Dark Sun - Animals of Athas
Dark Sun - Animals of Athas
Dark Sun - Animals of Athas
T
he wastelands of Athas are home to beasts
both familiar and strange. Many animals that
would be commonplace in a standard D&D
campaign have been driven to extinction and
replaced by exotic creatures more adapted to
the harsh environment of Athas.
This sourcebook details the creatures that are unique to
the Dark Sun campaign setting as well as provides a listing of
creatures from the Monster Manual that are appropriate for
the setting.
Ranger Companions
Rangers of the beast conclave gain an animal companion who
accompanies them and aids them in battle. The following
beasts are acceptable companions for these characters:
Ape
Gorak *
Giant Badger
Hyena, Spotted *
Hyena, Striped *
Jhakar *
Panther
Warthog *
Giant Weasel
Kestrekel *
ANIMALS OF ATHAS
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Baazrag Baazrag Boneclaw
Tiny beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3) 19 (+5) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 5 (-3)
ANIMALS OF ATHAS
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Carru, Bull Crodlu, Riding
Large beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 5 (-3) 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Charge. If the carru moves at least 20 feet straight Keen Smell. The baazrag has advantage on Wisdom
toward a target and then hits it with a gore attack (Perception) checks that rely on smell.
on the same turn, the target takes an extra 9 (2d8)
damage. If the target is a creature, it must succeed Actions
on a DC 15 Strength saving throw or be knocked
prone. Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Actions Claws. Melee Weapon Attack: +2 to hit, reach 5ft.,
Gore. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) slashing damage.
one target Hit: 14 (2d8 + 5) piercing damage.
Crodlu, War
Carru, Cow Large beast, unaligned
Large beast, unaligned Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Armor Class 11 (natural armor) Speed 60 ft.
Hit Points 15 (2d10 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+4) 2 (-4) 10 (+0) 5 (-3)
18 (+4) 11 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Senses passive Perception 10
Languages —
Senses passive Perception 10 Challenge 1 (200 XP)
Languages —
Challenge 1/4 (50 XP)
Keen Smell. The baazrag has advantage on Wisdom
(Perception) checks that rely on smell.
Charge. If the carru moves at least 20 feet straight
toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 7 (2d6) Actions
damage. Multiattack. The crodlu makes two attacks: one with
its bite and one with its claws.
Actions Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.
one target Hit: 7 (1d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Senses passive Perception 12 Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Languages — one target. Hit: 11 (2d6 + 4) piercing damage.
Challenge 0 (10 XP)
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 4 (1d8) slashing damage.
ANIMALS OF ATHAS
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Giant Beetle Senses passive Perception 8
Languages —
(Bombardier) Challenge 1/2 (100 XP)
Small beast, unaligned
Actions
Armor Class 14 natural armor)
Hit Points Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
Speed 30 ft. prone target Hit: 5 (1d8 + 1) slashing damage.
Corrosive Spray (Recharge 5-6). The beetle sprays a
STR DEX CON INT WIS CHA cloud of burning acid in a 40-foot cone. Each creature
in that cone must make at a DC 12 Dexterity saving
12 (+1) 10 (+0) 14 (+2) 1 (-5) 7 (-2) 3 (-4) throw, taking 10 (3d6) acid damage on a failed saving
throw, or half as much on a success.
Senses passive Perception 8
ANIMALS OF ATHAS
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Hatori, Greater Desert Camouflage. The hatori has advantage on
Dexterity (Stealth) checks while in sandy terrain.
Huge beast, unaligned
Armor Class 13 (natural armor) Desert Camouflage. The hatori has advantage on
Hit Points 19 (3d10 + 3) Dexterity (Stealth) checks while in sandy terrain.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit: 7 (1d10 + 2) piercing damage, and the
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 4 (-3) target is grappled (escape DC 12). Until this grapple
ends, the target is restrained, and the hatori can't bite
Skills Stealth +2 another target.
Senses passive Perception 10
Languages —
Hatori, sometimes called the “crocodiles of the sands” are Hatori are shaped like overgrown lizards, save that their legs
giant reptiles dwelling within sandy desert wastes. The have evolved into flat, flipper-like appendages that they use in
hatori’s hard, knobby hide ranges in color from gray-white to conjunction with their massive tails to “swim” through the
red-brown and is virtually indistinguishable from stone. sands with astonishing speed and mobility. When forced to
Hatori use this semblance to great advantage, allowing the travel upon something more solid, such as a rocky plain,
wind to partially bury them beneath the sands so that a hatori move by awkwardly flopping and dragging themselves
casual observer may believe he is looking at rock forward. Hatori eyes are normally concealed deep within dark
outcroppings instead of behemoths of the sands. recesses that look like small hollows.
ANIMALS OF ATHAS
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Hyena, Spotted Hyenadon
Medium beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Keen Hearing and Smell. The hyena has advantage on Keen Hearing and Smell. The hyenadon has
Wisdom (Perception) checks that rely on smell. advantage on Wisdom (Perception) checks that rely
on smell.
Pack Tactics. The hyena has advantage on an attack
roll against a creature if at least one of the hyena's Pack Tactics. The hyenadon has advantage on an
allies is within 5 feet of the creature and that ally is attack roll against a creature if at least one of the
not incapacitated. hyenadon's allies is within 5 feet of the creature
and that ally is not incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
Actions
one target. Hit: 7 (2d4 + 2) piercing damage. If the Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
target is a creature it must succeed on a DC 11 one target. Hit: 10 (2d6 + 3) piercing damage. If
Strength saving throw or be knocked prone. the target is a creature it must succeed on a DC 13
Strength saving throw or be knocked prone.
Hyena, Striped
Medium beast, unaligned
Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft.
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
one target. Hit: 3 (1d6) piercing damage.
ANIMALS OF ATHAS
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Inix Jhakar
Huge beast, unaligned Small beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 16 (+3) 2 (-4) 11 (+0) 5 (-3) 14 (+2) 12 (+1) 14 (+2) 3 (-4) 16 (+3) 7 (-2)
An inix is a large lizard that weighs about two tons and grows Small, squat, and ferocious, a jhakar has keen senses and a
to lengths of 16 feet. The inix’s back is protected by a thick vicious streak. These traits make jhakars exceptional guards
shell, while flexible scales cover its underside. Inixes make and hunting beasts, though no training can ever make them
spirited mounts. They move at a steady pace for as much as a safe to handle. They respect strength and pain, but also nurse
full day and night without needing rest and can carry as much grudges. If a master ever lets down his or her guard, a jhakar
as a ton of passengers and cargo. is quick to strike.
Inix riders often travel in howdahs, small boxlike carriages Wild jhakars are social creatures that gather into small
strapped to the lizard’s back. The major drawback to the inix packs around a dominant pack leader. "Tamed" jhakars can
is that it needs large amounts of vegetation and must forage be found serving arena mas· ters, templars, and soldiers,
every few hours to maintain its strength. If an inix doesn’t get leading the charge into battle. Owning and controlling a
enough to eat, it becomes nearly impossible to control. For jhakar is considered a sign ofstrength.
this reason, these lizards aren’t used on trips where forage
land is scarce.
ANIMALS OF ATHAS
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Languages —
Kank, Producer Challenge 1/4 (50 XP)
Large beast, unaligned
Nectar Producer. The producer kank secretes 1d4+1
Armor Class 15 (natural armor) pounds of green honey each week as long as they are
Hit Points 15 (2d10 + 4) fed or able to forage. A humanoid can live on this
Speed 40 ft. nectar alone for periods of up to three weeks, but must
supplement their diets with meat and/or vegetation
after longer periods.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
Senses passive Perception 11 target. Hit: 6 (1d6 + 3) slashing damage.
Languages —
Challenge 1/4 (50 XP)
Languages —
Kestrekel Challenge 1/8 (25 XP)
Small beast, unaligned
Keen Sight. The kestrekel has advantage on Wisdom
Armor Class 12 (Perception) checks that rely on sight.
Hit Points 7 (2d6)
Speed 10 ft., fly 60 ft. Pack Tactics. The kestrekel has advantage on an attack
roll against a creature if at least one of the kestrekel's
allies is within 5 feet of the creature and that ally is not
STR DEX CON INT WIS CHA incapacitated.
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one
Skills Perception +4
target Hit: 4 (1d4 + 2) piercing damage.
Senses passive Perception 14
Languages —
Challenge 1/8 (25 XP)
ANIMALS OF ATHAS
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Klar Keen Smell. The klar has advantage on Wisdom
(Perception) checks that rely on smell.
Large beast, unaligned
Psionics. The klar's psionic ability score is Constitution
Armor Class 17 (natural armor) (Psionic Save DC 13, +5 to hit with Psionic attacks). It
Hit Points 76 (8d10 + 32) knows the following talents and disciplines:
Speed 40 ft.
Talents (at-will): mind meld
Disciplines: mastery of force, psychic assault
STR DEX CON INT WIS CHA
Psi Points: 17 Psi Limit: 3
22 (+6) 9 (-1) 17 (+3) 5 (-3) 12 (+1) 8 (-1)
Actions
Skills Perception +3, Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
Senses darkvision 60 ft., passive Perception 13 target. Hit: 10 (1d8 + 6) piercing damage.
Languages telepathy 120 ft.
Challenge 4 (1,100 XP) Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
The klar looks much like a large kodiak bear with a head that The klar is large, towering over most Athasian fauna when
seems a little too large for the body. Its back is covered with a standing fully erect. Its thick, sandy-colored fur grows as
chitinous plate It has a thick, stump of a tail that aids its much as six inches long. The klar moves about on all four
balance when it stands erect. massive paws Its long arms reach the ground when erect.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one
Skills Perception +3, Stealth +6 target. Hit: 6 (1d6 + 3) slashing damage.
Senses passive Perception 13
Languages — Disorienting Roar (Recharge 6). The lirr emits a loud,
Challenge 1 (200 XP) vertigo-inducing sonic attack in a 40-foot line that is
10-feet wide. Each creature in that line must succeed
Keen Smell. The lirr has advantage on Wisdom at a DC 11 Wisdom saving throw or fall prone and be
(Perception) checks that rely on smell. incapacitated for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
Pack Tactics. The lirr has advantage on an attack roll effect on itself on a success.
against a creature if at least one of the lirr's allies is
within 5 feet of the creature and that ally is not
incapacitated.
The lirr is a large, warm-blooded reptile that vaguely Filled with small nodules that glow brilliant red, yellow, and
resembles a lion in body form and hunting tactics. It orange, these frills normally lie flat against the creature's
possesses wispy plumage that it uses for silent scales. When prey is sighted, however, the membrane fills
communication. The lirr has a long, sleek, body and its scales with air, lighting up to alert other lirr that quarry is nearby.
are small and fine, almost like those of a snake. Around its The lirr's four muscular legs grant a powerful spring, giving it
neck and at the end of its tail sit rings of a weblike the ability to outrun most prey.
membrane.
ANIMALS OF ATHAS
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Mekillot Until this grapple ends, the target is restrained, and the
mekillot cannot bite another target.
Gargantuan beast, unaligned
Armor Class 13 (natural armor) Stomp. Melee Weapon Attack: +10 to hit, reach 5ft.,
Hit Points 124 (8d20 + 40) one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Speed 20 ft.
Swallow. The mekillot makes a bite attack against a
large or smaller creature it is grappling. If the attack
STR DEX CON INT WIS CHA hits, that creature takes the bite's damage and is
swallowed, and the grapple ends. While swallowed, the
26 (+8) 8 (‒2) 21 (+5) 2 (-4) 14 (+2) 4 (-3) creature is blinded and restrained, it has total cover
against attacks and other effects outside the mekillot,
Senses passive Perception 12 and it takes 10 acid damage at the start of each of the
Languages — mekillot's turns.
Challenge 6 (2,300 XP)
If the mekillot takes 20 or more damage on a single
turn from a creature inside it, the mekillot must
Actions succeed on a DC 15 Constitution saving throw at the
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one end of that turn or regurgitate all swallowed creatures,
target. Hit: 22 (4d6 + 8) piercing damage. If the target which fall prone in a space within 10 feet of the
is a creature, it is grappled (escape DC 18). mekillot. If the mekillot dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
using 20 feet of movement, exiting prone.
Mekillots are mighty lizards weighing up to six tons. They Caravan leaders must be prepared for their unpredictable
have huge, mound-shaped bodies growing to lengths of 30 natures, however. As they can never be truly tamed, the
feet. A thick shell covers the back and head of a mekillot, stubborn creatures have been known to turn off the road and
Mekillots have savage dispositions, but their size and great go wandering for no apparent reason-still drawing their
strength make them excellent caravan beasts. A hitched pair loaded wagons. Mekillots are also noted for eating their
of mekillots can pull a wagon weighing up to 20 tons at a handlers and other members of a caravan team.
slow, plodding pace.
ANIMALS OF ATHAS
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Rhynox Rocktopus
Large beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)
ANIMALS OF ATHAS
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Sand Shark Languages —
Challenge 2 (450 XP)
Large beast, unaligned
Armor Class 12 (natural armor) Blood Frenzy. The sand shark has advantage on melee
Hit Points 45 (6d10 + 12) attack rolls against any creature that doesn't have all its
Speed 10 ft., burrow 40 ft. hit points.
Sand Swimmer. The sand sharks burrowing ability works
STR DEX CON INT WIS CHA in sand, silt, and other loose ground but it cannot
burrow through denser material.
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
Actions
Skills Perception +2
Senses darkvision 60 ft., tremorsense 60 ft., passive Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
Perception 13 target. Hit: 13 (2d8 + 4) piercing damage.
Languages —
ANIMALS OF ATHAS
15
It usually has light tan and brown, or light grey and green
Sloth, Athasian spots making it easy for the sloth to blend in with the foliage
Large beast, unaligned of the Forest Ridge. Athasian sloths make no sounds that
anyone else can hear. Despite this, they seem to commun-
Armor Class 15 (natural armor) icate very well with each other, making well-coordinated
Hit Points 34 (4d10 + 12) attacks. The Athasian sloth has only one natural
Speed 50 ft., climb 30 ft. enemy — halflings. Coincidentally, it also has one
favorite food — again, halflings.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Actions
Multiattack. The athasian sloth makes two attacks:
one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
ANIMALS OF ATHAS
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Sygra Tagster
Small beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3) 17 (+3) 15 (+2) 14 (+2) 3 (-4) 16 (+3) 8 (-1)
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target Hit: 8 (2d4 + 3) bludgeoning damage.
ANIMALS OF ATHAS
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Tigone Pounce. If the tigone moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
Large beast, unaligned
the same turn, that target must succeed on a DC 14
Armor Class 12 Strength saving throw or be knocked prone. If the
Hit Points 52 (7d10 + 14) target is prone, the tigone can make one bite attack
Speed 40 ft. against it as a bonus action.
Psionics. The tigone's psionic ability score is Wisdom
(Psionic Save DC 13, +5 to hit with Psionic attacks). It
STR DEX CON INT WIS CHA knows the following talents and disciplines:
18 (+4) 14 (+2) 15 (+2) 3 (-4) 16 (+3) 8 (-1) Talents (at-will): light step
Disciplines: nomadic mind, precognition
Skills Perception +5, Stealth +6
Senses darkvision 60 ft., passive Perception 15 Psi Points: 6 Psi Limit: 2
Languages telepathy 60 ft.
Challenge 2 (200 XP) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Keen Smell. The tigone has advantage on Wisdom target. Hit: 10 (1d12 + 4) piercing damage.
(Perception) checks that rely on smell.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
A relative of the tagster, tigones are large, feline creatures Native of the Hinterlands, tigones have been known to
which are dark green in color and have black or yellowish- roam the Ringing Mountains. They are fearful predators and
brown vertical striping. Growing to a length of 7 feet, they can will attack almost any creature violating their territory.
weigh over 250 pounds. Their psionic abilities enhance their Because of their coloration, a tigone is almost impossible to
tracking and stalking capabilities. see when holding perfectly still in the underbrush. They also
move very quietly through any terrain. They dislike warm
environments and soon die if forced into the desert.
Warthog Languages —
Challenge 1/4 (50 XP)
Medium beast, unaligned
Armor Class 11 (natural armor) Charge. If the boar moves at least 20 feet straight
Hit Points 11 (2d8 + 2) toward a target and then hits it with a tusk attack on
Speed 40 ft. the same turn, the target takes an extra 3 (1d6)
damage. If the target is a creature it must succeed on a
DC 11 Strength saving throw or be knocked prone
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5ft., one
Senses passive Perception 9 target Hit: 4 (1d6 + 1) slashing damage.
Languages —