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Talking Beast

By March 26, 2018September 9th, 2022Monsters

Monster Template
Comments from the Finger: Our newest book, Fey Folio, releases on Patreon on the 1st of April! Here’s one page from the monster chapter that I’m particularly proud about, since it’s a none too subtle reference to the Chronicles of Narnia.

Talking Beast

The boundless magic that suffuses the Feywild enriches everything within it, from the rocks and trees, to the dullest of beasts, such that many animals in the Feywild can actually speak. No one is sure when the first talking beasts emerged―perhaps they have been in the Feywild since the beginning―but it is known they the Feywild’s magic can spontaneously spark intelligence in animals brought there, so it is clear that talking beasts are as much a natural phenomenon as golden apples or wild magic springs.

     Modest Professions. Most often, when beasts gain intelligence, they turn their new talents to simple professions and humble abodes. Most animals are content to fish and raise crops, rather than hunt their fellow beasts, and learn mundane, but useful skills, such as woodworking or sewing. For example, small communities of talking squirrels might build a respectable community in the trees, trading acorns for currency and building banks for the winter months. Intelligent owls, on the other hand, might simply reside nearby other animals, enriching their lives with witticisms and nuggets of wisdom.

     Animal Protectors. Within the woodland realms that most talking beasts inhabit, it is the role of the large to protect the tiny, both from wild predators and unaware adventurers. A telltale sign that a hunter has encountered a talking beast (other than hearing them speak, of course) is seeing a bear or lion hold their ground in defense of a rabbit or mouse.
     Among communities of talking beasts, the importance of bravery and respect are taught in fables passed down through the generations. One such tale tells the story of a kingly lion and a courageous mouse who save a kingdom from an evil witch; another tells the tale of a foolish tortoise and a wise hare who engage in a foot race. All the tales of talking beasts teach moral lessons on how to live, no matter where in the animal kingdom they originate. 
 

Talking Beast Template

A talking beast is any beast touched by the magic of the Feywild, granting it sapience and the ability to speak. Some talking beasts in the Feywild are born that way, while others are spontaneously created from unintelligent animals. The following characteristics change or are added to a beast that is magically transformed into a talking beast:
     Ability Scores. The talking beast’s Intelligence, Wisdom, and Charisma scores become 10, if they were lower.
     Skill Bonuses. The talking beast gains skill bonuses with two skills appropriate to its base form, determined by the GM. For example, a snake might become practiced in Deception and Stealth, whereas a bear might become exceptionally skilled with Athletics and Intimidation.
     Languages. The talking beast can speak and read Common and Sylvan. If its form is capable of writing, it can also write in these languages.
     Fey Ancestry. The talking beast has advantage on saving throws against being charmed, and magic can’t put it to sleep.
     Magical Attacks. If the beast’s original CR was 1 or higher, its attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
 
Talking Lion
Large beast, neutral good
 
Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft. 
 
STR 17 (+3) DEX 15 (+2) CON 13 (+1)
INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
 
Skills Athletics +5, Perception +3, Persuasion +4, Stealth +6
Senses passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP)
 
Fey Ancestry. The lion has advantage on saving throws against being charmed, and magic can’t put it to sleep.
 
Magical Attacks. The lion’s attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. 
 
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
 
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
 
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
 
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
 
ACTIONS
 
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
 
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 

 

 

 

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