Monsters
| Name | Type | Challenge rating | Description |
|---|---|---|---|
| Swarm of Ravens | Swarm Of Tiny Beasts | 1/4 | Swarm of RavensSwarm of RavensMedium Swarm Of Tiny Beasts Unaligned
Armor:
12 (Dexterity)
Hit points:
24
(7d8-7)
Speed:
Walk (10 ft.), Fly (50 ft.)
STR
6
(-2)
DEX
14
(2)
CON
8
(-1)
INT
3
(-4)
WIS
12
(1)
CHA
6
(-2)
Damage Resistances:
bludgeoning, piercing, slashing
Condition Immunities:
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses:
passive_perception (15)
Challenge Rating:
0.25
(50 XP)
Swarm:
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
Actions
Beaks:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
/api/images/monsters/swarm-of-ravens.png |
| Swarm of Spiders | Swarm Of Tiny Beasts | 1/2 | Swarm of SpidersSwarm of SpidersMedium Swarm Of Tiny Beasts Unaligned
Armor:
12 (Natural)
Hit points:
22
(5d8)
Speed:
Walk (20 ft.), Climb (20 ft.)
STR
3
(-4)
DEX
13
(1)
CON
10
(0)
INT
1
(-5)
WIS
7
(-2)
CHA
1
(-5)
Damage Resistances:
bludgeoning, piercing, slashing
Condition Immunities:
Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses:
blindsight (10 ft.), passive_perception (8)
Challenge Rating:
0.5
(100 XP)
Swarm:
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Spider Climb:
The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense:
While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
Web Walker:
The swarm ignores movement restrictions caused by webbing.
Actions
Bites:
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
/api/images/monsters/swarm-of-spiders.png |
| Swarm of Wasps | Swarm Of Tiny Beasts | 1/2 | Swarm of WaspsSwarm of WaspsMedium Swarm Of Tiny Beasts Unaligned
Armor:
12 (Natural)
Hit points:
22
(5d8)
Speed:
Walk (5 ft.), Fly (30 ft.)
STR
3
(-4)
DEX
13
(1)
CON
10
(0)
INT
1
(-5)
WIS
7
(-2)
CHA
1
(-5)
Damage Resistances:
bludgeoning, piercing, slashing
Condition Immunities:
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses:
blindsight (10 ft.), passive_perception (8)
Challenge Rating:
0.5
(100 XP)
Swarm:
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites:
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
/api/images/monsters/swarm-of-wasps.png |
| Tarrasque | Monstrosity | 30 | TarrasqueTarrasqueGargantuan Monstrosity Unaligned
Armor:
25 (Natural)
Hit points:
676
(33d20+330)
Speed:
Walk (40 ft.)
STR
30
(10)
DEX
11
(0)
CON
30
(10)
INT
3
(-4)
WIS
11
(0)
CHA
11
(0)
Damage Immunities:
fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities:
Charmed, Frightened, Paralyzed, Poisoned
Senses:
blindsight (120 ft.), passive_perception (10)
Challenge Rating:
30
(155000 XP)
Proficiency Bonus:
Saving Throw: INT (5), Saving Throw: WIS (9), Saving Throw: CHA (9)
Legendary Resistance:
If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance:
The tarrasque has advantage on saving throws against spells and other magical effects.
Reflective Carapace:
Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster:
The tarrasque deals double damage to objects and structures.
Actions
Multiattack:
The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
Bite:
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw:
Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns:
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail:
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence:
Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque 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 tarrasque's Frightful Presence for the next 24 hours.
Swallow:
The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target 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 tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 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 tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Legendary Actions
Attack:
The tarrasque makes one claw attack or tail attack.
Move:
The tarrasque moves up to half its speed.
Chomp (Costs 2 Actions):
The tarrasque makes one bite attack or uses its Swallow.
/api/images/monsters/tarrasque.png |
| Thug | Humanoid | 1/2 | ThugThugMedium Humanoid Any Non-good Alignment
Armor:
11 (Leather Armor)
Hit points:
32
(5d8+10)
Speed:
Walk (30 ft.)
STR
15
(2)
DEX
11
(0)
CON
14
(2)
INT
10
(0)
WIS
10
(0)
CHA
11
(0)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Intimidation (2)
Pack Tactics:
The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack:
The thug makes two melee attacks.
Mace:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow:
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
/api/images/monsters/thug.png |
| Tiger | Beast | 1 | TigerTigerLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
37
(5d10+10)
Speed:
Walk (40 ft.)
STR
17
(3)
DEX
15
(2)
CON
14
(2)
INT
3
(-4)
WIS
12
(1)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (13)
Challenge Rating:
1
(200 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 13 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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
/api/images/monsters/tiger.png |
| Treant | Plant | 9 | TreantTreantHuge Plant Chaotic Good
Armor:
16 (Natural)
Hit points:
138
(12d12+60)
Speed:
Walk (30 ft.)
STR
23
(6)
DEX
8
(-1)
CON
21
(5)
INT
12
(1)
WIS
16
(3)
CHA
12
(1)
Damage Resistances:
bludgeoning, piercing
Damage Vulnerabilities:
fire
Senses:
passive_perception (13)
Languages:
Common, Druidic, Elvish, Sylvan
Challenge Rating:
9
(5000 XP)
False Appearance:
While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster:
The treant deals double damage to objects and structures.
Actions
Multiattack:
The treant makes two slam attacks.
Slam:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock:
Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees:
The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
/api/images/monsters/treant.png |
| Tribal Warrior | Humanoid | 1/8 | Tribal WarriorTribal WarriorMedium Humanoid Any Alignment
Armor:
12 (Hide Armor)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
11
(0)
CON
12
(1)
INT
8
(-1)
WIS
11
(0)
CHA
8
(-1)
Senses:
passive_perception (10)
Languages:
any one language
Challenge Rating:
0.125
(25 XP)
Pack Tactics:
The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
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/tribal-warrior.png |
| Triceratops | Beast | 5 | TriceratopsTriceratopsHuge Beast Unaligned
Armor:
13 (Natural)
Hit points:
95
(10d12+30)
Speed:
Walk (50 ft.)
STR
22
(6)
DEX
9
(-1)
CON
17
(3)
INT
2
(-4)
WIS
11
(0)
CHA
5
(-3)
Senses:
passive_perception (10)
Challenge Rating:
5
(1800 XP)
Trampling Charge:
If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Actions
Gore:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp:
Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
/api/images/monsters/triceratops.png |
| Troll | Giant | 5 | TrollTrollLarge Giant Chaotic Evil
Armor:
15 (Natural)
Hit points:
84
(8d10+40)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
13
(1)
CON
20
(5)
INT
7
(-2)
WIS
9
(-1)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (12)
Languages:
Giant
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (2)
Keen Smell:
The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration:
The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack:
The troll makes three attacks: one with its bite and two with its claws.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/troll.png |
| Tyrannosaurus Rex | Beast | 8 | Tyrannosaurus RexTyrannosaurus RexHuge Beast Unaligned
Armor:
13 (Natural)
Hit points:
136
(13d12+52)
Speed:
Walk (50 ft.)
STR
25
(7)
DEX
10
(0)
CON
19
(4)
INT
2
(-4)
WIS
12
(1)
CHA
9
(-1)
Senses:
passive_perception (14)
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Skill: Perception (4)
Actions
Multiattack:
The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Tail:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
/api/images/monsters/tyrannosaurus-rex.png |
| Unicorn | Celestial | 5 | UnicornUnicornLarge Celestial Lawful Good
Armor:
12 (Dexterity)
Hit points:
67
(9d10+18)
Speed:
Walk (50 ft.)
STR
18
(4)
DEX
14
(2)
CON
15
(2)
INT
11
(0)
WIS
17
(3)
CHA
16
(3)
Damage Immunities:
poison
Condition Immunities:
Charmed, Paralyzed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (13)
Languages:
Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge Rating:
5
(1800 XP)
Charge:
If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting:
The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance:
The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The unicorn's weapon attacks are magical.
Actions
Multiattack:
The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch:
The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport:
The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
Hooves:
The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions):
The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions):
The unicorn magically regains 11 (2d8 + 2) hit points.
/api/images/monsters/unicorn.png |
| Vampire, Bat Form | Undead | 13 | Vampire, Bat FormVampire, Bat FormMedium Undead Lawful Evil
Armor:
16 (Natural)
Hit points:
144
(17d8+68)
Speed:
Walk (5 ft.), Fly (30 ft.)
STR
18
(4)
DEX
18
(4)
CON
18
(4)
INT
17
(3)
WIS
15
(2)
CHA
18
(4)
Damage Resistances:
necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (120 ft.), passive_perception (17)
Languages:
the languages it knew in life
Challenge Rating:
13
(10000 XP)
Proficiency Bonus:
Saving Throw: DEX (9), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Perception (7), Skill: Stealth (9)
Shapechanger:
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance:
If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape:
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration:
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb:
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses:
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Bite:
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm:
The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night:
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
Move:
The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike:
The vampire makes one unarmed strike.
Bite (Costs 2 Actions):
The vampire makes one bite attack.
/api/images/monsters/vampire-bat.png |
| Vampire, Mist Form | Undead | 13 | Vampire, Mist FormVampire, Mist FormMedium Undead Lawful Evil
Armor:
16 (Natural)
Hit points:
144
(17d8+68)
Speed:
Fly (20 ft.)
STR
18
(4)
DEX
18
(4)
CON
18
(4)
INT
17
(3)
WIS
15
(2)
CHA
18
(4)
Damage Resistances:
necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (120 ft.), passive_perception (17)
Languages:
the languages it knew in life
Challenge Rating:
13
(10000 XP)
Proficiency Bonus:
Saving Throw: DEX (9), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Perception (7), Skill: Stealth (9)
Shapechanger:
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance:
If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape:
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration:
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb:
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses:
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Legendary Actions
Move:
The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike:
The vampire makes one unarmed strike.
Bite (Costs 2 Actions):
The vampire makes one bite attack.
/api/images/monsters/vampire-mist.png |
| Vampire Spawn | Undead | 5 | Vampire SpawnVampire SpawnMedium Undead Neutral Evil
Armor:
15 (Natural)
Hit points:
82
(11d8+33)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
16
(3)
CON
16
(3)
INT
11
(0)
WIS
10
(0)
CHA
12
(1)
Damage Resistances:
necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (60 ft.), passive_perception (13)
Languages:
the languages it knew in life
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Saving Throw: DEX (6), Saving Throw: WIS (3), Skill: Perception (3), Skill: Stealth (6)
Regeneration:
The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb:
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses:
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack:
The vampire makes two attacks, only one of which can be a bite attack.
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
/api/images/monsters/vampire-spawn.png |
| Vampire, Vampire Form | Undead | 13 | Vampire, Vampire FormVampire, Vampire FormMedium Undead Lawful Evil
Armor:
16 (Natural)
Hit points:
144
(17d8+68)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
18
(4)
CON
18
(4)
INT
17
(3)
WIS
15
(2)
CHA
18
(4)
Damage Resistances:
necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (120 ft.), passive_perception (17)
Languages:
the languages it knew in life
Challenge Rating:
13
(10000 XP)
Proficiency Bonus:
Saving Throw: DEX (9), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Perception (7), Skill: Stealth (9)
Shapechanger:
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance:
If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape:
When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration:
The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb:
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses:
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack:
The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike:
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite:
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm:
The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night:
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
Move:
The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike:
The vampire makes one unarmed strike.
Bite (Costs 2 Actions):
The vampire makes one bite attack.
/api/images/monsters/vampire-vampire.png |
| Veteran | Humanoid | 3 | VeteranVeteranMedium Humanoid Any Alignment
Armor:
17 (Splint Armor)
Hit points:
58
(9d8+18)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
13
(1)
CON
14
(2)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Senses:
passive_perception (12)
Languages:
any one language (usually Common)
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Athletics (5), Skill: Perception (2)
Actions
Multiattack:
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow:
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
/api/images/monsters/veteran.png |
| Violet Fungus | Plant | 1/4 | Violet FungusViolet FungusMedium Plant Unaligned
Armor:
5 (Dexterity)
Hit points:
18
(4d8)
Speed:
Walk (5 ft.)
STR
3
(-4)
DEX
1
(-5)
CON
10
(0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Condition Immunities:
Blinded, Blinded, Frightened
Senses:
blindsight (30 ft. (blind beyond this radius)), passive_perception (6)
Challenge Rating:
0.25
(50 XP)
False Appearance:
While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
Actions
Multiattack:
The fungus makes 1d4 Rotting Touch attacks.
Rotting Touch:
Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
/api/images/monsters/violet-fungus.png |
| Vrock | Fiend | 6 | VrockVrockLarge Fiend Chaotic Evil
Armor:
15 (Natural)
Hit points:
104
(11d10+44)
Speed:
Walk (40 ft.), Fly (60 ft.)
STR
17
(3)
DEX
15
(2)
CON
18
(4)
INT
8
(-1)
WIS
13
(1)
CHA
8
(-1)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Saving Throw: DEX (5), Saving Throw: WIS (4), Saving Throw: CHA (2)
Magic Resistance:
The vrock has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The vrock makes two attacks: one with its beak and one with its talons.
Beak:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Talons:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Spores:
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech:
The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .
/api/images/monsters/vrock.png |
| Vulture | Beast | 0 | VultureVultureMedium Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
5
(1d8+1)
Speed:
Walk (10 ft.), Fly (50 ft.)
STR
7
(-2)
DEX
10
(0)
CON
13
(1)
INT
2
(-4)
WIS
12
(1)
CHA
4
(-3)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Sight and Smell:
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics:
The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Beak:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
/api/images/monsters/vulture.png |
| Warhorse | Beast | 1/2 | WarhorseWarhorseLarge Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (60 ft.)
STR
18
(4)
DEX
12
(1)
CON
13
(1)
INT
2
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (11)
Challenge Rating:
0.5
(100 XP)
Trampling Charge:
If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
/api/images/monsters/warhorse.png |
| Warhorse Skeleton | Undead | 1/2 | Warhorse SkeletonWarhorse SkeletonLarge Undead Lawful Evil
Armor:
13
Hit points:
22
(3d10+6)
Speed:
Walk (60 ft.)
STR
18
(4)
DEX
12
(1)
CON
15
(2)
INT
2
(-4)
WIS
8
(-1)
CHA
5
(-3)
Damage Immunities:
poison
Damage Vulnerabilities:
bludgeoning
Condition Immunities:
Exhaustion, Poisoned
Senses:
darkvision (60 ft.), passive_perception (9)
Challenge Rating:
0.5
(100 XP)
Actions
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
/api/images/monsters/warhorse-skeleton.png |
| Water Elemental | Elemental | 5 | Water ElementalWater ElementalLarge Elemental Neutral
Armor:
14 (Natural)
Hit points:
114
(12d10+48)
Speed:
Walk (30 ft.), Swim (90 ft.)
STR
18
(4)
DEX
14
(2)
CON
18
(4)
INT
5
(-3)
WIS
10
(0)
CHA
8
(-1)
Damage Resistances:
acid, 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:
Aquan
Challenge Rating:
5
(1800 XP)
Water 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.
Freeze:
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Actions
Multiattack:
The elemental makes two slam attacks.
Slam:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm:
Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
/api/images/monsters/water-elemental.png |
| Weasel | Beast | 0 | WeaselWeaselTiny Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (30 ft.)
STR
3
(-4)
DEX
16
(3)
CON
8
(-1)
INT
2
(-4)
WIS
12
(1)
CHA
3
(-4)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (5)
Keen Hearing and Smell:
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
/api/images/monsters/weasel.png |
| Werebear, Bear Form | Humanoid | 5 | Werebear, Bear FormWerebear, Bear FormMedium Humanoid Neutral Good
Armor:
11 (Natural)
Hit points:
135
(18d8+54)
Speed:
Walk (40 ft.), Climb (30 ft.)
STR
19
(4)
DEX
10
(0)
CON
17
(3)
INT
11
(0)
WIS
12
(1)
CHA
12
(1)
Damage Immunities:
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses:
passive_perception (17)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (7)
Shapechanger:
The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell:
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack:
In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
/api/images/monsters/werebear-bear.png |