Medium Beast

Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 40 ft.

15 (+2) 12 (+1) 13 (+1) 5 (–3) 8 (–1) 4 (–3)

Skills Athletics +4
Senses passive Perception 9
Challenge 1 (200 XP)        Proficiency Bonus +2

Standing Leap. The alit’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Multiattack. The alit makes two attacks: one with its bite and one with its kick.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and the alit can’t bite another target.

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target loses 2 (1d4) hit points from bleeding at the start of each of its turns until it receives magical healing or uses an action to succeed on a DC 10 medicine check. Additionally, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Found In: Enemies of Elsweyr


A dangerous, two-legged monstrosity from Morrowind

Alits are bi-pedal reptilian creatures with bulky, muscular legs, and a massive maw filled with large, sharp teeth—essentially just a mouth on legs. They lack a tail and any upper limbs, and are otherwise similar in appearance to their cousins, the guar and kagouti. Found through much of Tamriel, alit live in Black Marsh, Elsweyr, Morrowind, and Valenwood. They are hunted for their thick hides, rather than their tough, gamy meat, which can sometimes be poisonous.

Solitary Hunters. Known to keep to themselves, they hunt smaller, easy prey, like sheep and large insects, They are known to gather together and hunt as a group when there is a sole source of food nearby, but they otherwise live and forage alone. While their huge mouths might be terrifying to behold, its their feet that are their deadliest weapons. Using their massive claws, they lacerate their prey, waiting for the quarry to weaken from blood loss.

Mobile Stalkers. Alit are clumsy looking, with their stocky body, stumping legs, and large protruding head, but they are surprisingly agile and meaningful with their movement. Having massive muscles in their hindquarters gives them the ability to be incredible jumpers, allowing them to get into places you wouldn't expect such a stout creature to hunt from, and adds more difficulty in attempting to escape from the frenzied monstrosity.

Variant: Ataxia Stricken
Alits are ferocious creatures that are prone to contracting the ataxia disease. Diseased alits are even more dangerous and aggressive than their healthy kin. Diseased alits have a Challenge Rating of 2 (450 XP), and have the following traits:

Frenzied. The alit makes two bite attacks instead of one as part of its Multiattack.

Diseased. Once on each of its turns, when the alit hits a creature with its bite attack, the creature must succeed on a DC 13 Endurance saving throw or become afflicted with the ataxia disease (see below).

Ataxia. One of the most common diseases in Tamriel, ataxia is spread by many vermin and woodland creatures, as well as rusted blades found on old weapons and ancient traps. Those who become infected with the disease will feel generalized pain throughout their body and acute muscle stiffness.

When a creature takes damage from a creature already infected by the ataxia disease, or a rusted object, weapon, or trap that deals piercing or slashing damage, it must make a DC 13 Endurance saving throw. On a failed save, the creature becomes infected with the disease. It takes 1d12 hours after the infection for symptoms to begin to manifest. At that time, the infected creature’s Strength and Agility attribute scores are reduced by 2 and they have disadvantage on Agility skill checks.

At the end of each long rest, an infected creature can make a DC 13 Endurance saving throw. On a success, the save is reduced by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease.