Many a druid and beastmaster ranger has wondered “what is the most powerful beast I can harness?” By the end of this list, you’ll know the strongest beast-type monsters in Dungeons & Dragons as well as what makes them so intimidating. While beasts are the first kind of creature you might think of taming or turning into when playing a ranger or druid, your dungeon master may actually allow you more aberrant options.

Monstrosities, for example, are creatures with a similarly bestial nature. Just as well, the Circle of the moon druids can turn into elementals once they reach a high enough level. Suffice to say, this list is not exhaustive when it comes to taming a powerful animal companion or transforming into a deadly monster. However, it will provide you with the best options for each Challenge Rating, or CR, level among every beast-type creature. You had better hope dinosaurs exist in your character’s world, or else you may find your beast options severely limited.

10 CR 1/4: Wolf

While wolves are not the most formidable beasts in Dungeons & Dragons, but at the CR of 1/4, and with features such as Pack Tactics that gives them an advantage on their attack rolls when another ally is within five feet of them, they are certainly underrated. Some of a wolf’s notable attributes are as follows:

Wolves are one of the best options for spells such as conjure animals. With this spell, you can summon eight beasts with a challenge rating of 1/4 or lower, and with the action economy and the decent damage output that a pack of eight wolves provides, they can change the tides of combat in low to mid-level games.

9 CR 1/2: Crocodile

In the challenge rating of 1/2, no beast can be as effective as crocodiles. Their bite attack will grapple and restrain any target that they hit without an initial saving throw, giving all other allies advantage on attack rolls against the target until they spend an action to try and break free. Some of a crocodile’s notable attributes are as follows:

A crocodile is a decent option for low-level druids to shapeshift into or other conjuration spells. They can be especially effective in biomes such as swamps where they can take full advantage of all their features.

8 CR 1: Giant Eagle

One of the most iconic beasts that Circle of the Moon druids and casters with the polymorph spell love to change into, is a giant eagle. Because of their size, they can easily carry one medium or two small creatures while flying, making them one of the best options for traveling long distances. Some of a giant eagle’s notable attributes are as follows:

With the keen sight feature that gives them advantage on perception checks and their decent intelligence score of eight, they also make for great scouts. While not the best option for combat encounters, they more than makeup for it with their utility capabilities.

7 CR 2: Rhinoceros

The large and tanky rhinoceros have to potential to deal the most damage out of all CR 2 beasts. With the combination of charge ability and their gore attack, they can even knock their target prone with a high DC of 15. Some of a rhinoceros’ notable attributes are as follows:

Their high strength and damage can make them great options for breaking through most barriers. Rhinoceros is a great ally in most situations, especially if the party lacks a strong and tanky front liner.

6 CR 3: Giant Scorpion

The giant scorpion should be a beast familiar to any circle of the moon druid. It’s undeniably the best combat form for such druids between levels 9-11, save for going all out with your elemental wild shape ability. Some of a giant scorpion’s notable attributes are as follows:

The giant scorpion can make three attacks each turn, two of which deal 1d8 + 2 damage and grapple the target on a hit. The final attack is made with its stinger full of deadly poison. The attack deals 1d10 + 2 damage initially, and a creature that then fails a DC 12 Constitution saving throw takes 4d10 poison damage or half as much on a success.

5 CR 4: Elephant

The elephant is one beast on this list that ought to be accessible to every Dungeons and Dragons group. It’s listed as an exotic mount in the sourcebooks, and it’s a powerful one, at that. Some of an elephant’s notable attributes are as follows:

The elephant’s trampling charge ability requires any creature that it attacks after moving 20 feet straight towards them to make a DC 12 Strength saving throw or fall prone. If this charge knocks a creature prone, the elephant can make a 3d10 + 6 damage stomp attack against the target as a bonus action. The first gore attack deals 3d8 + 6 damage. Needless to say, you should be thankful for the elephant’s normally docile nature.

4 CR 5: Triceratops

The triceratops essentially amounts to an upgraded elephant. Their offensive abilities are mostly the same, but triceratops is even more durable and faster than elephants. Some of a triceratops’ notable attributes are as follows:

In the Tomb of Annihilation campaign module, a triceratops mount can be purchased for 500 gold pieces. It’s a considerable investment, but a mount that can protect itself and your belongings is a valuable addition to any party.

3 CR 6: Mammoth

The mammoth is the final upgraded stat block of its elephant descendants. It has the same abilities as both the elephant and triceratops, but with even more hit points and additional dice tacked on to its attacks. Some of a mammoth’s notable attributes are as follows:

These hairy beasts are a force to be reckoned with, and, to be entirely honest, it might be best if your campaign has already seen them face extinction.

2 CR 7: Giant Ape

The Giant Ape is one of the most popular choices for high-level casters to polymorph into. With a high constitution score, the caster can keep concentration on their form more easily, giving them the ability to become a durable and deadly tank. Some of a giant ape’s notable attributes are as follows:

In addition to a hard-hitting melee attack, the giant ape is the only beast with a ranged attack. It can pick up and throw a nearby rock up to 50 feet, or 100 feet with a disadvantage on the attack. The rock deals 7d6 + 6 bludgeoning damage on a hit, which is the equivalent of a single target fireball. In short, don’t mess with the big monkey.

1 CR 8: Tyrannosaurus Rex

The most powerful beast in Dungeons and Dragons is none other than the tyrant king of the jungle: the tyrannosaurus rex. The T-rex has a +4 to its perception checks, so, sneaking past it isn’t always an option. On top of that, the tyrant also has a speed of 50 feet. You can’t run. You can’t hide, and the king of beasts’ mouth is stock full of teeth as long as daggers.

The most dangerous ability of this beast is that it can quickly make a meal out of one of your party members and continue on its way. Like all beasts, though, the T-rex has one fatal flaw. Its intelligence amounts to a total of two, so outsmarting it shouldn’t be too difficult.

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