Free interactive D&D 5e SRD stat block

Camel

Large Beast, CR 1/8, AC 10, 17 HP. Unaligned.

Large Beast, Unaligned

AC
10
Initiative
-1 (9)
HP
17 (2d10+6)
Speed
50 ft.
ScoreModSave
STR 15 +2 +2
DEX 8 -1 -1
CON 17 +3 +5
INT 2 -4 -4
WIS 11 +0 +0
CHA 5 -3 -3
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1/8 (XP 25; PB +2)

How to run Camel

A camel is a logistics solution with feelings. The party paid for it in the last town, the camel is now part of the campaign, and your job is to make the desert crossing feel like real travel rather than a fast-forward montage.

The numbers tell the story. 50 ft. walk speed beats every horse the party can buy, and the camel can carry a Large rider plus gear without complaint. Use the speed for chase scenes across dunes where mounted bandits would lose ground. Use the carry capacity for the moment a player asks "can we strap the unconscious cleric to the camel?" The answer is yes, and the camel keeps walking. Hit points are 17 and AC is 10, so the camel goes down quickly in a fight; never put the camel in melee on purpose. If the party gets ambushed while mounted, the smart play is dismount, fight, hope the camel survives, and grieve if it doesn't. A dead camel in the deep desert is a survival problem, not a flavor moment.

The camel's value as a scene element is non-combat. Bring it up when the party is rationing water (camels need a fraction of what horses do), when they need to cross terrain a horse refuses, or when a sandstorm is closing in and the camel knows to lie down before the players do. A passive Perception of 10 plus 60 ft. of darkvision means the camel notices a few things at night that the watch misses.

Give the camel a name and a personality flaw. The one that bites people, the one that won't kneel for the wizard, the one that loves the rogue inexplicably. Players grow attached to a camel they argue with.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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