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Monsters


Name Type Challenge rating Description
Aboleth Aberration 10
Aboleth

Aboleth

Large Aberration Lawful Evil


Armor: 17 (Natural)
Hit points: 135 (18d10+36)
Speed: Walk (10 ft.), Swim (40 ft.)

STR
21 (5)
DEX
9 (-1)
CON
15 (2)
INT
18 (4)
WIS
15 (2)
CHA
18 (4)

Senses: darkvision (120 ft.), passive_perception (20)
Languages: Deep Speech, telepathy 120 ft.
Challenge Rating: 10 (5900 XP)
Proficiency Bonus: Saving Throw: CON (6), Saving Throw: INT (8), Saving Throw: WIS (6), Skill: History (12), Skill: Perception (10)

Amphibious: The aboleth can breathe air and water.
Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy: If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions

Multiattack: The aboleth makes three tentacle attacks.
Tentacle: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave: The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

Detect: The aboleth makes a Wisdom (Perception) check.
Tail Swipe: The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

/api/images/monsters/aboleth.png

Acolyte Humanoid 1/4
Acolyte

Acolyte

Medium Humanoid Any Alignment


Armor: 10 (Dexterity)
Hit points: 9 (2d8)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
10 (0)
CON
10 (0)
INT
10 (0)
WIS
14 (2)
CHA
11 (0)

Senses: passive_perception (12)
Languages: any one language (usually Common)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Medicine (4), Skill: Religion (2)

Spellcasting: The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
  • Level 0
    • Light
    • Sacred Flame
    • Thaumaturgy
  • Level 1
    • Bless
    • Cure Wounds
    • Sanctuary
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

/api/images/monsters/acolyte.png

Adult Black Dragon Dragon 14
Adult Black Dragon

Adult Black Dragon

Huge Dragon Chaotic Evil


Armor: 19 (Natural)
Hit points: 195 (17d12+85)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
23 (6)
DEX
14 (2)
CON
21 (5)
INT
14 (2)
WIS
13 (1)
CHA
17 (3)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 14 (11500 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (10), Saving Throw: WIS (6), Saving Throw: CHA (8), Skill: Perception (11), Skill: Stealth (7)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath: The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-black-dragon.png

Adult Blue Dragon Dragon 16
Adult Blue Dragon

Adult Blue Dragon

Huge Dragon Lawful Evil


Armor: 19 (Natural)
Hit points: 225 (18d12+108)
Speed: Walk (40 ft.), Burrow (30 ft.), Fly (80 ft.)

STR
25 (7)
DEX
10 (0)
CON
23 (6)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 16 (15000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Perception (12), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath: The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-blue-dragon.png

Adult Brass Dragon Dragon 13
Adult Brass Dragon

Adult Brass Dragon

Huge Dragon Chaotic Good


Armor: 18 (Natural)
Hit points: 172 (15d12+75)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
23 (6)
DEX
10 (0)
CON
21 (5)
INT
14 (2)
WIS
13 (1)
CHA
17 (3)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (10), Saving Throw: WIS (6), Saving Throw: CHA (8), Skill: History (7), Skill: Perception (11), Skill: Persuasion (8), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-brass-dragon.png

Adult Bronze Dragon Dragon 15
Adult Bronze Dragon

Adult Bronze Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 212 (17d12+102)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
25 (7)
DEX
10 (0)
CON
23 (6)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Insight (7), Skill: Perception (12), Skill: Stealth (5)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-bronze-dragon.png

Adult Copper Dragon Dragon 14
Adult Copper Dragon

Adult Copper Dragon

Huge Dragon Chaotic Good


Armor: 18 (Natural)
Hit points: 184 (16d12+80)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
23 (6)
DEX
12 (1)
CON
21 (5)
INT
18 (4)
WIS
15 (2)
CHA
17 (3)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 14 (11500 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (10), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Deception (8), Skill: Perception (12), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-copper-dragon.png

Adult Gold Dragon Dragon 17
Adult Gold Dragon

Adult Gold Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 256 (19d12+133)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
14 (2)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
24 (7)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (24)
Languages: Common, Draconic
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (13), Saving Throw: WIS (8), Saving Throw: CHA (13), Skill: Insight (8), Skill: Perception (14), Skill: Persuasion (13), Skill: Stealth (8)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-gold-dragon.png

Adult Green Dragon Dragon 15
Adult Green Dragon

Adult Green Dragon

Huge Dragon Lawful Evil


Armor: 19 (Natural)
Hit points: 207 (18d12+90)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
23 (6)
DEX
12 (1)
CON
21 (5)
INT
18 (4)
WIS
15 (2)
CHA
17 (3)

Damage Immunities: poison
Condition Immunities: Poisoned
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (10), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Deception (8), Skill: Insight (7), Skill: Perception (12), Skill: Persuasion (8), Skill: Stealth (6)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .
Poison Breath: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-green-dragon.png

Adult Red Dragon Dragon 17
Adult Red Dragon

Adult Red Dragon

Huge Dragon Chaotic Evil


Armor: 19 (Natural)
Hit points: 256 (19d12+133)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
13 (1)
CHA
21 (5)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (23)
Languages: Common, Draconic
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (13), Saving Throw: WIS (7), Saving Throw: CHA (11), Skill: Perception (13), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-red-dragon.png

Adult Silver Dragon Dragon 16
Adult Silver Dragon

Adult Silver Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 243 (18d12+126)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
13 (1)
CHA
21 (5)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 16 (15000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (12), Saving Throw: WIS (6), Saving Throw: CHA (10), Skill: Arcana (8), Skill: History (8), Skill: Perception (11), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-silver-dragon.png

Adult White Dragon Dragon 13
Adult White Dragon

Adult White Dragon

Huge Dragon Chaotic Evil


Armor: 18 (Natural)
Hit points: 200 (16d12+96)
Speed: Walk (40 ft.), Burrow (30 ft.), Fly (80 ft.), Swim (40 ft.)

STR
22 (6)
DEX
10 (0)
CON
22 (6)
INT
8 (-1)
WIS
12 (1)
CHA
12 (1)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (6), Saving Throw: CHA (6), Skill: Perception (11), Skill: Stealth (5)

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-white-dragon.png

Air Elemental Elemental 5
Air Elemental

Air Elemental

Large Elemental Neutral


Armor: 15 (Dexterity)
Hit points: 90 (12d10+24)
Speed: Fly (90 ft.), Hover (1)

STR
14 (2)
DEX
20 (5)
CON
14 (2)
INT
6 (-2)
WIS
10 (0)
CHA
6 (-2)

Damage Resistances: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Auran
Challenge Rating: 5 (1800 XP)

Air Form: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack: The elemental makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind: Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

/api/images/monsters/air-elemental.png

Ancient Black Dragon Dragon 21
Ancient Black Dragon

Ancient Black Dragon

Gargantuan Dragon Chaotic Evil


Armor: 22 (Natural)
Hit points: 367 (21d20+147)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
14 (2)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: DEX (9), Saving Throw: CON (14), Saving Throw: WIS (9), Saving Throw: CHA (11), Skill: Perception (16), Skill: Stealth (9)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath: The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-black-dragon.png

Ancient Blue Dragon Dragon 23
Ancient Blue Dragon

Ancient Blue Dragon

Gargantuan Dragon Lawful Evil


Armor: 22 (Natural)
Hit points: 481 (26d20+208)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
29 (9)
DEX
10 (0)
CON
27 (8)
INT
18 (4)
WIS
17 (3)
CHA
21 (5)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 23 (50000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (15), Saving Throw: WIS (10), Saving Throw: CHA (12), Skill: Perception (17), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Lightning Breath: The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-blue-dragon.png

Ancient Brass Dragon Dragon 20
Ancient Brass Dragon

Ancient Brass Dragon

Gargantuan Dragon Chaotic Good


Armor: 20 (Natural)
Hit points: 297 (17d20+119)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (24)
Languages: Common, Draconic
Challenge Rating: 20 (25000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (13), Saving Throw: WIS (8), Saving Throw: CHA (10), Skill: History (9), Skill: Perception (14), Skill: Persuasion (10), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-brass-dragon.png

Ancient Bronze Dragon Dragon 22
Ancient Bronze Dragon

Ancient Bronze Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 444 (24d20+192)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
29 (9)
DEX
10 (0)
CON
27 (8)
INT
18 (4)
WIS
17 (3)
CHA
21 (5)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 22 (41000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (15), Saving Throw: WIS (10), Saving Throw: CHA (12), Skill: Insight (10), Skill: Perception (17), Skill: Stealth (7)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-bronze-dragon.png

Ancient Copper Dragon Dragon 21
Ancient Copper Dragon

Ancient Copper Dragon

Gargantuan Dragon Chaotic Good


Armor: 21 (Natural)
Hit points: 350 (20d20+140)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
12 (1)
CON
25 (7)
INT
20 (5)
WIS
17 (3)
CHA
19 (4)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (14), Saving Throw: WIS (10), Saving Throw: CHA (11), Skill: Deception (11), Skill: Perception (17), Skill: Stealth (8)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-copper-dragon.png

Ancient Gold Dragon Dragon 24
Ancient Gold Dragon

Ancient Gold Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 546 (28d20+252)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
30 (10)
DEX
14 (2)
CON
29 (9)
INT
18 (4)
WIS
17 (3)
CHA
28 (9)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 24 (62000 XP)
Proficiency Bonus: Saving Throw: DEX (9), Saving Throw: CON (16), Saving Throw: WIS (10), Saving Throw: CHA (16), Skill: Insight (10), Skill: Perception (17), Skill: Persuasion (16), Skill: Stealth (9)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-gold-dragon.png

Ancient Green Dragon Dragon 22
Ancient Green Dragon

Ancient Green Dragon

Gargantuan Dragon Lawful Evil


Armor: 21 (Natural)
Hit points: 385 (22d20+154)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
12 (1)
CON
25 (7)
INT
20 (5)
WIS
17 (3)
CHA
19 (4)

Damage Immunities: poison
Condition Immunities: Poisoned
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 22 (41000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (14), Saving Throw: WIS (10), Saving Throw: CHA (11), Skill: Deception (11), Skill: Insight (10), Skill: Perception (17), Skill: Persuasion (11), Skill: Stealth (8)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Poison Breath: The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-green-dragon.png

Ancient Red Dragon Dragon 24
Ancient Red Dragon

Ancient Red Dragon

Gargantuan Dragon Chaotic Evil


Armor: 22 (Natural)
Hit points: 546 (28d20+252)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
30 (10)
DEX
10 (0)
CON
29 (9)
INT
18 (4)
WIS
15 (2)
CHA
23 (6)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 24 (62000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (16), Saving Throw: WIS (9), Saving Throw: CHA (13), Skill: Perception (16), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath: The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-red-dragon.png

Ancient Silver Dragon Dragon 23
Ancient Silver Dragon

Ancient Silver Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 487 (25d20+225)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
30 (10)
DEX
10 (0)
CON
29 (9)
INT
18 (4)
WIS
15 (2)
CHA
23 (6)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 23 (50000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (16), Saving Throw: WIS (9), Saving Throw: CHA (13), Skill: Arcana (11), Skill: History (11), Skill: Perception (16), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-silver-dragon.png

Ancient White Dragon Dragon 20
Ancient White Dragon

Ancient White Dragon

Gargantuan Dragon Chaotic Evil


Armor: 20 (Natural)
Hit points: 333 (18d20+144)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
26 (8)
DEX
10 (0)
CON
26 (8)
INT
10 (0)
WIS
13 (1)
CHA
14 (2)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (23)
Languages: Common, Draconic
Challenge Rating: 20 (25000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (14), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Perception (13), Skill: Stealth (6)

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours .
Cold Breath: The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-white-dragon.png

Androsphinx Monstrosity 17
Androsphinx

Androsphinx

Large Monstrosity Lawful Neutral


Armor: 17 (Natural)
Hit points: 199 (19d10+95)
Speed: Walk (40 ft.), Fly (60 ft.)

STR
22 (6)
DEX
10 (0)
CON
20 (5)
INT
16 (3)
WIS
18 (4)
CHA
23 (6)

Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Frightened
Senses: truesight (120 ft.), passive_perception (20)
Languages: Common, Sphinx
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (11), Saving Throw: INT (9), Saving Throw: WIS (10), Skill: Arcana (9), Skill: Perception (10), Skill: Religion (15)

Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons: The sphinx's weapon attacks are magical.
Spellcasting: The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
  • Level 0
    • Sacred Flame
    • Spare The Dying
    • Thaumaturgy
  • Level 1
    • Command
    • Detect Evil And Good
    • Detect Magic
  • Level 2
    • Lesser Restoration
    • Zone Of Truth
  • Level 3
    • Dispel Magic
    • Tongues
  • Level 4
    • Banishment
    • Freedom Of Movement
  • Level 5
    • Flame Strike
    • Greater Restoration
  • Level 6
    • Heroes' Feast
  • Level 7
  • Level 8
  • Level 9

Actions

Multiattack: The sphinx makes two claw attacks.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Roar: The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

Claw Attack: The sphinx makes one claw attack.
Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

/api/images/monsters/androsphinx.png

Animated Armor Construct 1
Animated Armor

Animated Armor

Medium Construct Unaligned


Armor: 18 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (25 ft.)

STR
14 (2)
DEX
11 (0)
CON
13 (1)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)

Damage Immunities: poison, psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (6)
Challenge Rating: 1 (200 XP)

Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack: The armor makes two melee attacks.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

/api/images/monsters/animated-armor.png

Ankheg Monstrosity 2
Ankheg

Ankheg

Large Monstrosity Unaligned


Armor: 14 (Natural) / 11 (Prone)
Hit points: 39 (6d10+6)
Speed: Walk (30 ft.), Burrow (10 ft.)

STR
17 (3)
DEX
11 (0)
CON
13 (1)
INT
1 (-5)
WIS
13 (1)
CHA
6 (-2)

Senses: darkvision (60 ft.), tremorsense (60 ft.), passive_perception (11)
Challenge Rating: 2 (450 XP)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray: The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/ankheg.png

Ape Beast 1/2
Ape

Ape

Medium Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 19 (3d8+6)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
16 (3)
DEX
14 (2)
CON
14 (2)
INT
6 (-2)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Athletics (5), Skill: Perception (3)

Actions

Multiattack: The ape makes two fist attacks.
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

/api/images/monsters/ape.png

Archmage Humanoid 12
Archmage

Archmage

Medium Humanoid Any Alignment


Armor: 12 (Dexterity) / 15 (Mage Armor)
Hit points: 99 (18d8+18)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
14 (2)
CON
12 (1)
INT
20 (5)
WIS
15 (2)
CHA
16 (3)

Damage Resistances: damage from spells, bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Senses: passive_perception (12)
Languages: any six languages
Challenge Rating: 12 (8400 XP)
Proficiency Bonus: Saving Throw: INT (9), Saving Throw: WIS (6), Skill: Arcana (13), Skill: History (13)

Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
  • Level 0
    • Fire Bolt
    • Light
    • Mage Hand
    • Prestidigitation
    • Shocking Grasp
  • Level 1
    • Disguise Self
    • Detect Magic
    • Identify
    • Mage Armor
    • Magic Missile
  • Level 2
    • Invisibility
    • Detect Thoughts
    • Mirror Image
    • Misty Step
  • Level 3
    • Counterspell
    • Fly
    • Lightning Bolt
  • Level 4
    • Banishment
    • Fire Shield
    • Stoneskin
  • Level 5
    • Cone Of Cold
    • Scrying
    • Wall Of Force
  • Level 6
    • Globe Of Invulnerability
  • Level 7
    • Teleport
  • Level 8
    • Mind Blank
  • Level 9
    • Time Stop

Actions

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

/api/images/monsters/archmage.png

Assassin Humanoid 8
Assassin

Assassin

Medium Humanoid Any Non-good Alignment


Armor: 15 (Studded Leather Armor)
Hit points: 78 (12d8+24)
Speed: Walk (30 ft.)

STR
11 (0)
DEX
16 (3)
CON
14 (2)
INT
13 (1)
WIS
11 (0)
CHA
10 (0)

Damage Resistances: poison
Senses: passive_perception (13)
Languages: Thieves' cant plus any two languages
Challenge Rating: 8 (3900 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: INT (4), Skill: Acrobatics (6), Skill: Deception (3), Skill: Perception (3), Skill: Stealth (9)

Assassinate: During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion: If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn): The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack: The assassin makes two shortsword attacks.
Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/assassin.png

Awakened Shrub Plant 0
Awakened Shrub

Awakened Shrub

Small Plant Unaligned


Armor: 9 (Dexterity)
Hit points: 10 (3d6)
Speed: Walk (20 ft.)

STR
3 (-4)
DEX
8 (-1)
CON
11 (0)
INT
10 (0)
WIS
10 (0)
CHA
6 (-2)

Damage Resistances: piercing
Damage Vulnerabilities: fire
Senses: passive_perception (10)
Languages: one language known by its creator
Challenge Rating: 0 (10 XP)

False Appearance: While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

/api/images/monsters/awakened-shrub.png

Awakened Tree Plant 2
Awakened Tree

Awakened Tree

Huge Plant Unaligned


Armor: 13 (Natural)
Hit points: 59 (7d12+14)
Speed: Walk (20 ft.)

STR
19 (4)
DEX
6 (-2)
CON
15 (2)
INT
10 (0)
WIS
10 (0)
CHA
7 (-2)

Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Senses: passive_perception (10)
Languages: one language known by its creator
Challenge Rating: 2 (450 XP)

False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

/api/images/monsters/awakened-tree.png

Axe Beak Beast 1/4
Axe Beak

Axe Beak

Large Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 19 (3d10+3)
Speed: Walk (50 ft.)

STR
14 (2)
DEX
12 (1)
CON
12 (1)
INT
2 (-4)
WIS
10 (0)
CHA
5 (-3)

Senses: passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Actions

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

/api/images/monsters/axe-beak.png

Azer Elemental 2
Azer

Azer

Medium Elemental Lawful Neutral


Armor: 15 (Natural) / 17 (Shield)
Hit points: 39 (6d8+12)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
12 (1)
CON
15 (2)
INT
12 (1)
WIS
13 (1)
CHA
10 (0)

Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: passive_perception (11)
Languages: Ignan
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: CON (4)

Heated Body: A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
Heated Weapons: When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination: The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions

Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

/api/images/monsters/azer.png

Baboon Beast 0
Baboon

Baboon

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 3 (1d6)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
8 (-1)
DEX
14 (2)
CON
11 (0)
INT
4 (-3)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (11)
Challenge Rating: 0 (10 XP)

Pack Tactics: The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

/api/images/monsters/baboon.png

Badger Beast 0
Badger

Badger

Tiny Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 3 (1d4+1)
Speed: Walk (20 ft.), Burrow (5 ft.)

STR
4 (-3)
DEX
11 (0)
CON
12 (1)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

Senses: darkvision (30 ft.), passive_perception (11)
Challenge Rating: 0 (10 XP)

Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

/api/images/monsters/badger.png

Balor Fiend 19
Balor

Balor

Huge Fiend Chaotic Evil


Armor: 19 (Natural)
Hit points: 262 (21d12+126)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
26 (8)
DEX
15 (2)
CON
22 (6)
INT
20 (5)
WIS
16 (3)
CHA
22 (6)

Damage Resistances: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: truesight (120 ft.), passive_perception (13)
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 19 (22000 XP)
Proficiency Bonus: Saving Throw: STR (14), Saving Throw: CON (12), Saving Throw: WIS (9), Saving Throw: CHA (12)

Death Throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura: At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance: The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons: The balor's weapon attacks are magical.

Actions

Multiattack: The balor makes two attacks: one with its longsword and one with its whip.
Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip: Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport: The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

/api/images/monsters/balor.png

Bandit Humanoid 1/8
Bandit

Bandit

Medium Humanoid Any Non-lawful Alignment


Armor: 12 (Leather Armor)
Hit points: 11 (2d8+2)
Speed: Walk (30 ft.)

STR
11 (0)
DEX
12 (1)
CON
12 (1)
INT
10 (0)
WIS
10 (0)
CHA
10 (0)

Senses: passive_perception (10)
Languages: any one language (usually Common)
Challenge Rating: 0.125 (25 XP)

Actions

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

/api/images/monsters/bandit.png

Bandit Captain Humanoid 2
Bandit Captain

Bandit Captain

Medium Humanoid Any Non-lawful Alignment


Armor: 15 (Studded Leather Armor)
Hit points: 65 (10d8+20)
Speed: Walk (30 ft.)

STR
15 (2)
DEX
16 (3)
CON
14 (2)
INT
14 (2)
WIS
11 (0)
CHA
14 (2)

Senses: passive_perception (10)
Languages: any two languages
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: STR (4), Saving Throw: DEX (5), Saving Throw: WIS (2), Skill: Athletics (4), Skill: Deception (4)

Actions

Multiattack: The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

/api/images/monsters/bandit-captain.png

Barbed Devil Fiend 5
Barbed Devil

Barbed Devil

Medium Fiend Lawful Evil


Armor: 15 (Natural)
Hit points: 110 (13d8+52)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
17 (3)
CON
18 (4)
INT
12 (1)
WIS
14 (2)
CHA
14 (2)

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: darkvision (120 ft.), passive_perception (18)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Saving Throw: STR (6), Saving Throw: CON (7), Saving Throw: WIS (5), Saving Throw: CHA (5), Skill: Deception (5), Skill: Insight (5), Skill: Perception (8)

Barbed Hide: At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight: Magical darkness doesn't impede the devil's darkvision.
Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame: Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

/api/images/monsters/barbed-devil.png

Basilisk Monstrosity 3
Basilisk

Basilisk

Medium Monstrosity Unaligned


Armor: 12 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (20 ft.)

STR
16 (3)
DEX
8 (-1)
CON
15 (2)
INT
2 (-4)
WIS
8 (-1)
CHA
7 (-2)

Senses: darkvision (60 ft.), passive_perception (9)
Challenge Rating: 3 (700 XP)

Petrifying Gaze: If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

/api/images/monsters/basilisk.png

Bat Beast 0
Bat

Bat

Tiny Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (5 ft.), Fly (30 ft.)

STR
2 (-4)
DEX
15 (2)
CON
8 (-1)
INT
2 (-4)
WIS
12 (1)
CHA
4 (-3)

Senses: blindsight (60 ft.), passive_perception (11)
Challenge Rating: 0 (10 XP)

Echolocation: The bat can't use its blindsight while deafened.
Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

/api/images/monsters/bat.png

Bearded Devil Fiend 3
Bearded Devil

Bearded Devil

Medium Fiend Lawful Evil


Armor: 13 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
15 (2)
CON
15 (2)
INT
9 (-1)
WIS
11 (0)
CHA
11 (0)

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: darkvision (120 ft.), passive_perception (10)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: STR (5), Saving Throw: CON (4), Saving Throw: WIS (2)

Devil's Sight: Magical darkness doesn't impede the devil's darkvision.
Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.
Steadfast: The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack: The devil makes two attacks: one with its beard and one with its glaive.
Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

/api/images/monsters/bearded-devil.png

Behir Monstrosity 11
Behir

Behir

Huge Monstrosity Neutral Evil


Armor: 17 (Natural)
Hit points: 168 (16d12+64)
Speed: Walk (50 ft.), Climb (40 ft.)

STR
23 (6)
DEX
16 (3)
CON
18 (4)
INT
7 (-2)
WIS
14 (2)
CHA
12 (1)

Damage Immunities: lightning
Senses: darkvision (90 ft.), passive_perception (16)
Languages: Draconic
Challenge Rating: 11 (7200 XP)
Proficiency Bonus: Skill: Perception (6), Skill: Stealth (7)

Actions

Multiattack: The behir makes two attacks: one with its bite and one to constrict.
Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath: The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

/api/images/monsters/behir.png

Berserker Humanoid 2
Berserker

Berserker

Medium Humanoid Any Chaotic Alignment


Armor: 13 (Hide Armor)
Hit points: 67 (9d8+27)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
12 (1)
CON
17 (3)
INT
9 (-1)
WIS
11 (0)
CHA
9 (-1)

Senses: passive_perception (10)
Languages: any one language (usually Common)
Challenge Rating: 2 (450 XP)

Reckless: At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

/api/images/monsters/berserker.png

Black Bear Beast 1/2
Black Bear

Black Bear

Medium Beast Unaligned


Armor: 11 (Natural)
Hit points: 19 (3d8+6)
Speed: Walk (40 ft.), Climb (30 ft.)

STR
15 (2)
DEX
10 (0)
CON
14 (2)
INT
2 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.5 (100 XP)

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack: The bear makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

/api/images/monsters/black-bear.png

Black Dragon Wyrmling Dragon 2
Black Dragon Wyrmling

Black Dragon Wyrmling

Medium Dragon Chaotic Evil


Armor: 17 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)

STR
15 (2)
DEX
14 (2)
CON
13 (1)
INT
10 (0)
WIS
11 (0)
CHA
13 (1)

Damage Immunities: acid
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages: Draconic
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (4)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath: The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/black-dragon-wyrmling.png

Black Pudding Ooze 4
Black Pudding

Black Pudding

Large Ooze Unaligned


Armor: 7 (Dexterity)
Hit points: 85 (10d10+30)
Speed: Walk (20 ft.), Climb (20 ft.)

STR
16 (3)
DEX
5 (-3)
CON
16 (3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)

Damage Immunities: acid, cold, lightning, slashing
Condition Immunities: Blinded, Charmed, Exhaustion, Frightened, Prone
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating: 4 (1100 XP)

Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb: The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

/api/images/monsters/black-pudding.png

Blink Dog Fey 1/4
Blink Dog

Blink Dog

Medium Fey Lawful Good


Armor: 13 (Dexterity)
Hit points: 22 (4d8+4)
Speed: Walk (40 ft.)

STR
12 (1)
DEX
17 (3)
CON
12 (1)
INT
10 (0)
WIS
13 (1)
CHA
11 (0)

Senses: passive_perception (10)
Languages: Blink Dog, understands Sylvan but can't speak it
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (5)

Keen Hearing and Smell: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport: The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

/api/images/monsters/blink-dog.png

Blood Hawk Beast 1/8
Blood Hawk

Blood Hawk

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 7 (2d6)
Speed: Walk (10 ft.), Fly (60 ft.)

STR
6 (-2)
DEX
14 (2)
CON
10 (0)
INT
3 (-4)
WIS
14 (2)
CHA
5 (-3)

Senses: passive_perception (14)
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Perception (4)

Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

/api/images/monsters/blood-hawk.png

Blue Dragon Wyrmling Dragon 3
Blue Dragon Wyrmling

Blue Dragon Wyrmling

Medium Dragon Lawful Evil


Armor: 17 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.), Burrow (15 ft.), Fly (60 ft.)

STR
17 (3)
DEX
10 (0)
CON
15 (2)
INT
12 (1)
WIS
11 (0)
CHA
15 (2)

Damage Immunities: lightning
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages: Draconic
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: DEX (2), Saving Throw: CON (4), Saving Throw: WIS (2), Saving Throw: CHA (4), Skill: Perception (4), Skill: Stealth (2)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath: The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/blue-dragon-wyrmling.png


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