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Monsters


Name Type Challenge rating Description
Priest Humanoid 2
Priest

Priest

Medium Humanoid Any Alignment


Armor: 13 (Chain Shirt)
Hit points: 27 (5d8+5)
Speed: Walk (25 ft.)

STR
10 (0)
DEX
10 (0)
CON
12 (1)
INT
13 (1)
WIS
16 (3)
CHA
13 (1)

Senses: passive_perception (13)
Languages: any two languages
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Medicine (7), Skill: Persuasion (3), Skill: Religion (4)

Divine Eminence: As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy - 1st level (4 slots): cure wounds, guiding bolt, sanctuary - 2nd level (3 slots): lesser restoration, spiritual weapon - 3rd level (2 slots): dispel magic, spirit guardians

Actions

Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

/api/images/monsters/priest.png

Pseudodragon Dragon 1/4
Pseudodragon

Pseudodragon

Tiny Dragon Neutral Good


Armor: 13 (Natural)
Hit points: 7 (2d4+2)
Speed: Walk (15 ft.), Fly (60 ft.)

STR
6 (-2)
DEX
15 (2)
CON
13 (1)
INT
10 (0)
WIS
12 (1)
CHA
10 (0)

Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (13)
Languages: understands Common and Draconic but can't speak
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4)

Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

/api/images/monsters/pseudodragon.png

Purple Worm Monstrosity 15
Purple Worm

Purple Worm

Gargantuan Monstrosity Unaligned


Armor: 18 (Natural)
Hit points: 247 (15d20+90)
Speed: Walk (50 ft.), Burrow (30 ft.)

STR
28 (9)
DEX
7 (-2)
CON
22 (6)
INT
1 (-5)
WIS
8 (-1)
CHA
4 (-3)

Senses: blindsight (30 ft.), tremorsense (60 ft.), passive_perception (9)
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: CON (11), Saving Throw: WIS (4)

Tunneler: The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack: The worm makes two attacks: one with its bite and one with its stinger.
Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/purple-worm.png

Quasit Fiend 1
Quasit

Quasit

Tiny Fiend Chaotic Evil


Armor: 13 (Dexterity)
Hit points: 7 (3d4)
Speed: Walk (40 ft.)

STR
5 (-3)
DEX
17 (3)
CON
10 (0)
INT
7 (-2)
WIS
10 (0)
CHA
10 (0)

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses: darkvision (120 ft.), passive_perception (10)
Languages: Abyssal, Common
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Stealth (5)

Shapechanger: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Magic Resistance: The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare: One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility: The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

/api/images/monsters/quasit.png

Quipper Beast 0
Quipper

Quipper

Tiny Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Swim (40 ft.)

STR
2 (-4)
DEX
16 (3)
CON
9 (-1)
INT
1 (-5)
WIS
7 (-2)
CHA
2 (-4)

Senses: darkvision (60 ft.), passive_perception (8)
Challenge Rating: 0 (10 XP)

Blood Frenzy: The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing: The quipper can breathe only underwater.

Actions

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

/api/images/monsters/quipper.png

Rakshasa Fiend 13
Rakshasa

Rakshasa

Medium Fiend Lawful Evil


Armor: 16 (Natural)
Hit points: 110 (13d8+52)
Speed: Walk (40 ft.)

STR
14 (2)
DEX
17 (3)
CON
18 (4)
INT
13 (1)
WIS
16 (3)
CHA
20 (5)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: piercing from magic weapons wielded by good creatures
Senses: darkvision (60 ft.), passive_perception (13)
Languages: Common, Infernal
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Skill: Deception (10), Skill: Insight (8)

Limited Magic Immunity: The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting: The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack: The rakshasa makes two claw attacks
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

/api/images/monsters/rakshasa.png

Rat Beast 0
Rat

Rat

Tiny Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (20 ft.)

STR
2 (-4)
DEX
11 (0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (0)
CHA
4 (-3)

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

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

Actions

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

/api/images/monsters/rat.png

Raven Beast 0
Raven

Raven

Tiny Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (10 ft.), Fly (50 ft.)

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

Senses: passive_perception (13)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Perception (3)

Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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

/api/images/monsters/raven.png

Red Dragon Wyrmling Dragon 4
Red Dragon Wyrmling

Red Dragon Wyrmling

Medium Dragon Chaotic Evil


Armor: 17 (Natural)
Hit points: 75 (10d8+30)
Speed: Walk (30 ft.), Climb (30 ft.), Fly (60 ft.)

STR
19 (4)
DEX
10 (0)
CON
17 (3)
INT
12 (1)
WIS
11 (0)
CHA
15 (2)

Damage Immunities: fire
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages: Draconic
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Saving Throw: DEX (2), Saving Throw: CON (5), Saving Throw: WIS (2), Saving Throw: CHA (4), Skill: Perception (4), Skill: Stealth (2)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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

Reef Shark Beast 1/2
Reef Shark

Reef Shark

Medium Beast Unaligned


Armor: 12 (Natural)
Hit points: 22 (4d8+4)
Speed: Swim (40 ft.)

STR
14 (2)
DEX
13 (1)
CON
13 (1)
INT
1 (-5)
WIS
10 (0)
CHA
4 (-3)

Senses: blindsight (30 ft.), passive_perception (12)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (2)

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

Actions

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

/api/images/monsters/reef-shark.png

Remorhaz Monstrosity 11
Remorhaz

Remorhaz

Huge Monstrosity Unaligned


Armor: 17 (Natural)
Hit points: 195 (17d12+85)
Speed: Walk (30 ft.), Burrow (20 ft.)

STR
24 (7)
DEX
13 (1)
CON
21 (5)
INT
4 (-3)
WIS
10 (0)
CHA
5 (-3)

Damage Immunities: cold, fire
Senses: darkvision (60 ft.), tremorsense (60 ft.), passive_perception (10)
Challenge Rating: 11 (7200 XP)

Heated Body: A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.
Swallow: The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

/api/images/monsters/remorhaz.png

Rhinoceros Beast 2
Rhinoceros

Rhinoceros

Large Beast Unaligned


Armor: 11 (Natural)
Hit points: 45 (6d10+12)
Speed: Walk (40 ft.)

STR
21 (5)
DEX
8 (-1)
CON
15 (2)
INT
2 (-4)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (11)
Challenge Rating: 2 (450 XP)

Charge: If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

/api/images/monsters/rhinoceros.png

Riding Horse Beast 1/4
Riding Horse

Riding Horse

Large Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 13 (2d10+2)
Speed: Walk (60 ft.)

STR
16 (3)
DEX
10 (0)
CON
12 (1)
INT
2 (-4)
WIS
11 (0)
CHA
7 (-2)

Senses: passive_perception (10)
Challenge Rating: 0.25 (25 XP)

Actions

Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

/api/images/monsters/riding-horse.png

Roc Monstrosity 11
Roc

Roc

Gargantuan Monstrosity Unaligned


Armor: 15 (Natural)
Hit points: 248 (16d20+80)
Speed: Walk (20 ft.), Fly (120 ft.)

STR
28 (9)
DEX
10 (0)
CON
20 (5)
INT
3 (-4)
WIS
10 (0)
CHA
9 (-1)

Senses: passive_perception (14)
Challenge Rating: 11 (7200 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: CON (9), Saving Throw: WIS (4), Saving Throw: CHA (3), Skill: Perception (4)

Keen Sight: The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The roc makes two attacks: one with its beak and one with its talons.
Beak: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

/api/images/monsters/roc.png

Roper Monstrosity 5
Roper

Roper

Large Monstrosity Neutral Evil


Armor: 20 (Natural)
Hit points: 93 (11d10+33)
Speed: Walk (10 ft.), Climb (10 ft.)

STR
18 (4)
DEX
8 (-1)
CON
17 (3)
INT
7 (-2)
WIS
16 (3)
CHA
6 (-2)

Senses: darkvision (60 ft.), passive_perception (16)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Perception (6), Skill: Stealth (5)

False Appearance: While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils: The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb: The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack: The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel: The roper pulls each creature grappled by it up to 25 ft. straight toward it.

/api/images/monsters/roper.png

Rug of Smothering Construct 2
Rug of Smothering

Rug of Smothering

Large Construct Unaligned


Armor: 12 (Dexterity)
Hit points: 33 (6d10)
Speed: Walk (10 ft.)

STR
17 (3)
DEX
14 (2)
CON
10 (0)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)

Damage Immunities: poison, psychic
Condition Immunities: Blinded, Charmed, Blinded, Frightened, Paralyzed, Petrified, Poisoned
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (6)
Challenge Rating: 2 (450 XP)

Antimagic Susceptibility: The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer: While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance: While the rug remains motionless, it is indistinguishable from a normal rug.

Actions

Smother: Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

/api/images/monsters/rug-of-smothering.png

Rust Monster Monstrosity 1/2
Rust Monster

Rust Monster

Medium Monstrosity Unaligned


Armor: 14 (Natural)
Hit points: 27 (5d8+5)
Speed: Walk (40 ft.)

STR
13 (1)
DEX
12 (1)
CON
13 (1)
INT
2 (-4)
WIS
13 (1)
CHA
6 (-2)

Senses: darkvision (60 ft.), passive_perception (11)
Challenge Rating: 0.5 (100 XP)

Iron Scent: The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal: Any nonmagical weapon made of metal that hits the rust monster 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 that hits the rust monster is destroyed after dealing damage.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Antennae: The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

/api/images/monsters/rust-monster.png

Saber-Toothed Tiger Beast 2
Saber-Toothed Tiger

Saber-Toothed Tiger

Large Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 52 (7d10+14)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
14 (2)
CON
15 (2)
INT
3 (-4)
WIS
12 (1)
CHA
8 (-1)

Senses: passive_perception (13)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (6)

Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

/api/images/monsters/saber-toothed-tiger.png

Sahuagin Humanoid 1/2
Sahuagin

Sahuagin

Medium Humanoid Lawful Evil


Armor: 12 (Natural)
Hit points: 22 (4d8+4)
Speed: Walk (30 ft.), Swim (40 ft.)

STR
13 (1)
DEX
11 (0)
CON
12 (1)
INT
12 (1)
WIS
13 (1)
CHA
9 (-1)

Senses: darkvision (120 ft.), passive_perception (15)
Languages: Sahuagin
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (5)

Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack: The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

/api/images/monsters/sahuagin.png

Salamander Elemental 5
Salamander

Salamander

Large Elemental Neutral Evil


Armor: 15 (Natural)
Hit points: 90 (12d10+24)
Speed: Walk (30 ft.)

STR
18 (4)
DEX
14 (2)
CON
15 (2)
INT
11 (0)
WIS
10 (0)
CHA
12 (1)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire
Damage Vulnerabilities: cold
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Ignan
Challenge Rating: 5 (1800 XP)

Heated Body: A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Heated Weapons: Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack: The salamander makes two attacks: one with its spear and one with its tail.
Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

/api/images/monsters/salamander.png

Satyr Fey 1/2
Satyr

Satyr

Medium Fey Chaotic Neutral


Armor: 14 (Leather Armor)
Hit points: 31 (7d8)
Speed: Walk (40 ft.)

STR
12 (1)
DEX
16 (3)
CON
11 (0)
INT
12 (1)
WIS
10 (0)
CHA
14 (2)

Senses: passive_perception (12)
Languages: Common, Elvish, Sylvan
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Performance (6), Skill: Stealth (5)

Magic Resistance: The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

/api/images/monsters/satyr.png

Scorpion Beast 0
Scorpion

Scorpion

Tiny Beast Unaligned


Armor: 11 (Natural)
Hit points: 1 (1d4-1)
Speed: Walk (10 ft.)

STR
2 (-4)
DEX
11 (0)
CON
8 (-1)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)

Senses: blindsight (10 ft.), passive_perception (9)
Challenge Rating: 0 (10 XP)

Actions

Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/scorpion.png

Scout Humanoid 1/2
Scout

Scout

Medium Humanoid Any Alignment


Armor: 13 (Leather Armor)
Hit points: 16 (3d8+3)
Speed: Walk (30 ft.)

STR
11 (0)
DEX
14 (2)
CON
12 (1)
INT
11 (0)
WIS
13 (1)
CHA
11 (0)

Senses: passive_perception (15)
Languages: any one language (usually Common)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Nature (4), Skill: Perception (5), Skill: Stealth (6), Skill: Survival (5)

Keen Hearing and Sight: The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack: The scout makes two melee attacks or two ranged attacks.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

/api/images/monsters/scout.png

Sea Hag Fey 2
Sea Hag

Sea Hag

Medium Fey Chaotic Evil


Armor: 14 (Natural)
Hit points: 52 (7d8+21)
Speed: Walk (30 ft.), Swim (40 ft.)

STR
16 (3)
DEX
13 (1)
CON
16 (3)
INT
12 (1)
WIS
12 (1)
CHA
13 (1)

Senses: darkvision (60 ft.), passive_perception (11)
Languages: Aquan, Common, Giant
Challenge Rating: 2 (450 XP)

Amphibious: The hag can breathe air and water.
Horrific Appearance: Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare: The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

/api/images/monsters/sea-hag.png

Sea Horse Beast 0
Sea Horse

Sea Horse

Tiny Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Swim (20 ft.)

STR
1 (-5)
DEX
12 (1)
CON
8 (-1)
INT
1 (-5)
WIS
10 (0)
CHA
2 (-4)

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

Water Breathing: The sea horse can breathe only underwater.

/api/images/monsters/sea-horse.png


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