Animal Handler's Manual
Animal Handler's Manual
Animal Handler's Manual
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
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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.
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.
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.
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.
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
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.
FEATURES
Trusted mounts gain the following features at the levels
indicated on the animal class table.
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.
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
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,
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).
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
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
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
Template Rating: +1 CR
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.
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
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.”
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
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
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.
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
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
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
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
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
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.
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
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
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.
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.
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
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.
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
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
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
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.
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.
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.
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.
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,
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
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.
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
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.
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
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
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.
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
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)
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.
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
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
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)
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.
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.
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)
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)
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)
137
ANIMAL HANDLERS’ MANUAL