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Monsters


Name Type Challenge rating Description
Werebear, Human Form Humanoid 5
Werebear, Human Form

Werebear, Human Form

Medium Humanoid Neutral Good


Armor: 10 (Dexterity)
Hit points: 135 (18d8+54)
Speed: Walk (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)
Languages: Common
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.
Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

/api/images/monsters/werebear-human.png

Werebear, Hybrid Form Humanoid 5
Werebear, Hybrid Form

Werebear, Hybrid Form

Medium 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)
Languages: Common
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.
Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

/api/images/monsters/werebear-hybrid.png

Wereboar, Boar Form Humanoid 4
Wereboar, Boar Form

Wereboar, Boar Form

Medium Humanoid Neutral Evil


Armor: 11 (Natural)
Hit points: 78 (12d8+24)
Speed: Walk (40 ft.)

STR
17 (3)
DEX
10 (0)
CON
15 (2)
INT
10 (0)
WIS
11 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (12)
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (2)

Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its 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.
Charge (Boar or Hybrid Form Only): If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusks: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

/api/images/monsters/wereboar-boar.png

Wereboar, Human Form Humanoid 4
Wereboar, Human Form

Wereboar, Human Form

Medium Humanoid Neutral Evil


Armor: 10 (Dexterity)
Hit points: 78 (12d8+24)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
10 (0)
CON
15 (2)
INT
10 (0)
WIS
11 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (12)
Languages: Common (can't speak in boar form)
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (2)

Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its 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.
Relentless: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack: The wereboar makes two attacks, only one of which can be with its tusks.
Maul: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

/api/images/monsters/wereboar-human.png

Wereboar, Hybrid Form Humanoid 4
Wereboar, Hybrid Form

Wereboar, Hybrid Form

Medium Humanoid Neutral Evil


Armor: 11 (Natural)
Hit points: 78 (12d8+24)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
10 (0)
CON
15 (2)
INT
10 (0)
WIS
11 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (12)
Languages: Common
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (2)

Shapechanger: The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its 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.
Charge (Boar or Hybrid Form Only): If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless: If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack: The wereboar makes two attacks, only one of which can be with its tusks.
Maul: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

/api/images/monsters/wereboar-hybrid.png

Wererat, Human Form Humanoid 2
Wererat, Human Form

Wererat, Human Form

Medium Humanoid Lawful Evil


Armor: 12 (Dexterity)
Hit points: 33 (6d8+6)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
15 (2)
CON
12 (1)
INT
11 (0)
WIS
10 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (12)
Languages: Common
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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 wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack: The wererat makes two attacks, only one of which can be a bite.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/wererat-human.png

Wererat, Hybrid Form Humanoid 2
Wererat, Hybrid Form

Wererat, Hybrid Form

Medium Humanoid Lawful Evil


Armor: 12 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
15 (2)
CON
12 (1)
INT
11 (0)
WIS
10 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (12)
Languages: Common
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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 wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack: The wererat makes two attacks, only one of which can be a bite.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/wererat-hybrid.png

Wererat, Rat Form Humanoid 2
Wererat, Rat Form

Wererat, Rat Form

Medium Humanoid Lawful Evil


Armor: 12 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
15 (2)
CON
12 (1)
INT
11 (0)
WIS
10 (0)
CHA
8 (-1)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: darkvision (60 ft.), passive_perception (12)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Shapechanger: The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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 wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

/api/images/monsters/wererat-rat.png

Weretiger, Human Form Humanoid 4
Weretiger, Human Form

Weretiger, Human Form

Medium Humanoid Neutral


Armor: 12 (Dexterity)
Hit points: 120 (16d8+48)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
11 (0)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: darkvision (60 ft.), passive_perception (15)
Languages: Common
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (4)

Shapechanger: The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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 Hearing and Smell: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack: In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

/api/images/monsters/weretiger-human.png

Weretiger, Hybrid Form Humanoid 4
Weretiger, Hybrid Form

Weretiger, Hybrid Form

Medium Humanoid Neutral


Armor: 12 (Dexterity)
Hit points: 120 (16d8+48)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
11 (0)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: darkvision (60 ft.), passive_perception (15)
Languages: Common
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (4)

Shapechanger: The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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 Hearing and Smell: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce: If the weretiger moves at least 15 feet 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 weretiger can make one bite attack against it as a bonus action.

Actions

Multiattack: In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

/api/images/monsters/weretiger-hybrid.png

Weretiger, Tiger Form Humanoid 4
Weretiger, Tiger Form

Weretiger, Tiger Form

Medium Humanoid Neutral


Armor: 12 (Natural)
Hit points: 120 (16d8+48)
Speed: Walk (40 ft.)

STR
17 (3)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
11 (0)

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: darkvision (60 ft.), passive_perception (15)
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (4)

Shapechanger: The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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 Hearing and Smell: The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce: If the weretiger moves at least 15 feet 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 weretiger 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. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

/api/images/monsters/weretiger-tiger.png

Werewolf, Human Form Humanoid 3
Werewolf, Human Form

Werewolf, Human Form

Medium Humanoid Chaotic Evil


Armor: 11 (Dexterity)
Hit points: 58 (9d8+18)
Speed: Walk (30 ft.)

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

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (14)
Languages: Common
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (4)

Shapechanger: The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its 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 Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack: The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

/api/images/monsters/werewolf-human.png

Werewolf, Hybrid Form Humanoid 3
Werewolf, Hybrid Form

Werewolf, Hybrid Form

Medium Humanoid Chaotic Evil


Armor: 12 (Natural)
Hit points: 58 (9d8+18)
Speed: Walk (30 ft.)

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

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (14)
Languages: Common
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (4)

Shapechanger: The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its 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 Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack: The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

/api/images/monsters/werewolf-hybrid.png

Werewolf, Wolf Form Humanoid 3
Werewolf, Wolf Form

Werewolf, Wolf Form

Medium Humanoid Chaotic Evil


Armor: 12 (Natural)
Hit points: 58 (9d8+18)
Speed: Walk (40 ft.)

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

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Senses: passive_perception (14)
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (4)

Shapechanger: The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its 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 Hearing and Smell: The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

/api/images/monsters/werewolf-wolf.png

White Dragon Wyrmling Dragon 2
White Dragon Wyrmling

White Dragon Wyrmling

Medium Dragon Chaotic Evil


Armor: 16 (Natural)
Hit points: 32 (5d8+10)
Speed: Walk (30 ft.), Burrow (15 ft.), Fly (60 ft.), Swim (30 ft.)

STR
14 (2)
DEX
10 (0)
CON
14 (2)
INT
5 (-3)
WIS
10 (0)
CHA
11 (0)

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

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath: The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

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

Wight Undead 3
Wight

Wight

Medium Undead Neutral Evil


Armor: 14 (Studded Leather Armor)
Hit points: 45 (6d8+18)
Speed: Walk (30 ft.)

STR
15 (2)
DEX
14 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
15 (2)

Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: poison
Condition Immunities: Exhaustion, Poisoned
Senses: darkvision (60 ft.), passive_perception (13)
Languages: the languages it knew in life
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4)

Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This 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 by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

/api/images/monsters/wight.png

Will-o'-Wisp Undead 2
Will-o'-Wisp

Will-o'-Wisp

Tiny Undead Chaotic Evil


Armor: 19 (Dexterity)
Hit points: 22 (9d4)
Speed: Walk (0 ft.), Fly (50 ft.), Hover (1)

STR
1 (-5)
DEX
28 (9)
CON
10 (0)
INT
13 (1)
WIS
14 (2)
CHA
11 (0)

Damage Resistances: acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: lightning, poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision (120 ft.), passive_perception (12)
Languages: the languages it knew in life
Challenge Rating: 2 (450 XP)

Consume Life: As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral: The will-o'-wisp can't wear or carry anything.
Incorporeal Movement: The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination: The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility: The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

/api/images/monsters/will-o-wisp.png

Winter Wolf Monstrosity 3
Winter Wolf

Winter Wolf

Large Monstrosity Neutral Evil


Armor: 13 (Natural)
Hit points: 75 (10d10+20)
Speed: Walk (50 ft.)

STR
18 (4)
DEX
13 (1)
CON
14 (2)
INT
7 (-2)
WIS
12 (1)
CHA
8 (-1)

Damage Immunities: cold
Senses: passive_perception (15)
Languages: Common, Giant, Winter Wolf
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (3)

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath: The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/winter-wolf.png

Wolf Beast 1/4
Wolf

Wolf

Medium Beast Unaligned


Armor: 13 (Natural)
Hit points: 11 (2d8+2)
Speed: Walk (40 ft.)

STR
12 (1)
DEX
15 (2)
CON
12 (1)
INT
3 (-4)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4)

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

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

/api/images/monsters/wolf.png

Worg Monstrosity 1/2
Worg

Worg

Large Monstrosity Neutral Evil


Armor: 13 (Natural)
Hit points: 26 (4d10+4)
Speed: Walk (50 ft.)

STR
16 (3)
DEX
13 (1)
CON
13 (1)
INT
7 (-2)
WIS
11 (0)
CHA
8 (-1)

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Goblin, Worg
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (4)

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

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

/api/images/monsters/worg.png

Wraith Undead 5
Wraith

Wraith

Medium Undead Neutral Evil


Armor: 13 (Dexterity)
Hit points: 67 (9d8+27)
Speed: Walk (0 ft.), Fly (60 ft.), Hover (1)

STR
6 (-2)
DEX
16 (3)
CON
16 (3)
INT
12 (1)
WIS
14 (2)
CHA
15 (2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: darkvision (60 ft.), passive_perception (12)
Languages: the languages it knew in life
Challenge Rating: 5 (1800 XP)

Incorporeal Movement: The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

/api/images/monsters/wraith.png

Wyvern Dragon 6
Wyvern

Wyvern

Large Dragon Unaligned


Armor: 13 (Natural)
Hit points: 110 (13d10+39)
Speed: Walk (20 ft.), Fly (80 ft.)

STR
19 (4)
DEX
10 (0)
CON
16 (3)
INT
5 (-3)
WIS
12 (1)
CHA
6 (-2)

Senses: darkvision (60 ft.), passive_perception (14)
Challenge Rating: 6 (2300 XP)
Proficiency Bonus: Skill: Perception (4)

Actions

Multiattack: The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. 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/wyvern.png

Xorn Elemental 5
Xorn

Xorn

Medium Elemental Neutral


Armor: 19 (Natural)
Hit points: 73 (7d8+42)
Speed: Walk (20 ft.), Burrow (20 ft.)

STR
17 (3)
DEX
10 (0)
CON
22 (6)
INT
11 (0)
WIS
10 (0)
CHA
11 (0)

Damage Resistances: piercing and slashing from nonmagical weapons that aren't adamantine
Senses: darkvision (60 ft.), tremorsense (60 ft.), passive_perception (16)
Languages: Terran
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Perception (6), Skill: Stealth (3)

Earth Glide: The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense: The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.

Actions

Multiattack: The xorn makes three claw attacks and one bite attack.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

/api/images/monsters/xorn.png

Young Black Dragon Dragon 7
Young Black Dragon

Young Black Dragon

Large Dragon Chaotic Evil


Armor: 18 (Natural)
Hit points: 127 (15d10+45)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
19 (4)
DEX
14 (2)
CON
17 (3)
INT
12 (1)
WIS
11 (0)
CHA
15 (2)

Damage Immunities: acid
Senses: blindsight (30 ft.), darkvision (120 ft.), passive_perception (16)
Languages: Common, Draconic
Challenge Rating: 7 (2900 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (6), Saving Throw: WIS (3), Saving Throw: CHA (5), Skill: Perception (6), Skill: Stealth (5)

Amphibious: The dragon can breathe air and water.

Actions

Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath: The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

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

Young Blue Dragon Dragon 9
Young Blue Dragon

Young Blue Dragon

Large Dragon Lawful Evil


Armor: 18 (Natural)
Hit points: 152 (16d10+64)
Speed: Walk (40 ft.), Burrow (20 ft.), Fly (80 ft.)

STR
21 (5)
DEX
10 (0)
CON
19 (4)
INT
14 (2)
WIS
13 (1)
CHA
17 (3)

Damage Immunities: lightning
Senses: blindsight (30 ft.), darkvision (120 ft.), passive_perception (19)
Languages: Common, Draconic
Challenge Rating: 9 (5000 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: CON (8), Saving Throw: WIS (5), Saving Throw: CHA (7), Skill: Perception (9), Skill: Stealth (4)

Actions

Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath: The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

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


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