rare and dangerous companions. A den holds a deep in the jungles, terrifying locals, and preying on their
pair of displacer beast, one of the most highly sought smaller cousins.
animals to take as companions. Awakened Lizard. In the Tomb of the Nine Gods (area
The spawn pools sector has six giant crabs in the sea hag 46), players who search this hall will find a lizard affected
lair, useful animals to employ in this area. If the players by the awaken spell. This creature has an Intelligence
can quickly take control of the creatures (perhaps through rating of 10 and speaks Druidic. It might be able to advise
the party about the temple. Although the lizard wants to be

ANIMALS IN STORIES 114


returned to Omu, it might also be convinced to stay with
the party. Since the player characters are not high enough
level to cast awaken on their own yet, the lizard represents
a unique opportunity for an intelligent animal ally. This
creature has a lot of potential, but it will come across as
mostly uninteresting unless the Dungeon Master provides
a personality for it.
Cute Beasties. Chult is home to cute animals as well as
terrifying ones. The almiraj, unicorn-horned bunnies,
make excellent familiars. Similarly, flying monkeys are
curious, inquisitive creatures that can learn tricks and
may also appear as familiars. Finally, zorbos, koala-like
monstrosities, make cute pets for those who can abide
their dour dispositions and fondness for human flesh. Each
of these creatures can be encountered in the wild or
purchased from merchants in Port Nyanzaru. They present
the Dungeon Master with an opportunity to contrast the
dangerous nature of most of this region’s animals.
Ifan’s Offerings. Ifan Talro’a, a merchant in the Port
Nyanzaru market, deals in beasts and beast training. He
will buy almost any creature the party can haul back to
Port Nyanzaru but will try to pay as little as possible for it.
Ifan is more interested in selling dinosaurs and other
exotic animals to the characters. Page 26 shows a table of
Ifan’s sale prices for many of these creatures. This
adventure expects the party to make use of such animals.
Merchant Princes’ Villas. Each of the merchant princes
in Port Nyanzaru has a private villa in the city. Like nobility
everywhere, the “princes” may be willing to purchase
exotic and dangerous creatures to use as status symbols.
The party may also refer to the princes’ stables to find
exceptional specimens of local domestic creatures.
Random Encounters. The many random encounter
tables (appendix B) represent the most likely way that the
party will find animals to take as companions in Chult.
Remember to assign a range of activities to animals found
randomly; they shouldn’t all be hostile or hunting for
humanoid meat! Animals should also be found sleeping,
foraging, playing, mating, and hiding. These unaggressive
activities may remind players that some animals can be
interacted with in non-hostile ways.
Snakes Everywhere. The jungles of Chult are filled with
snakes. There are many opportunities to acquire snakes of
various types, particularly the useful flying serpents
introduced in this adventure. However, the jungles are also
filled with yuan-ti, and the players will clash with these
creatures several times before the adventure’s conclusion.
Snake animal companions represent a significant
weakness for the party since yuan-ti can charm snakes at
will, using an innate spell that lasts 24 hours. In addition to
snake companions proving unreliable against yuan-ti in

115 ANIMAL HANDLERS’ MANUAL


battle, they might also slip away at quieter times and alert death dogs, 1 giant vulture, and 1 polar bear. Already
their yuan-ti friends as to the party’s location. caged, these animals are ideally positioned to be
acclimated if the party can secure the ship, or the party
might try to buy an animal after they appear in the Sea
The first hardback adventure to focus on urban Maidens Faire parade.
environments, Waterdeep: Dragon Heist will challenge
animal handlers in all the ways discussed in the “Keeping
Animals” section of this supplement, in appendix A. Large Animals acquired while within the dungeon are more
animals will spend most of the adventure stabled, monstrous than natural. Returning through the Yawning
disguised, or stuffed into the attic of Trollskull Manor. Portal with such creatures in tow is likely to cause an
Small and Tiny creatures are preferred in the city; animals uproar at the very least, unprovoked attacks on the
of the Lovable Lump archetype are ideal minions to deal creatures at worst.
with public spaces and urban terrain. Although most levels have an animal or two that can be
Tavern Brawl. Speaking of Tiny creatures, the Troll and acquired by adventurers, a few of the most interesting
Friends portion of the tavern brawl scene in chapter 1 is a animals and related scenes are noted here.
great opportunity to gather stirges to train. A troll attacks Descending through the Well. Characters entering
the Yawning Portal with a dozen stirges in tow, but nine Undermountain through the Yawning Portal tavern can
are already stuffed with troll blood and retire back down easily bring animals of Medium size or smaller. While
the well to sleep off their meal, positioning them for easy creatures as big as Large size could be lowered down the
acquisition later. well by harnessing them to the rope, each in turn, such
Corellon’s Crown. The druid who runs the herbal shop creatures cannot navigate through the crowded tavern to
in this three-story town house makes a great ally for get to the well. For a price, the proprietor, Durnan, could
animal handlers. She sells potions of animal friendship, be convinced to clear away the tables and make a path for
ideal for acquiring animals with, and her shop makes a a determined handler to bring a Large animal through.
convenient place to bring animals for healing and succor. Animal Sustenance. A mega dungeon is a difficult place
Gralhund Villa. Before the player characters become to bring animal companions. Characters accustomed to
aware of the Zhentarim connection, or even after, they allowing such creatures to graze or hunt for themselves
might seek out this villa to board or train their horses, will find that very few levels of the dungeon provide
mastiffs, or hawks, or they might come here to buy such animals with those opportunities. Instead, animal feed
trained animals. Characters with the right connections or must be carried to sustain the animals, adding to the
disposition may get along well with the residents here and weight of the party’s carried gear. Carnivorous animals
could be offered discount prices or special purchasing might be able to feed on the flesh of fallen foes, but there
opportunities. Perhaps they are offered flying snakes, the are few chances to find meat that is wholesome or
messenger animals preferred by the Zhentarim. This can untainted. There are some levels that constitute
make scenes in the villa more poignant if the party comes exceptions; the various fungi growing on level 4, for
here chasing the Stone of Golorr. A similar commercial example, provide sustenance for creatures of any kind.
scenario may develop at the Cassalanter Villa or another Spider Town. Many of the levels of Undermountain are
villa completely unrelated to the story. rife with drow, and thus with spiders of various kinds.
The Heartbreaker. Jarlaxle keeps four highly trained Phase spiders can be found on level 3 (area 4b). Giant
giant spiders in the hold of this ship. With their colorful spiders can be found on level 2 (area 19d), level 3 (areas
painted exoskeletons, these creatures are trained to guard 5b, 6, and 20), level 4 (area 10), level 10 (area 30a, a
the area by pretending to be inanimate statutes or unique set with wings), level 12 (area 18g), and in the
decorations. Acquiring these creatures probably requires Tanor’thal Refuge in area 36 of Skull Port. A handler who
magical compulsion due to their loyalty; Jarlaxle raised deals in such creatures will find a significant supply here
them from hatchlings. However, their tamed nature makes and may want to return to these levels periodically to
them easier to acclimate if the party can get them away replaced slain spider allies.
from the drow. Flyndol’s Giant Rats. A lazy wererat on level 1 (area 35)
A couple of animal handler hirelings in area J20 watch prefers to surrender if it looks like he cannot escape a
over a smorgasbord of potential animal companions: 2 hostile party. In parlay, he might offer the party some of
apes, 1 rhinoceros, 1 tiger, 1 allosaurus, 2 panthers, 1 his ten giant rats, who do his bidding. Flyndol insists that
owlbear, 4 giant fire beetles, 1 hippogriff, 1 axe beak, 2 these creatures are clever and highly trained. Either or

ANIMALS IN STORIES 116


both claims might be true, or they might not. If the party to take into the deeper levels of Undermountain. (See
takes a giant rat or two and later loses them to the dangers “Safekeeping” in appendix A of this supplement.)
of the dungeon, they may return here to Flyndol to acquire Wooden Donkeys. While not truly animals, the
more. constructs on level 6 (area 8a) have statistic similar to real
Death Dogs. The five death dogs on level 13 (area 11a) donkeys. The description lets these wooden creatures be
are purported to be “domesticated.” Whether this means ridden by Small and Medium characters alike, allowing
trained and docile, or part of a truly domesticated adventurers to have mounts that are adapted to work in a
subspecies, is up to the Dungeon Master. If the latter, these dungeon environment. The wooden donkeys become
animals might be bred to produce a bloodline that is highly inanimate when they aren’t ridden, meaning they won’t
marketable as pets and guardians. run off if left a short distance behind the party during
Hag’s Crab. On level 3, the coven of sea hags in area 10c exploration. They aren’t versatile enough to be pure pack
has a pet giant crab. The creature is tamed and obeys the animals, since they must be ridden to be animate, but the
commands of one of the hags. If the party slays the hags, Dungeon Master may alter the description so that the
the crab may follow them, hoping to get fed or adopted by creatures are also animate when led by another creature.
a new handler. Cave Bear Den. Two adult cave bears (as polar bears)
Trash Eater. The otyugh on level 3 (area 17e) is friendly and their two cubs (as black bears) can be found on level 7
toward any goblinoids or creatures escorted by goblinoids, (area 14). The cubs represent an example of using
so long as they don’t approach the creature’s trash pile. alternate stat blocks for animals at different stages of
Characters are not likely to be high enough level to acquire growth. If acquired and kept long enough, these creatures
this creature as a companion. However, the otyugh may will eventually grow into adults, using the same stat blocks
use its telepathy to arrange for the party to bring corpses as their parents.
from time to time in exchange for knowledge of the Giant Lizards. The lizard mounts on level 10 (areas 25a
dungeon and its denizens. The creature is an excellent and 30a) are adapted to subterranean life and are already
source of information and a great way to get rid of corpses trained and equipped for riding. The Spider Climb special
and other garbage. trait makes them particularly suited to the terrain of
Wyllowwood. Level 5 of Undermountain is forested and Undermountain. If their riders are slain, these animals wait
stocked with a variety of animals, including awakened around to be used by their next riders (perhaps snacking
animals and trees. If the characters secure Wyllow’s on their old riders’ corpses while waiting). Additional giant
cooperation, this druid is well situated to take care of any lizards can be found on level 11 (area 14) and on level 12
animal companions that the characters must leave behind (area 12d).
when they leave the dungeon or animals that are too weak

117 ANIMAL HANDLERS’ MANUAL


ANIMALS IN STORIES
118
APPENDIX C: SAMPLE ANIMALS
HIS APPENDIX LISTS DOZENS OF SAMPLE ANIMALS CREATED within large cities. Hazel learned several important tricks
with the guidelines of the previous appendix. The while working for the Fox. Hazel is very keen-eyed and is
animals cover a range of challenge ratings and are trained to keep watch while a lock is being picked, to seek
separated by archetype (although many could out valuables (jewelry) in a building’s interior, and to fetch
qualify for multiple archetypes). these for her handler.
Hazel is a mottled brown screech owl with yellow-green
eyes and stocky legs. Her trilling hoot is longer and more
These animals are ready to drop into a game, as they are or distinctive than that of other screech owls.
with modification. Each creature is assumed to be at least The Fox released his pet animals before he retired to a
level 0 in its related animal class, but no class features or wealthy community on a secluded island. Hazel may
modifications are listed, allowing the DM to set a level that therefore be encountered in the wild. If the party is
is appropriate to the party. traveling, she might drop gifts of dead field mice to them
Where a creature’s statistics would be altered by its night after night when they camp. Alternately, she may
listed training or a template, those adjustments have perch on tents or horse saddles while the party is getting
already been included in the stat blocks provided. ready to break camp, waiting for a scrap of food to be
thrown to her.

These creatures aren’t much help in battle, but they Base Creature: Owl MM
provide valuable companionship, and some have a few Template: None
utilitarian functions. Tricks: Hunt, Move, Scout

HAZEL (CR 0) Personality Trait: I have a job to do and am impatient


with those who don’t keep up (and don’t keep quiet).
This owl once belonged to a famous thief, the Ferrous Fox,
Behavioral Oddity: Coffin Sleeper. Hazel prefers to
known for stealing jewelry out of secured manor houses
sleep in enclosed spaces; if she can’t find a box to sleep
in, she will drag someone’s cloak over herself or
otherwise try to shut herself within something.
Physical Oddity: Stunted. Hazel is particularly small for
Tiny beast, unaligned
a screech owl of her age, with squat legs and a
squashed-looking face.
Armor Class 11
Hit Points 1 (1d4 - 1) PIG-PIG (CR 0)
Speed 5 ft., fly 60 ft.
This ball of pink pork belonged to a litter of shoats that
was trained to sniff out rare plants in natural areas. He can
STR DEX CON INT WIS CHA
find dozens of different types of herbs that range in use
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)
from spices to medicinal aids. (If not accompanied by a
trained herbalist, he is likely to consume the plants.)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13 Pig-Pig looks like a normal domestic piglet, with pink
Languages — skin and a curly tail. He is a tiny bit rotund for his size,
Challenge 0 (10 xp) making his walk something akin to a waddling hustle.
When not using his prodigious sniffer, Pig-Pig is
Flyby. Hazel doesn’t provoke opportunity attacks when she accustomed to riding about in a satchel worn over
flies out of an enemy’s reach. someone’s shoulder. If forced to walk at other times, he
makes intermittent squeals of complaint and may headbutt
Keen Hearing and Sight. Hazel has advantage on Wisdom
(Perception) checks that rely on hearing or sight. his handler’s ankle until picked up.
Pig-Pig probably comes to the party from a merchant,
Actions one who sells trained animals on behalf of several trainers
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one in the area. Alternately, a character who purchases
target. Hit: 1 slashing damage. herbalism supplies may receive a tip on where to buy a pig

ANIMAL HANDLERS’ MANUAL


119
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 14


Hit Points 3 (1d4 + 1) Hit Points 7 (3d4)
Speed 40 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 4 (-3) 16 (+3) 11 (+0) 3 (-4) 10 (+0) 8 (-1)

Skills Perception +2, Survival +2 Senses darkvision 60 ft., passive Perception 10


Senses passive Perception 12 Languages —
Languages — Challenge 1/8 (25 xp)
Challenge 0 (10 xp)
Actions
Keen Smell. Pig-pig has advantage on Wisdom (Perception) Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
checks that rely on smell. one creature. Hit: 5 (1d4 + 3) piercing damage, and
Lavender attaches to the target. While attached, the stirge
Actions doesn’t attack. Instead, at the start of each of her turns,
Bite. Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: the target loses 5 (1d4 + 3) hit points due to blood loss.
3 (1d4 + 1) piercing damage. Lavender can detach herself by spending 5 feet of her
movement. She does so after she drains 10 hit points of
that can aid in collecting wild herbs. Pig-Pig will be sold to blood from the target or the target dies. A creature,
including the target, can use its action to detach her.
the party with his own traveling satchel, which he likes to
poke his head out of while riding in.

Base Creature: Unique creature (see stat bloc) proboscis. Her thick fur has a distinctive purplish hue,
Template: None from which her name is derived.
Tricks: Hunt, Move, Perform, Use Skill (Survival) Lavender may join the party while they are in the
wilderness. She joins the fight and attacks their foes, then
Personality Trait: I want constant attention from, or at flies off before the party can turn against her. After doing
least physical contact with, my handler. this several times, the party might get the idea that she
Behavioral Oddity: Showman. When left without likes them.
attention for too long, Pig-Pig will perform little tricks
to draw attention to himself, like rolling over. Base Creature: Stirge MM
Physical Oddity: Prehensile. Pig-Pig has an extra-long Template: Exceptional specimen
tail, which is hard to notice since it curls so tightly. Tricks: Assault, Behave, Go Home, Harry, Move, Scout

LAVENDER (CR 1/8) Personality Trait: I like to be near people and add my
Lavender was orphaned as a young spriteling. Soon after, buzzing hum to the sounds they make.
all her many siblings got killed off by an area-affecting Behavioral Oddity: Bat Sleeper. As the party travels,
spell that young Lavender, being an exceptional specimen, Lavender suspends herself upside down, like a bat,
was barely strong enough to endure. To survive, she from things people are wearing or carrying.
followed the adventurers who were responsible and fed on Physical Oddity: Missing Feature. Lavender’s proboscis
their horses while they slept. She is fortunate that they is short and jagged, the result of an injury.
never posted watches and carried no ranged weapons, so
CLEVER (CR 1/4)
were unable to stop her feasting. She took this failure to
This little ball of feathers looks a bit like a wingless turkey,
kill her as acceptance of her presence and soon came to
with sharp claws and a maw of deadly fangs. Smarter than
like helping those (and other) flightless humanoids.
most animals, Clever may try to assert pack dominance
Although hungry by nature, Lavender takes care not to
over the least-talkative party members, which she
feed on those she considers part of her flock. She is slightly
expresses by fanning her plumage at them and gobbling up
larger than other stirges, with a round belly and a short
their rations during mealtimes.
SAMPLE ANIMALS 120
Clever’s feathers are brown with gray and green tips; Behavioral Oddity: Indiscriminate Hunger. When a
this plumage serves as a fine mottled camouflage. She can creature falls in battle, whether friend or foe, Clever
spread her long tail feathers over herself for extra runs up to it then looks to her handler for permission
concealment. While hunting, Clever walks on her powerful to start eating.
talons in a slow, smooth movement, keeping her head low Physical Oddity: Long Tail. Clever’s long tail feathers
and her steps quiet. When not hunting, her movement is are double her body’s length. She can spread these
more akin to a rabbit’s, with plenty of hops and inquisitive feathers like a peacock’s plumage.
head bobbing.
This creature is probably native to a region with dense
SWEETIE BEAR (CR 1/2)
foliage, like a jungle. Because of Clever’s aggressive, A ferocious defender in a pint-size package, this little
predatory nature, a normal encounter with her is likely to badger has no fear of larger creatures. It is aggressive in
lead to a fight. She might be encountered in distress, either combat and, despite tiny jaws, can ignore serious injuries.
fighting off enemies or stuck in a trap, either of which Sweetie Bear has black-striped markings typical of a
might endear Clever to the party if its members save her badger, except that the portions of his fur that should be
from the threat. Alternately, a merchant or animal-fighting white are instead a very pale yellow.
arena might be looking to sell off this vicious creature. Sweetie Bear might be acquired from a druid who
trained him, but only if the party befriended the druid or
Base Creature: Velociraptor VGM otherwise seems worthy to take this creature off the
Template: None druid’s hands.
Tricks: Assault, Behave, Concentrate, Defend, Harry,
Move, Scout, Use Skill (Stealth) Base Creature: Badger MM
Template: Legendary creature
Personality Trait: I am aggressive in the face of all
threats or adversity, throwing myself at challenges
without concern for personal safety.

Tiny beast, neutral

Tiny beast, unaligned Armor Class 12 (natural armor)


Hit Points 33 (6d4 + 18)
Speed 50 ft., burrow 5 ft.
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft. STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 16 (+3) 5 (-3) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4
Senses darkvision 30 ft., passive Perception 11
Languages —
Skills Perception +3, Stealth +4
Challenge 1/2 (100 xp)
Senses passive Perception 13
Languages —
Challenge 1/4 (25 xp) Boon of Speed. Sweetie Bear can use a bonus action to
take the Dash or Disengage action. Once he does this, he
cannot do so again until he completes a short rest.
Pack Tactics. Clever has advantage on an attack roll
against a creature if at least one of her allies is within 5 Keen Smell. Sweetie Bear has advantage on Wisdom
feet of the creature and the ally isn’t incapacitated. (Perception) checks that rely on smell.
Actions Legendary Resistance (2/Day). If Sweetie Bear fails a
saving throw, he can choose to succeed instead.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6+2) piercing damage. Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) slashing damage. target. Hit: 1 (1d4 - 1) piercing damage.

121 ANIMAL HANDLERS’ MANUAL


Tricks: Assault, Behave, Comprehend (Common), Histopher Ribbon may be encountered in the wild in
Concentrate, Defend, Harry, Hunt, Move, Scout, Use warm climates (he is accustomed to hot jungle regions). He
Skill (Perception) is probably on his way to deliver a message scroll
somewhere, or he has perhaps been injured in the attempt
Personality Trait: I am incredibly aggressive toward
to do so.
anything that looks dangerous or that I don’t
understand. Base Creature: Flying Snake MM
Behavioral Oddity: Herbivore. Sweetie Bear likes to eat Template: None
plants, particularly berries and nuts, and if allowed to Tricks: Behave, Discriminate, Go Home, Hunt
wander in the woods, his fur will be matted with berry
juice when he returns. Personality Trait: I am deeply loyal to anyone who feeds
Physical Oddity: Colorful. Sweetie Bear has pale yellow me, or to the last person who fed me.
fur amidst his black stripes. Behavioral Oddity: Mellow. Histopher has become
accustomed to consuming alcohol on the regular, but
not to the point of drunkenness. This preference is a
These creatures are dangerous flyers, with traits suited for holdover from his time with the yuan-ti, who were
striking from the sky, often using hit-and-run tactics. notoriously resistant to intoxication.
Physical Oddity: Parrot Plumage. Histopher is brighter
HISTOPHER RIBBON (CR 1/8) in coloration than other flying snakes. He takes great
This clever flying snake was trained by a cabal of yuan-ti care to keep his plumage clean.
purebloods who were more interested in drinking and
debauchery than any of the sinister plans held by their NUGGET (CR 1)
yuan-ti superiors. Although this group eventually came to Nugget belongs to a breed of large flying dinosaurs
a bad end, their pet flying snake escaped to carry on his domesticated by dragonborn tribes for use as hunters and
own life. occasionally as mounts. She was raised and groomed to be
Histopher is blue in color like a macaw, including the a gift, used to cement a political alliance in a land far from
scales of his body as well as the feathers of his wings. He her home.
has a ridge of fluff and feathers down his spine, beginning
in a high feather crest on his head.

Large beast, unaligned


Tiny beast, unaligned
Armor Class 14 (natural armor)
Armor Class 14 Hit Points 39 (6d10 + 6)
Hit Points 5 (2d4) Speed 30 ft., fly 60 ft.
Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
Skills Perception +1
Senses blindsight 10 ft., passive Perception 11 Senses passive Perception 11
Languages — Languages —
Challenge 1/8 (25 xp) Challenge 1 (200 xp)

Flyby. Histopher doesn’t provoke opportunity attacks Flyby. Nugget doesn’t provoke opportunity attacks when
when he flies out of an enemy’s reach. she flies out of an enemy’s reach.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target, Hit: 1 piercing damage plus 7 (3d4) poison damage. target. Hit: 10 (2d6 + 3) piercing damage

SAMPLE ANIMALS 122


Nugget has brown scales in various shades. These match
the barren, rocky terrain Nugget was raised in. She hunts
with her long, sharp beak, snatching up prey and bringing Large undead, unaligned
it to her handler. She often delights in these successes,
becoming very animated for several minutes afterward. Armor Class 12
Nugget may be found as a pet for a dragonborn tribe. She Hit Points 39 (7d10 + 21)
might already have been given as a gift and is thus in the Speed 30 ft., fly 80 ft.
hands of a noble or one of the noble’s household. As part of
a random encounter, the party may discover Nugget trying STR DEX CON INT WIS CHA
to defend her terminally injured handler from whatever 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
threat the random encounter produces.
Skills Perception +5
Base Creature: Pteranodon MM Damage Immunities poison
Template: Dire animal Condition Immunities poisoned
Tricks: Defend, Harry, Hunt, Move Senses darkvision 60 ft., passive Perception 15
Languages —
Personality Trait: I am savagely aggressive, relentless Challenge 3 (700 xp)
and violent in pursuit of any task given to me.
Behavioral Oddity: Hang Time. Nugget likes to stay in Keen Sight. Turtledove has advantage on Wisdom
the sky as long as possible. She flies all day, resting on (Perception) checks that rely on sight.
thermal updrafts while circling high overhead. Undead Fortitude. If damage reduces Turtledove to 0 hit
Physical Oddity: Smiler. Nugget’s beak curves slightly at points, it must make a Constitution saving throw with a DC
just the right place to make it look like she’s always of 5 + the damage taken, unless the damage is radiant or
smiling. from a critical hit. On a success, Turtledove drops to 1 hit
point instead.
TURTLEDOVE (CR 3)
This undead creature has the body of a lion and the head, Actions
wings, and forelegs of an eagle. Once the much-beloved Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
mount of a heroic warrior, Turtledove and its rider were target. Hit: 8 (1d8 + 4) piercing damage
attacked while far from their allies. After they fell to the
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
earth, Turtledove was unable to revive its rider, and target. Hit: 11 (2d6 + 4) piercing damage
eventually starved to death watching over her corpse.
However, its sense of loyalty survived, driving Turtledove
Base Creature: Griffon MM
to maintain its vigil even after death. As an undead
Template: Undead creature, rider-trained, war-trained
creature, Turtledove no longer requires air, food, drink, or
Roles and Tricks: Assault, Concentrate, Defend, Special
sleep, and it no longer ages.
Action (Slam), Wear Armor
Turtledove’s fur is thin and patchy, and its tail is entirely
hairless. Turtledove’s feathers are also falling out, Personality Trait: I am fearless and single-minded in
particularly in the wings where some bones might be pursuit of my mission, whatever that might be.
visible; the rest of the body is wrapped with enough old Behavioral Oddity: Watchful. Turtledove is always
bandaging to conceal much of the decay. watching, always vigilant for threats.
Turtledove might be discovered in the deep wilderness, Physical Oddity: Whistler. Turtledove’s beak is worn and
standing guard over the grave of its fallen master, just decayed, with several holes in it that make a whistling
waiting for someone to come along and end its vigil. It sound when it dives with its beak open.
prefers not to be ridden unless it establishes a strong bond
with a new handler. Turtledove might instead be caged in
BITER (CR 5)
the lair of some spellcaster, making cute animal noises Biter is an unusual type of chimera, a rare mutation from
from the shadows. Getting a good look at Turtledove might within a normal bloodline of these monstrosities. She is
be a shock; best to have the animal make a good just old enough to know she doesn’t fit in with her kind
impression before its true nature is revealed. and recently struck out on her own because of this. Biter’s
personality is both fickle, a product of her three brains,
and independent, making it difficult for anyone but a
dedicated handler to manage her.

123 ANIMAL HANDLERS’ MANUAL


doorknobs, tree branches, and other items
occasionally suffer “testing.”
Medium monstrosity, chaotic good Physical Oddity: Missing Feature. Biter has no tail,
whether by some mutation or a simple mishap.
Armor Class 14
Hit Points 114 (6d8 + 48) SPIKE (CR 7)
Speed 30 ft., fly 60 ft. This draconic creature comes from the Shadowfell, where
shadow wyverns are common. Spike snuck into the
STR DEX CON INT WIS CHA Material Plane, following some shadar-kai who were riding
15 (+2) 11 (+0) 17 (+3) 2 (-4) 12 (+1) 10 (+0) older shadow wyverns, and who had refused to bring
Spike because he was too young.
Skills Perception +8
Spike’s scales are not simply black, they are the color of
Senses darkvision 60 ft., passive Perception 18
deepest night, magically dark, allowing him to hide
Languages understands Draconic but can’t speak
Challenge 5 (1,800 xp) perfectly in shadows.

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d4 + 4) piercing damage.
Large dragon, unaligned
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 4) bludgeoning damage. Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 20 ft., fly 80 ft.
target. Hit: 11 (2d4 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon head exhales an STR DEX CON INT WIS CHA
icy blast in a 15-foot cone. Each creature in that area must 21 (+5) 12 (+1) 17 (+3) 5 (-3) 13 (+1) 6 (-2)
make a DC 15 Constitution saving throw, taking 22 (5d8)
cold damage on a failed save, or half as much damage on a
successful one. Skills Perception +4, Stealth +4 (or +14)
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 7 (2,900 xp)
This monstrous creature has the wings of a dragon, the
front legs of a leopard, and the rear legs of a ram. She has
Shadow Meld. Spike gains a +10 bonus to Dexterity
three heads; a silver-scaled dragon’s head, a gray-mottled
(Stealth) checks to remain unseen in darkness.
snow leopard’s head, and a white ram’s head with thick,
curved horns. Slam. If Spike moves at least 20 feet straight toward a
The party might free Biter from magical subjugation or Medium or smaller target and then hits it with a claw
attack on the same turn, the target must succeed on a DC
imprisonment, giving the players the idea that this animal
15 Strength saving throw or also be knocked prone. If the
is useful and is accustomed to being controlled. If target is knocked prone, Spike can use a stinger attack
encountered in the wild, a character proficient with the against that target as a bonus action.
Arcana skill might notice that this chimera is visually
different than others of its kind, particularly in that its Actions
dragon head is metallic rather than chromatic, a clue as to Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
its different alignment. creature. Hit: 11 (2d6 + 4) piercing damage.

Base Creature: Chimera MM Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Template: Juvenile creature target. Hit: 13 (2d8 + 4) slashing damage.
Tricks: Assault, Concentrate, Special Action (Cold Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Breath), Wear Armor creature. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10)
necrotic damage. The target must make a DC 15
Personality Trait: I am faithful to a fault; when I give my Constitution saving throw, taking 24 (7d6) poison damage
loyalty, it is for life… and beyond. on a failed save, or half as much damage on a successful
Behavioral Oddity: Biter. This creature is often testing one.
how strong things are… by biting them. Wagon wheels,
SAMPLE ANIMALS 124
Spike is lonely since he lost track of the other creatures
from his plane. He wants to have friends, although he will
play it cool and aloof the whole time. Small beast, unaligned

Base Creature: Wyvern MM Armor Class 12


Template: Shadow creature, war-trained Hit Points 14 (4d6)
Tricks: Assault, Behave, Concentrate, Defend, Speed 30 ft.
Comprehend (Common), Harry, Move, Scout, Use Skill
(Stealth), Special Action (Slam), Wear Armor STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
Personality Trait: I am cooler than others of my kind,
and I’m just smart enough to be edgy about it. Skills Stealth +4
Behavioral Oddity: Sneaker. Spike likes to sneak up on Senses darkvision 60 ft., passive Perception 10
enemies and allies alike and spy; you might be on Languages —
watch one night and be startled to realize he’s behind Challenge 1/8 (25 xp)
a tree, watching you.
Physical Oddity: Misshapen. Instead of normal fangs, Keen Smell. Pinky has advantage on Wisdom (Perception)
checks that rely on smell.
Spike’s maw has narrow, needle-sharp teeth, layered
in redundant rows. Pack Tactics. Pinky has advantage on an attack roll against
Bond: I am always on the lookout for my lost twin, who a creature if at least one of his allies is within 5 feet of the
is simultaneously my greatest friend and my greatest creature and the ally isn’t incapacitated.
rival. Actions
Ideal: Nosiness. I like to know what everyone is doing,
but I don’t want my interest to be noticed. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

These nonflying creatures are agile hunters that rely upon Personality Trait: I am always curious to learn how
speed, stealth, and occasional pack tactics. others act and pick up useful skills.
Behavioral Oddity: Copycat. Pinky likes to imitate the
PINKY (CR 1/8)
rote behaviors of humanoids and other animals.
When he and his siblings ran afoul some adventurers in
Physical Oddity: Long Tail. Pinky has exceptional
their forest home, Pinky made a run for it rather than
control of his long tail; it is almost prehensile.
fighting. Although an able combatant, this giant rat was
smart enough to know that the odds were against them. To WEBSTER (CR 1)
this day, Pinky has survived on being just a bit brighter Of all the dangerous beasts in fantasy worlds, giant spiders
than the creatures around him. are among the most common. Smarter than normal
Pinky is a well-groomed giant rat with an extra-long vermin, these creatures can form attachments with
pink tail. He has learned to imitate the posture and handlers and learn to serve as pets and guardians. They
socializing of domestic animals, which has proven a are a particular favorite of the drow. In Webster’s case, its
valuable strategy for securing food and safety from training by a goblin druid enhanced the creature’s combat
humanoids. He likes to wear clothes, should the chance prowess and produced a versatile hunting companion.
arise to do so. prey. Webster is accustomed to wearing a riding harness
Pinky could be found at the fringes of small village. The and saddle.
residents might have stories about Pinky, and he might While few societies outside of the drow have a market
have made friends with some of the residents by keeping for spiders like this, this creature, or a variant of it, can be
snakes and smaller vermin away from crops. Perhaps one encountered anywhere, in nearly any environment. Most
of the village children made a vest or collar for Pinky, official hardcover adventures list one or more encounters
which he keeps as clean as possible. with giant spiders. For a handler interested in a giant
spider companion, the sources are endless.
Base Creature: Giant rat MM
Webster’s hairy body is dark brown with paler blond
Template: Exceptional specimen
stripes. It has long, spiny legs, which it can use to propel
Tricks: Assault, Behave, Defend, Fetch, Hide, Perform,
itself in a jumping body slam to disorient opponents.
Scout, Use Item (clothes), Use Skill (Stealth)

125 ANIMAL HANDLERS’ MANUAL


Base Creature: Giant spider MM
Template: Rider-trained, war-trained
Tricks: Assault, Concentrate, Defend, Special Action
Large beast, unaligned
(Body Slam), Wear Armor
Armor Class 14 (natural armor) Personality Trait: I am always creepy, hanging about
Hit Points 26 (4d10 + 4)
and randomly moving my mandibles.
Speed 30 ft., climb 30 ft.
Behavioral Oddity: Ball Sleeper. Webster rests by
STR DEX CON INT WIS CHA bunching into a corpse-like ball, preferably in a
confined space.
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Physical Oddity: Scars. Webster has a series of scars on
Skills Stealth +7 its thorax, evidence of battles against armed
Senses darkvision 60 ft., passive Perception 10 adventurers.
Languages —
STICKS (CR 3)
Challenge 1 (200 xp)
The dire wolf is an iconic loper, one popular among
Body Slam. If Webster moves at least 20 feet straight rangers and other heroes who have strong connections
toward a Medium or smaller target and hits it with a bite with the wilderness. Wherever this particular dire wolf
attack on the same turn, it can forego inflicting its poison goes, her legend follows her. She was once known for
damage and opt for a knockdown. The target must succeed organizing unrelated wolves and dire wolves, asserting
on a DC 15 Strength saving throw or be knocked prone in dominance across large geographical areas and organizing
addition to the bite’s damage. If the target is knocked multi-pack hunts that terrorized animal and humanoid
prone, Webster can use a (normal) bite attack against that alike. Now, her home encroached upon once too often by
target as a bonus action. civilization, this legendary creature has given up on going
Spider Climb. Webster can climb difficult surfaces, deeper into the wilderness and is looking for a new way of
including upside down on ceilings, without needing to life.
make an ability check. Sticks is a large, powerful dire wolf with the antlers of an
Web Sense. While in contact with a web, Webster knows elk and a ridge of bony protrusions down her spine. Her
the exact location of any other creature in contact with the eyes are yellow, and her fur is light gray. In battle, she will
same web. briefly stand erect on her hind legs before plunging
Web Walker. Webster ignores movement restrictions forward with a charge of her antlers.
caused by webbing. If the party is attacked by hungry wolves in the
wilderness, Sticks may show up and drive the animals
Actions away, hoping to save the lives of her fellow wolves. Sticks
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one might also be encountered in battle with winter wolves or
creature. Hit: 7 (1d8 + 3) piercing damage, and the target worgs; these cruel, wolf-like races are Sticks’ bitter
must make a DC 11 Constitution saving throw, taking 9 enemies, and she has clashed with them more than once
(2d8) poison damage on a failed save, or half as much before. In either case, the party may be impressed with the
damage on a successful one. If the poison damage reduces creature’s help in combat. Alternately, a druid in the party
the target to 0 hit points, the target is stable but poisoned or a cleric with the Nature Domain might perceive Sticks to
for 1 hour, even after regaining hit points, and is paralyzed
be an embodiment of nature’s divinity and seek to make an
while poisoned in this way.
alliance on that basis.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is restrained Base Creature: Dire wolf MM
by webbing. As an action, the restrained target can make a Template: Legendary creature
DC 12 Strength check, bursting the webbing on a success. Tricks: Assault, Behave, Comprehend (Winter Wolf,
The webbing can also be attacked and destroyed (AC 10; Worg), Concentrate, Defend, Hunt, Scout, Use Skill
hp 5; vulnerability to fire damage; immunity to (Athletics, Insight, Intimidation, Survival)
bludgeoning, poison, and psychic damage).
Personality Trait: I am the alpha of this pack; even if I
follow a handler, I do so only to learn new things and to
form alliances with these two-legged hunters.

SAMPLE ANIMALS 126


Large beast, chaotic neutral Medium monstrosity, unaligned

Armor Class 16 (natural armor) Armor Class 15 (natural armor)


Hit Points 95 (10d10 + 40) Hit Points 65 (10d8 + 20)
Speed 50 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 6 (-2) 12 (+1) 7 (-2) 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

Skills Athletics +7, Insight +3, Perception +3, Stealth +4, Senses darkvision 60 ft., passive Perception 9
Survival +3 Damage Resistances poison
Damage Resistances cold Languages —
Senses passive Perception 13 Challenge 4 (1,100 xp)
Languages Winter Wolf, Worg
Challenge 3 (700 xp) Exotic Blinkers. While wearing this equipment, Princess
cannot use her Petrifying Gaze. She also has disadvantage
Keen Hearing and Smell. Sticks has advantage on Wisdom on Wisdom (Perception) checks that rely on sight. An
(Perception) checks that rely on hearing or smell. adjacent handler can use an action to open the blinkers,
moving aside the shaded lenses, or to close the blinkers
Pack Tactics. Sticks has advantage on an attack roll against
again.
a creature if at least one of her allies is within 5 feet of the
creature and the ally isn’t incapacitated. Petrifying Gaze. If a creature starts its turn within 30 ft. of
Princess and the two of them can see each other, the
Legendary Resistance (2/Day). If Sticks fails a saving
basilisk can force the creature to make a DC 12
throw, she can choose to succeed instead.
Constitution saving throw if Princess isn't incapacitated. On
Actions a failed save, the creature magically begins to turn to stone
and is restrained. It must repeat the saving throw at the
Bite or Antlers. Melee Weapon Attack: +7 to hit, reach 5 end of its next turn. On a success, the effect ends. On a
ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the failure, the creature is petrified until freed by the greater
target is a creature, it must succeed on a DC 15 Strength restoration spell or other magic.
saving throw or be knocked prone. A creature that isn’t surprised can avert its eyes to avoid
the saving throw at the start of its turn. If it does so, it
Behavioral Oddity: Wagger. Sticks shows affection by can’t see Princess until the start of its next turn, when it
thumping creatures with her wagging tail. can avert its eyes again. If it looks at her in the meantime,
it must immediately make the save.
Physical Oddity: Rack. Sticks got her name from her
If Princess sees her own reflection within 30 ft. of herself
rack of antlers, a very unusual feature for her kind.
in bright light, she mistakes herself for a rival and targets
Bond: More than protection, I provide my kind with herself with her gaze.
organization, showing them a better way to live.
Ideal: Society. I believe we are stronger together, Actions
standing higher on the food chain. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6)
PRINCESS (CR 4)
poison damage.
This basilisk was raised from an egg by kobold handlers
who trained her to serve as a guardian for their
form a vaguely circular pattern resembling a crown. Her
underground stronghold. Although she is trained not to
eyes glow a brilliant green.
use her Petrifying Gaze without instruction to do so,
Basilisks are solitary creatures. Princess might therefore
Princess typically wears exotic blinkers that contain
be encountered in the company of a kobold handler who is
smoked glass lenses over her eyes. Princess’s training also
in the process of relocating her because she is now full-
includes regurgitating her valuable stomach fluids when
grown and is seen as a rival to her former brood mates. If
induced and allowing her fangs to be milked of venom.
encountered alone (perhaps because she ate her handler),
Princess has spikes along her spine from head to tail,
Princess will be wearing tack and harness, along with her
characteristic of all basilisks, but the spikes on her head
exotic blinkers, signs of her use as an animal companion.

127 ANIMAL HANDLERS’ MANUAL


Although the Monster Manual description of basilisks
says they are commonly trained as guardians or
companions, it is unlikely that the characters will Large beast, unaligned
understand the extent of Princess’s training without some
serious investigation or the use of magic. Armor Class 14 (natural armor)
Hit Points 52 (7d10 + 14)
Base Creature: Basilisk MM Speed 30 ft., swim 50 ft.
Template: Fey creature
Tricks: Assault, Behave, Defend, Special Action STR DEX CON INT WIS CHA
(Petrifying Gaze) 17 (+3) 9 (-1) 15 (+2) 1 (-5) 10 (+0) 7 (-2)

Personality Trait: I get fussy when I am not Skills Stealth +5


acknowledged for correctly performing tricks or if I go Senses passive Perception 10
long enough without attention. Languages —
Behavioral Oddity: Guardian. If the party is idle, Challenge 5 (1,800 xp)
princess seeks to explore and patrol every room of a
structure or cave complex she is in, whether she is on Hold Breath. Amanda can hold her breath for 30 minutes.
guard or not.
Regeneration. Amanda regains 5 hit points at the start of
Physical Oddity: Crown of Flowers. Princess’s head her turn. If she takes necrotic or radiant damage, this trait
spikes have a growth of intertwining vines that flower doesn't function at the start of her next turn. If Amanda
in different colors depending on the season. starts her turn with 0 hit points and doesn’t regenerate,
she stops regenerating until she heals at least 1 hit point.
AMANDA (CR 5) During this time, she makes death saves as normal.
Amanda is a miniature giant crocodile, a creature stunted
by the harsh, hellish bog it was spawned in. Amanda was Actions
summoned to the Material Plane in a complex ritual gone Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
awry, after which she escaped into a local swamp area and target. Hit: 16 (3d8 + 3) piercing damage, and the target is
has lived ever since, terrorizing the local crocodilian grappled (escape DC 14). Until this grapple ends, the target
population. is restrained, and Amanda can’t bite another target.
Given her “miniature” status, Amanda is the same size as Frightful Roar. Each creature of Amanda’s choice that is
a normal crocodile. She otherwise resembles a crocodile within 120 feet of her and can hear her must succeed on a
except that when she opens her mouth, she releases a DC 14 Wisdom saving throw or become frightened for 1
swirl of acrid black smoke. minute. A creature can repeat the saving throw at the end
Amanda might be encountered somewhere in the wild, of each of its turns, ending the effect on itself on a success.
particularly in a bog or other swampy region. She might If a creature’s saving throw is successful or the effect ends
appear to the party while serving as a messenger for some for it, the creature is immune to Amanda’s Frightful Roar
for the next 24 hours.
fiendish power; perhaps arriving to deliver a message to a
warlock who has the Fiend as an otherworldly patron. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Then she simply never leaves. target not grappled by Amanda. Hit: 10 (2d6 + 3)
bludgeoning damage. If the target is a creature, it must
Base Creature: Giant crocodile MM succeed on a DC 14 Strength saving throw or be knocked
Template: Juvenile specimen (miniature), planar prone.
creature (The Nine Hells: Minauros)
Tricks: Assault, Special Action (Frightful Roar)

Personality Trait: I am a scourge to my enemies; I never These creatures dominate the battlefield with their
show mercy or back down. placement, standing strong between their handlers and the
Behavioral Oddity: Juggernaut. Amanda will bite or foes. Most Heavy Bulwarks wear barding to maximize their
shoulder aside anything that gets in her way instead of defensive abilities or have their own natural armor.
going around.
Physical Oddity: Scar. Amanda has a long, hook-shaped LOLLIHOP (CR 1/2)
scar on her shoulder. Lollihop was trained by his former sea elf handlers to
serve as part of a ranging force capable of exploring
surface regions. As part of these duties, Lollihop was
SAMPLE ANIMALS 128
trained to defend his allies and disarm enemies of their creatures might be encountered together. They could offer
weapons. the party the assistance (or purchase) of this toad for some
This giant toad’s bumpy, spotty hide is several shades of shared purpose or mission.
green and brown. He wears a fitted vest of barding made of
Base Creature: Giant toad
a mysterious metal that resembles fish scales. This
Template: Juvenile creature
iridescent alloy seems immune to the rusting depredations
Tricks: Defend, Disarm, Wear Armor
of water. iridescent alloy seems immune to the rusting
depredations of water. Personality Trait: My purpose is to defend others; I don’t
Lollihop might be encountered in a coastal region, near a like to go anywhere by myself.
port or large river crossing, or in an underwater location. If Behavioral Oddity: Practice. Lollihop likes to practice
he is on his own, that means Lollihop got separated from his Disarm trick by picking up random things with his
his ranging group or is perhaps its only surviving member. tongue and dropping them in other locations; any
Otherwise, a group of sea elves and trained amphibious loose objects left around the camp are likely to end up
some distance away from where they were placed.
Physical Oddity: Big Tail. Lollihop still has a long tail in
Medium beast, unaligned this late stage of growth, transitioning from giant
tadpole into giant toad.
Armor Class 15 (scale mail barding)
Hit Points 16 (3d10)
WILLFUL (CR 3)
Speed 20 ft., swim 40 ft. This massive bull comes from the Elemental Plane of Fire.
Willful answers the magical summons of a sorcerer on the
STR DEX CON INT WIS CHA Material Plane who uses a drop of royal blood to bind the
11 (+0) 13 (+1) 11 (+0) 1 (-5) 10 (+0) 3 (-4) creature to an embattled ruler. Willful’s purpose is to
wanders the ruler’s lands, serving as an extension of his
Skills Stealth +1 (disadvantage) master’s dominion and dragging terror in his wake.
Senses darkvision 30 ft., passive Perception 10 Willful’s fur is a deep russet color. His eyes are red and
Languages — animated like flickering fire. His breath is a bellow of
Challenge 1/2 (100 xp) smoke, and when Willful gets angry, fire wreathes his
massive horns.
Amphibious. Lollihop can breathe air and water. The ritual that summons Willful to this plane might be
Long Tongue. Lollihop can attempt his Disarm trick while found in an ancient manuscript. It requires the
at a range of 10 ft. expenditure of costly material components and a drop of
Standing Leap. Lollihop’s long jump is up to 20 ft. and his royal blood, although the blood of a character with the
high jump is up to 10 ft., with or without a running start. noble background may suffice. Willful has the charmed
condition relevant to the person whose blood is used in the
Actions ritual. Alternately, Willful may be encountered on this
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one plane doing the bidding of some other master; acquiring
target. Hit: 4 (1d8) piercing damage plus 3 (1d6) poison Willful this way first requires that his master be killed (or
damage, and the target is grappled (escape DC 11). Until his master’s charm be dispelled).
this grapple ends, the target is restrained, and Lollihop
can’t bite another target. Base Creature: Aurochs VGM
Template: Planar creature (Plane of Fire)
Swallow. Lollihop makes one bite attack against a Small or
Tricks: Harry, Hunt, Scout, Use Skill (Perception)
Tiny target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is Personality Trait: I am a nightmare, chained by hatred.
blinded and restrained, it has total cover against attacks
Behavioral Oddity: Restless. Willful is constantly
and other effects outside the toad, and it takes 7 (3d4) acid
moving. Even while “inactive,” he stalks about, circles,
damage at the start of each of Lollihop’s turns. The toad
can have only one target swallowed at a time. or paces back and forth.
If Lollihop is reduced to 0 hit points, a swallowed Physical Oddity: Red Eyes. Willful’s eyes glow red,
creature is no longer restrained by him and can escape shedding dim light in a 5-foot radius around him.
using 5 feet of movement, exiting prone.

129 ANIMAL HANDLERS’ MANUAL


Large beast, unaligned Huge beast, unaligned

Armor Class 13 (natural armor) Armor Class 16 (chain mail barding)


Hit Points 57 (6d10 + 24) Hit Points 76 (8d12 + 24)
Speed 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 5 (-3) 22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Skills Perception +3 Skills Athletics +8, Stealth -1 (disadvantage)


Senses passive Perception 13 Senses passive Perception 10
Languages — Languages —
Challenge 3 (700 xp) Challenge 4 (1,100 xp)

Fiery Impact. If Willful moves at least 20 feet straight Actions


toward a target and then hits it with a gore attack on the
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
same turn, the target takes an extra 9 (2d8) fire damage. If
target. Hit: 19 (3d8 + 6) piercing damage.
the target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one Stampy may be found in a limited range of warm
target. Hit: 14 (2d8 + 5) piercing damage. habitats, including savannahs, forests, deserts, and
Terrifying Approach (Recharge 5-6). When Willful takes a marshes. She is representative of elephants that can be
Dash action, all creatures of his choice within 30 ft. of him purchased with additional useful training. Owing to her
at the end of his turn’s final movement must succeed on a loyalty and usefulness, she is not likely to be found
DC 14 Wisdom saving throw or become frightened for 1 wandering without minders or handlers.
minute. A creature that fails its saving throw by 5 or more
is also panicked while frightened this way; a panicked Base Creature: Elephant MM
creature must take the Dash action and move away from Template: Rider-trained
Willful by the safest available route on each of its turns, Tricks: Behave, Concentrate, Defend, Move, Use Skill
unless there is nowhere to move. If an affected creature (Athletics), Wear Armor
ends its turn in a location where it doesn’t have line of
sight to Willful, the creature can make a Wisdom saving Personality Trait: I am serene and resigned to my labor,
throw. On a successful save, the effect ends for that both in mundane work and in battle.
creature. If a creature’s saving throw is successful, the Behavioral Oddity: Skittish. Stampy is afraid of Tiny-
creature is immune to Willful’s Terrifying Approach for the sized rodents like badgers, rats, and weasels.
next 24 hours. Physical Oddity: Scars. Stampy’s hide shows the
ravages of working in predator-filled environments,
STAMPY (CR 4) and of operating alongside soldiers and adventurers.
Like many of her kind, Stampy was raised in captivity and ROTFANG (CR 6)
trained for labor in an environment where predators are Rotfang lived a happy life in a cavernous dungeon,
common. In addition to carrying heavy loads, Stampy’s disposing of waste thrown into its lair. That is, until one
training includes fending off the attacks of land-bound fateful day when adventurers came. They slew the cultists
predators that may stalk her or her handlers. who had been supplying Rotfang’s food. Although the
This elephant is accustomed to bearing a howdah of creature did not mind eating the cultists’ corpses too, the
riders when she isn’t performing other labor. In battle, creature eventually starved to death. Having been raised
Stampy wears a protective coat of chain mail links. Her on a steady diet of bodies used as evil sacrifices, Rotfang
thick, gray hide is scarred from long-clawed predators, or eventually rose from the dead, suffused with necromantic
from the spears of ivory hunters or enemy soldiers. energy.

SAMPLE ANIMALS 130


chonker smells like decay; whether because of its undead
nature or because it loves eating rubbish.
Large undead, neutral Rotfang might follow a dangerous party at a distance,
cleaning up after the corpses they leave behind. It might be
Armor Class 14 (natural armor) weeks before they notice its presence, at which point it can
Hit Points 114 (12d10 + 48) use its telepathy to present itself as friendly, expressing
Speed 30 ft. familiarity with individuals in the party and flattering
them at their ability to leave a trail of delicious corpses.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2) Base Creature: Otyugh MM
Template: Undead creature
Saving Throws Constitution +7 Tricks: Attack, Behave, Comprehend (Common,
Skills Athletics +6, Perception +4, Survival +4 Draconic), Concentrate, Defend, Desist, Disarm, Fetch,
Senses darkvision 120 ft., passive Perception 14 Guard, Harry, Heel, Hide, Shove, Subdue, Use Skill
Languages Otyugh (Athletics, Perception, Stealth)
Challenge 6 (2,300 xp)
Personality Trait: I am implacable, regardless of
Limited Telepathy. Rotfang can magically transmit simple circumstances or threats.
messages and images to any creature within 120 ft. of it Behavioral Oddity: Annoying. Rotfang watches people
that can understand a language. This form of telepathy
eat, waiting to take care of scraps and waste.
doesn't allow the receiving creature to telepathically
Physical Oddity: Tree-Toed. Rotfang’s toe-like claws are
respond.
spaced around the circumference of each of her feet,
Undead Fortitude. If damage reduces Rotfang to 0 hit like tree roots, rather than being on the front.
points, it must make a Constitution saving throw with a DC Bond: I have no need to kill anything; everyone gets
of 5 + the damage taken, unless the damage is radiant or
eaten too early in life.
from a critical hit. On a success, Rotfang drops to 1 hit
Ideal: Fragrance. I love the smells of baking bread, the
point instead.
earth after a rainfall, or a bed of wildflowers; these
Actions scents (and garbage) are what I live for.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one PRETZEL (CR 7)
target. Hit: 12 (2d8 + 3) piercing damage. If the target is a
Pretzel was bred and trained by magical means, which was
creature, it must succeed on a DC 15 Constitution saving
throw against disease or become poisoned until the a necessity given the amount of effort needed to train all
disease is cured. Every 24 hours that elapse, the target five brains.
must repeat the saving throw, reducing its hit point This juvenile has an unusual pattern of subtle colors.
maximum by 5 (1d10) on a failure. The disease is cured on Each of its long-necked heads has a different tinge
a success. The target dies if the disease reduces its hit overlaying its green scales: purple, yellow, blue, orange,
point maximum to 0. This reduction lasts until the disease and red. In the right light, this sheen is visible on Pretzel’s
is cured. body too, forming an unusual pattern of spots, stripes, and
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one whorls.
target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) Pretzel might be encountered in any location where a
piercing damage. If the target is Medium or smaller, it is hydra can find enough food. It is cooperative if not
grappled (escape DC 13) and restrained until the grapple currently hungry and is willing to make friends.
ends. Rotfang has two tentacles, each of which can grapple
one target at a time. Base Creature: Hydra MM
Tentacle Slam. Rotfang slams creatures grappled by it into Template: Juvenile creature
each other or a solid surface. Each creature must succeed Tricks: Behave, Guard
on a DC 14 Constitution saving throw or take 10 (2d6 + 3)
Personality Trait: I need constant reassurance to know I
bludgeoning damage and be stunned until the end of
am doing what I am supposed to do.
Rotfang’s next turn. On a successful save, the target takes
half the damage and isn't stunned. Behavioral Oddity: Symmetrical. While on guard duty,
Pretzel aims its heads in different directions, necks
straight, like a five-pointed compass star.
Rotfang’s rocklike skin, normally quite sturdy, is lately
Physical Oddity: Clumsy. Pretzel’s heads often get in
showing signs of chips and flaking. This three-legged
one another’s way. It can only use one at a time for any
131 ANIMAL HANDLERS’ MANUAL
Large monstrosity, unaligned Large beast, unaligned

Armor Class 15 (natural armor) Armor Class 9


Hit Points 76 (8d10 + 32) Hit Points 11 (2d10)
Speed 30 ft., swim 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 1 (-5) 8 (-1) 7 (-2) 14 (+2) 8 (-1) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Skills Perception +5 Senses passive Perception 10


Senses darkvision 60 ft., passive Perception 15 Languages —
Languages — Challenge 1/8 (25 xp)
Challenge 7 (2,900 xp)
Unreliable. Apply disadvantage to any Wisdom (Animal
Hold Breath. Pretzel can hold its breath for 1 hour. Handling) checks made to control this mount in battle or to
Multiple Heads. Pretzel has five heads. While it has more get it to perform tricks or difficult maneuvers.
than one head, Pretzel has advantage on saving throws Unstable. This animal gains 1 exhaustion level for each
against being blinded, charmed, deafened, frightened, hour of a forced march; this is additional to any exhaustion
stunned, and knocked unconscious. from failing the Constitution check.
Whenever Pretzel takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, Pretzel’s Actions
heads stop re-growing until it heals at least 1 hit point.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
During this time, Pretzel makes death saves as normal.
target. Hit: 7 (2d4 + 2) bludgeoning damage.
At the end of its turn, Pretzel regrows two heads for each
of its heads that died since its last turn, unless it has taken
fire damage since its last turn. Pretzel regains 10 hit points
unaccustomed rider and it draws a lot of attention from
for each head regrown in this way.
those nearby.
Reactive Heads. For each head Pretzel has beyond one, it When a rider dismounts from Sablefoot, she always
gets an extra reaction that it can use only for opportunity bends her front legs and dips her head to perform a low
attacks.
bow toward the rider. The Dungeon Master may provide
Wakeful. While Pretzel sleeps, at least one of its heads is other acrobatic flourishes to Sablefoot’s behavior, the
awake. remnants of performance routines learned long ago.
Unfortunately, Sablefoot only does these things for herself
Actions
now; getting her to perform on command is a difficult task.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one Sablefoot may be placed in a campaign for low-level
target. Hit: 7 (1d8 + 3) piercing damage. characters, perhaps at a discount rate at a local market.
Alternately, she might be a gift from an ally who values
complex task. When it tests this limitation, its necks Sablefoot based on her past fame.
might get tied in a knot.
Base Creature: Riding horse MM
Template: Rider-trained [Sablefoot gains the reluctant
creature template while she is not properly groomed.]
Although these creatures fit into the loyal mounts
Tricks: Go Home, Move, Perform, Use Skill (Acrobatics)
archetype, some match more than one archetype.
Personality Trait: I’m always performing, wherever I go
SABLEFOOT (CR 1/8)
and whatever I do, it’s for the crowd.
In her youth, this aging horse won performative
Behavioral Oddity: Dancer. Sablefoot moves with high,
competitions (“dressage”) where she was scored for both
dressage-like steps. It’s difficult for a handler to get
acrobatic movement and grooming. Now, long past her
this horse to move normally.
prime, this quirky mount prefers a high trot to any normal
movement and performs every turn with a flourish of her
tail. This dramatic movement may surprise an
SAMPLE ANIMALS 132
Physical Oddity: Lustrous. Sablefoot’s mane and tail Base Creature: Warhorse MM
remain long and beautiful, despite her showing other Template: Planar creature (Mount Celestia), rider-
signs of advanced age. trained, war-trained
Tricks: Assault, Concentrate, Defend, Special Action
HAIZUM (CR 1)
(Trampling Charge), Wear Armor
This ageless, winged warhorse is native to Mount Celestia.
It came to the Material Plane long ago at the behest of a Personality Trait: I will work for my handler, tirelessly,
good-aligned deity to aid adventurers in their holy quests. to the point of exhaustion and beyond.
Haizum is a pure white horse with large wings of white Behavioral Oddity: Wrathful. Haizum acts fearless of,
feathers. It cannot make use of equine saddles and and behaves aggressively toward, creatures that have
barding; it needs exotic versions that are specifically hurt it or its rider.
crafted to facilitate the creature’s wings. Physical Oddity: Bright Eyes. Haizum’s eyes are golden
Haizum is not a sentient creature like a true pegasus, so orbs with no discernable pupils.
it doesn’t judge the worthiness of a particular handler.
SHADOW FLOOF (CR 3)
However, as a tool of some good deity, Haizum might come
into the possession of good-aligned adventurers through a This displacer beast was taken from its parents as a kitten
series of unlikely coincidences, as though guided by fate. and trained to be a potent ally in combat. It can carry a
He might be found with his own saddle and barding. rider or fight independently, stalking or flanking foes, often
attacking from surprise. Shadow Floof is cunning in
combat and considers battle and tactics to be games it
particularly enjoys. It knows far more tricks than a
Large beast, unaligned mundane animal could learn and uses them to great effect.
Because it was raised in isolation from others of its kind,
Armor Class 11 this creature does not have a displacer beast’s default
Hit Points 32 (5d10 + 5) alignment, but Shadow Floof’s nature means it has a few
Speed 60 ft., fly 60 ft. cruel tendencies. The animal shows little empathy for
other creatures and is likely to toy with foes, hoping they
STR DEX CON INT WIS CHA will flee so they can be chased down.
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Shadow Floof is an impossibly fluffy, longhair displacer
beast. It has a single white stripe down the middle of its
Senses passive Perception 13 face, a stark contrast to its midnight-black fur. When
Skills Perception +3 Shadow Floof sleeps, it likes to do so on top of things, often
Languages —
hanging partly off them as though poured onto such
Challenge 1 (200 xp)
uneven surfaces with limbs, tentacles, and tongue lolling.
Because Shadow Floof was raised around intelligent
Celestial Wings. Haizum has a fly speed equal to its normal
humanoids and is accustomed to living with them, this
speed.
creature is unlikely to be encountered alone in the wild; it
Blessed Hooves. Haizum’s hooves count as magical is probably encountered in the company of humanoid
weapons. The creature has a +1 magical bonus to attack allies. The animal is smart enough that it won’t be sold
rolls and damage rolls with its hooves.
unless it is willing to work with the purchasing character
Trampling Charge. If Haizum moves at least 20 ft. straight or party. Shadow Floof is more likely to join a party whose
toward a creature and then hits it with a hooves attack on quest aligns with the displacer beast’s personal goals,
the same turn, that target must succeed on a DC 14 letting an old “owner” negotiate a “service fee” on the
Strength saving throw or be knocked prone. If the target is
animal’s behalf, instead of a purchase price (of which,
prone, Haizum can make another attack with its hooves
Shadow Floof expects to get most of the proceeds).
against the target as a bonus action.

Actions Base Creature: Displacer beast MM


Template: Rider-trained, war-trained
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one Tricks: Assault, Behave, Concentrate, Defend,
target. Hit: 11 (2d6 + 5) bludgeoning damage. Discriminate, Guard, Harry, Move, Scout, Special
Action (Clothesline), Use Skill (Perception), Wear
Armor

133 ANIMAL HANDLERS’ MANUAL


Ideal: Leisure. I work hard and I expect to rest hard.
Relaxing is my ideal existence, and I refuse to be
Large monstrosity, lawful neutral roused until my requisite rest time has passed.

WOOLY (CR 5)
Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 33) This young mammoth died over a decade ago, in a faraway
Speed 40 ft. place, but his body was recently acquired by a local cult,
meaning he is probably far from his native environment.
STR DEX CON INT WIS CHA Wooly was then raised from the dead as part of a
20 (+5) 17 (+3) 17 (+3) 6 (-2) 13 (+1) 8 (-1) mysterious experiment.
This animal is trained to be ridden with an exotic saddle.
Senses darkvision 60 ft., passive Perception 13 Wooly is also trained to hold a lantern with his trunk,
Skills Perception +3 raising it and aiming it to dispel darkness as a humanoid
Languages — carrier would, particularly to illuminate his direction of
Challenge 3 (700 xp) travel. When combat occurs, Wooly will gently drop the
lantern on his first turn.
Avoidance. If Shadow Floof is subjected to an effect that Wooly is about the size of a horse. He looks very much
allows it to make saving throw to take only half damage, it like a young elephant, but has long, shaggy fur. His fur
instead takes no damage if it succeeds on the saving
tends to get matted with dirt and twigs if he has no one to
throw, and only half damage if it fails.
brush him. Although he has a large-handled brush of his
Displacement. Shadow Floof projects a magical illusion own, which he is trained to hold with his trunk and use on
that makes it appear to be standing near its actual himself, his back half cannot be groomed without
location, causing attack rolls against it to have
assistance.
disadvantage. If Shadow Floof is hit by an attack, this trait
is disrupted until the end of the creature’s next turn. This
trait is also disrupted while Shadow Floof is incapacitated
or has a speed of 0.
Large monstrosity, unaligned
Clothesline. If Shadow Floof moves at least 20 feet straight
toward a Medium or smaller target and then hits it with a
tentacle attack on the same turn, the target must succeed Armor Class 13 (natural armor)
on a DC 15 Strength saving throw or also be knocked Hit Points 63 (6d10 + 24)
prone. If the target is knocked prone, Shadow Floof can Speed 40 ft.
use another tentacle attack against that target again as a
bonus action. STR DEX CON INT WIS CHA
23 (+5) 9 (-1) 19 (+4) 2 (-4) 9 (-1) 6 (-2)
Actions
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one Senses passive Perception 9
target. Hit: 7 (1d6 + 5) bludgeoning damage plus 3 (1d6) Languages —
piercing damage. Challenge 5 (1,800 xp)

Trampling Charge. If Wooly moves at least 20 feet straight


Personality Trait: I am casually aloof, uninterested in toward a creature and then hits it with a gore attack on the
socializing… until I demand attention. same turn, that target must succeed on a DC 16 Strength
Behavioral Oddity: Lazy. When not stressed, saving throw or be knocked prone. If the target is prone,
particularly after Shadow Floof has eaten, it wants to Wooly can make one stomp attack against it as a bonus
action.
sleep. Absent some danger, the displacer beast can be
hard to wake or to get moving. Actions
Physical Oddity: Marked. Shadow Floof has a prominent
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one
white blaze on its forehead. Displacer beasts normally
target. Hit: 19 (4d6 + 5) piercing damage.
have purely black fur.
Bond: I am a consummate competitor and devoted to Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
the notion of testing and comparing my abilities prone creature. Hit: 23 (4d8 + 5) bludgeoning damage.
against other, similar creatures.

SAMPLE ANIMALS 134


The party may acquire Wooly directly from secret
members of the cult who are tired of having to feed him.
Alternately, Wooly may have had any number of owners Large monstrosity, neutral good
between the cult and the party, each quickly discovering
Wooly’s eating requirements the hard way and selling him. Armor Class 18 (natural armor)
A handler who purchases Wooly will acquire his exotic Hit Points 189 (18d10 + 90)
combat saddle and a large brush suitable for grooming his Speed 40 ft., swim 40 ft.
coarse fur.
STR DEX CON INT WIS CHA
Base Creature: Mammoth MM 23 (+6) 17 (+3) 20 (+5) 6 (-2) 13 (+1) 8 (-1)
Template: Juvenile creature [Wooly can eventually
advance CR by losing this template], rider-trained Skills Athletics +8, Perception +4, Stealth +5
Tricks: Concentrate, Special Action (Trampling Charge), Senses darkvision 60 ft., passive Perception 14
Use Item (Lantern), Wear Armor Languages —
Challenge 7 (2,900 xp)
Personality Trait: I am constantly aware of my
surroundings; whenever I get a chance to stop Amphibious. Sven can breathe air and water.
somewhere, I explore every inch of the area, sniffing
Keen Smell. Sven has advantage on Wisdom (Perception)
things out with my trunk.
checks that rely on smell.
Behavioral Oddity: Generous. If anyone is around when
Wooly is eating, Wooly picks up his own fodder with Legendary Movement. Sven gains a normal speed
his trunk and tries to feed it to those people. equivalent to his swim speed.
Physical Oddity: Misshapen. Wooly’s droopy ears are Legendary Resistance (2/Day). If Sven fails a saving throw,
noticeably larger than a normal mammoth’s ears he can choose to succeed instead.
would be at this age. Pack Tactics. Sven has advantage on an attack roll against
a creature if at least one of Sven’s allies is within 5 feet of
SVEN (CR 7)
the creature and the ally isn’t incapacitated.
This legendary sea lion was born on a rocky, deserted
island where an ancient magical artifact was taken for Slam. If Sven moves at least 20 feet straight toward a
Medium or smaller target and then hits it with a claw
destruction. The artifact left behind a magical residue,
attack on the same turn, the target must succeed on a DC
remnants of its own power and sentience. This infected
15 Strength saving throw or also be knocked prone. If the
Sven and warped his growth into the legendary creature target is knocked prone, Sven can use a bite or claw attack
he is today. against that target again as a bonus action.
Monstrous sea lions are green and dun colored, but Sven
Swimming Leap. With a 10-foot swimming start, Sven can
is not. His scales are white with a pearly sheen.
long jump out of or across the water up to 25 feet.
Additionally, everything about Sven’s posture and features
speaks to his nobility and wisdom. At least Sven is Actions
convinced of this, a side effect of the destroyed artifact’s
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
ego, which now influences Sven. target. Hit: 15 (2d8 + 6) piercing damage.
Sven is a social creature and may join the party when
they encounter him in any aquatic or seaside adventure. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) piercing damage
Sven is smarter than his fellow monstrous sea lions, and he
finds little kinship with them; he prefers the company of
smarter humanoids. Sven will signal his peaceful intent by Tricks: Assault, Behave, Concentrate, Defend,
showing himself to the party from time to time, trumpeting Discriminate, Harry, Move, Scout, Special Action (Slam,
a greeting to them, and occasionally leaving fish for them, Swimming Leap), Use Skill (Athletics), Wear Armor
the inverse of a normal acclimation process.
Personality Trait: My nobility shines through in
Base Creature: Sea lion (This is the monstrosity sea
TYP everything I do. Even when I just stand about, I do that
lion from Tales of the Yawning Portal, not the beast sea with the poise and grace befitting my nobility.
lion from Ghosts of Saltmarsh) Behavioral Oddity: Water Slapper. Whenever possible,
Template: Legendary creature, rider-trained, war- Sven greets other creatures by using his tail to splash
trained water onto them.

135 ANIMAL HANDLERS’ MANUAL


Physical Oddity: Pearlescent. Unlike others of his kind,
Sven is pure white with a pearlescent sheen that
enhances his legendary appearance. Huge beast, unaligned
Bond: I seek to suppress hostility in my vicinity, my
allies and are wise and noble enough to temper Armor Class 17 (splint barding)
aggression with discretion. Hit Points 184 (16d12 + 80)
Ideal: Peace. I work to provide peace to my fellow Speed 50 ft.
creatures, even if I must be violent to do so.
STR DEX CON INT WIS CHA
ERFONAIR (CR 9) 27 (+8) 12 (+1) 20 (+5) 2 (-4) 13 (+1) 9 (-1)
This creature once belonged to an elite fighting force that
guarded Mithrendain, an eladrin citadel deep in the Senses passive Perception 14
Feywild. This force opposed uprisings by the fomorian Skills Perception +4
kings and their foul minions from the Underdark. Challenge 9 (5,000 xp)
Erfonair is a scaled dinosaur. Its scales are shaped like
jagged rhomboid leaves and they change colors to match Slam. If Erfonair moves at least 20 feet straight toward a
the seasons as leaves do. The creature wears a huge exotic Large or smaller target and then hits it with a tail attack on
military saddle and huge exotic splint barding fitted for a the same turn, the target must succeed on a DC 18
tyrannosaurus rex. Strength saving throw or also be knocked prone. If the
target is knocked prone, Erfonair can use a bite or tail
Erfonair may be found in an ancient temple bound in a
attack against that target as a bonus action.
state of magical slumber, still equipped and preserved for
the day he will be called to serve again. Alternately, the Actions
creature may appear as the mount of an eladrin or another
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
native of the Feywild, acquired as one of the spoils of target. Hit: 34 (4d12 + 8) piercing damage plus 6 (1d12)
battle, though this will be difficult given the creature’s poison damage. If the target is a Medium or smaller
aggressive nature. creature, Erfonair can automatically grapple it (escape DC
18). Until this grapple ends, the target is restrained, and
Base Creature: Tyrannosaurus rex MM the tyrannosaurus can’t bite another target.
Template: Fey creature, rider-trained, war-trained
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Tricks: Assault, Concentrate, Defend, Special Action
target. Hit: 21 (3d8 + 8) bludgeoning damage.
(Slam), Wear Armor

Personality Trait: I fight for my allies, whatever the threat.


Behavioral Oddity: Crooner. While idle, Erfonair tends to
sing to himself with a low, crooning whine.
Physical Oddity: Scar. Erfonair has a terrible scar from its
left cheek down its neck to its left shoulder.

SAMPLE ANIMALS 136


TAME NEW FRIENDS AND
TRAIN YOUR OWN ALLIES
Players! Are you wondering where your furry
companions are? Are you tired of riding a horse
with no name? Do you want ferocious pets and
fabulous animal allies? If so, this is the book for you!
The Animal Handlers’ Manual teaches you how to
acquire animals, train them from a long list of tricks
and roles and handle them in a variety of scenarios.
These pages also host new character options, from
the Beast Whisperer Roguish Archetype and
upgrades to the warlock’s Pact of the Chain feature,
to new feats, spells, and magic items, plus ways for
animals to use old magic items. It also has a chapter
of equipment for animal use and prices for buying
and selling mounts and monsters.

Dungeon Masters! Do your players refuse to fight


the animal antagonists in your adventures? Do they
try to feed and tame them instead? If so, this is the
book for you! The Animal Handler’s Manual provides
guidance for creating unique animal companions
and portraying them in your stories, all while
regulating and managing them in a way that won’t
disrupt the game. It also dedicates a chapter to
decrypting mounted combat and provides a host of
optional rules for using mounts.

For use with the fifth edition


Player’s Handbook ®, Monster Manual ®,
and Dungeon Master’s Guide ®

Best when used with these additional


supplements: Volo’s Guide to Monsters ®
®, and
Storm King’s Thunder
Mordenkainen’s Tome of Foes ®

137
ANIMAL HANDLERS’ MANUAL

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