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Monsters


Name Type Challenge rating Description
Mule Beast 1/8
Mule

Mule

Medium Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 11 (2d8+2)
Speed: Walk (40 ft.)

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

Senses: passive_perception (10)
Challenge Rating: 0.125 (25 XP)

Beast of Burden: The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed: The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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

/api/images/monsters/mule.png

Mummy Undead 3
Mummy

Mummy

Medium Undead Lawful Evil


Armor: 11 (Natural)
Hit points: 58 (9d8+18)
Speed: Walk (20 ft.)

STR
16 (3)
DEX
8 (-1)
CON
15 (2)
INT
6 (-2)
WIS
10 (0)
CHA
12 (1)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Damage Vulnerabilities: fire
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: darkvision (60 ft.), passive_perception (10)
Languages: the languages it knew in life
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: WIS (2)

Actions

Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare: The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

/api/images/monsters/mummy.png

Mummy Lord Undead 15
Mummy Lord

Mummy Lord

Medium Undead Lawful Evil


Armor: 17 (Natural)
Hit points: 97 (13d8+39)
Speed: Walk (20 ft.)

STR
18 (4)
DEX
10 (0)
CON
17 (3)
INT
11 (0)
WIS
18 (4)
CHA
16 (3)

Damage Immunities: necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: fire
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: darkvision (60 ft.), passive_perception (14)
Languages: the languages it knew in life
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: CON (8), Saving Throw: INT (5), Saving Throw: WIS (9), Saving Throw: CHA (8), Skill: History (5), Skill: Religion (5)

Magic Resistance: The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation: A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting: The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
  • Level 0
    • Sacred Flame
    • Thaumaturgy
  • Level 1
    • Command
    • Guiding Bolt
    • Shield Of Faith
  • Level 2
    • Hold Person
    • Silence
    • Spiritual Weapon
  • Level 3
    • Animate Dead
    • Dispel Magic
  • Level 4
    • Divination
    • Guardian Of Faith
  • Level 5
    • Contagion
    • Insect Plague
  • Level 6
    • Harm
  • Level 7
  • Level 8
  • Level 9

Actions

Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare: The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions

Attack: The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust: Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions): The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions): The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions): The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

/api/images/monsters/mummy-lord.png

Nalfeshnee Fiend 13
Nalfeshnee

Nalfeshnee

Large Fiend Chaotic Evil


Armor: 18 (Natural)
Hit points: 184 (16d10+96)
Speed: Walk (20 ft.), Fly (30 ft.)

STR
21 (5)
DEX
10 (0)
CON
22 (6)
INT
19 (4)
WIS
12 (1)
CHA
15 (2)

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses: truesight (120 ft.), passive_perception (11)
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: CON (11), Saving Throw: INT (9), Saving Throw: WIS (6), Saving Throw: CHA (7)

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

Actions

Multiattack: The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus: The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport: The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

/api/images/monsters/nalfeshnee.png

Night Hag Fiend 5
Night Hag

Night Hag

Medium Fiend Neutral Evil


Armor: 17 (Natural)
Hit points: 112 (15d8+45)
Speed: Walk (30 ft.)

STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
16 (3)
WIS
14 (2)
CHA
16 (3)

Damage Resistances: cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities: Charmed
Senses: darkvision (120 ft.), passive_perception (16)
Languages: Abyssal, Common, Infernal, Primordial
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Deception (7), Skill: Insight (6), Skill: Perception (6), Skill: Stealth (6)

Innate Spellcasting: The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep
  • Level 0
  • Level 1
    • Detect Magic
    • Magic Missile
    • Sleep
  • Level 2
    • Ray Of Enfeeblement
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
    • Plane Shift
  • Level 8
  • Level 9
Magic Resistance: The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items: A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

Actions

Claws (Hag Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape: The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness: The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting: While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

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

Nightmare Fiend 3
Nightmare

Nightmare

Large Fiend Neutral Evil


Armor: 13 (Natural)
Hit points: 68 (8d10+24)
Speed: Walk (60 ft.), Fly (90 ft.)

STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
15 (2)

Damage Immunities: fire
Senses: passive_perception (11)
Languages: understands Abyssal, Common, and Infernal but can't speak
Challenge Rating: 3 (700 XP)

Confer Fire Resistance: The nightmare can grant resistance to fire damage to anyone riding it.
Illumination: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride: The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

/api/images/monsters/nightmare.png

Noble Humanoid 1/8
Noble

Noble

Medium Humanoid Any Alignment


Armor: 15 (Breastplate)
Hit points: 9 (2d8)
Speed: Walk (30 ft.)

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

Senses: passive_perception (12)
Languages: any two languages
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Deception (5), Skill: Insight (4), Skill: Persuasion (5)

Actions

Rapier: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

/api/images/monsters/noble.png

Ochre Jelly Ooze 2
Ochre Jelly

Ochre Jelly

Large Ooze Unaligned


Armor: 8 (Dexterity)
Hit points: 45 (6d10+12)
Speed: Walk (10 ft.), Climb (10 ft.)

STR
15 (2)
DEX
6 (-2)
CON
14 (2)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)

Damage Resistances: acid
Damage Immunities: lightning, slashing
Condition Immunities: Blinded, Charmed, Blinded, Exhaustion, Frightened, Prone
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating: 2 (450 XP)

Amorphous: The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

/api/images/monsters/ochre-jelly.png

Octopus Beast 0
Octopus

Octopus

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 3 (1d6)
Speed: Walk (5 ft.), Swim (30 ft.)

STR
4 (-3)
DEX
15 (2)
CON
11 (0)
INT
3 (-4)
WIS
10 (0)
CHA
4 (-3)

Senses: darkvision (30 ft.), passive_perception (12)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only underwater.

Actions

Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud: A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

/api/images/monsters/octopus.png

Ogre Giant 2
Ogre

Ogre

Large Giant Chaotic Evil


Armor: 11 (Hide Armor)
Hit points: 59 (7d10+21)
Speed: Walk (40 ft.)

STR
19 (4)
DEX
8 (-1)
CON
16 (3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)

Senses: darkvision (60 ft.), passive_perception (8)
Languages: Common, Giant
Challenge Rating: 2 (450 XP)

Actions

Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

/api/images/monsters/ogre.png

Ogre Zombie Undead 2
Ogre Zombie

Ogre Zombie

Large Undead Neutral Evil


Armor: 8 (Dexterity)
Hit points: 85 (9d10+36)
Speed: Walk (30 ft.)

STR
19 (4)
DEX
6 (-2)
CON
18 (4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)

Damage Immunities: poison
Condition Immunities: Poisoned
Senses: darkvision (60 ft.), passive_perception (8)
Languages: understands Common and Giant but can't speak
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: WIS (0)

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Morningstar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

/api/images/monsters/ogre-zombie.png

Oni Giant 7
Oni

Oni

Large Giant Lawful Evil


Armor: 16 (Chain Mail)
Hit points: 110 (13d10+39)
Speed: Walk (30 ft.), Fly (30 ft.)

STR
19 (4)
DEX
11 (0)
CON
16 (3)
INT
14 (2)
WIS
12 (1)
CHA
15 (2)

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Common, Giant
Challenge Rating: 7 (2900 XP)
Proficiency Bonus: Saving Throw: DEX (3), Saving Throw: CON (6), Saving Throw: WIS (4), Saving Throw: CHA (5), Skill: Arcana (5), Skill: Deception (8), Skill: Perception (4)

Innate Spellcasting: The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep
  • Level 0
  • Level 1
    • Charm Person
    • Sleep
  • Level 2
    • Darkness
    • Invisibility
  • Level 3
    • Gaseous Form
  • Level 4
  • Level 5
    • Cone Of Cold
  • Level 6
  • Level 7
  • Level 8
  • Level 9
Magic Weapons: The oni's weapon attacks are magical.
Regeneration: The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack: The oni makes two attacks, either with its claws or its glaive.
Claw (Oni Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
Change Shape: The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

/api/images/monsters/oni.png

Orc Humanoid 1/2
Orc

Orc

Medium Humanoid Chaotic Evil


Armor: 13 (Hide Armor)
Hit points: 15 (2d8+6)
Speed: Walk (30 ft.)

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

Senses: darkvision (60 ft.), passive_perception (10)
Languages: Common, Orc
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Intimidation (2)

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

/api/images/monsters/orc.png

Otyugh Aberration 5
Otyugh

Otyugh

Large Aberration Neutral


Armor: 14 (Natural)
Hit points: 114 (12d10+48)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
11 (0)
CON
19 (4)
INT
6 (-2)
WIS
13 (1)
CHA
6 (-2)

Senses: darkvision (120 ft.), passive_perception (11)
Languages: Otyugh
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Saving Throw: CON (7)

Limited Telepathy: The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack: The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam: The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

/api/images/monsters/otyugh.png

Owl Beast 0
Owl

Owl

Tiny Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (5 ft.), Fly (60 ft.)

STR
3 (-4)
DEX
13 (1)
CON
8 (-1)
INT
2 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: darkvision (120 ft.), passive_perception (13)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (3)

Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

/api/images/monsters/owl.png

Owlbear Monstrosity 3
Owlbear

Owlbear

Large Monstrosity Unaligned


Armor: 13 (Natural)
Hit points: 59 (7d10+21)
Speed: Walk (40 ft.)

STR
20 (5)
DEX
12 (1)
CON
17 (3)
INT
3 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: darkvision (60 ft.), passive_perception (13)
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (3)

Keen Sight and Smell: The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack: The owlbear makes two attacks: one with its beak and one with its claws.
Beak: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

/api/images/monsters/owlbear.png

Panther Beast 1/4
Panther

Panther

Medium Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 13 (3d8)
Speed: Walk (50 ft.), Climb (40 ft.)

STR
14 (2)
DEX
15 (2)
CON
10 (0)
INT
3 (-4)
WIS
14 (2)
CHA
7 (-2)

Senses: passive_perception (14)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (4), Skill: Stealth (6)

Keen Smell: The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce: If the panther 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 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

/api/images/monsters/panther.png

Pegasus Celestial 2
Pegasus

Pegasus

Large Celestial Chaotic Good


Armor: 12 (Dexterity)
Hit points: 59 (7d10+21)
Speed: Walk (60 ft.), Fly (90 ft.)

STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
15 (2)
CHA
13 (1)

Senses: passive_perception (16)
Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: WIS (4), Saving Throw: CHA (3), Skill: Perception (6)

Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

/api/images/monsters/pegasus.png

Phase Spider Monstrosity 3
Phase Spider

Phase Spider

Large Monstrosity Unaligned


Armor: 13 (Natural)
Hit points: 32 (5d10+5)
Speed: Walk (30 ft.), Climb (30 ft.)

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

Senses: darkvision (60 ft.), passive_perception (10)
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Stealth (6)

Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

/api/images/monsters/phase-spider.png

Pit Fiend Fiend 20
Pit Fiend

Pit Fiend

Large Fiend Lawful Evil


Armor: 19 (Natural)
Hit points: 300 (24d10+168)
Speed: Walk (30 ft.), Fly (60 ft.)

STR
26 (8)
DEX
14 (2)
CON
24 (7)
INT
22 (6)
WIS
18 (4)
CHA
24 (7)

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: truesight (120 ft.), passive_perception (14)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 20 (25000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (13), Saving Throw: WIS (10)

Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance: The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons: The pit fiend's weapon attacks are magical.
Innate Spellcasting: The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fire
  • Level 0
  • Level 1
    • Detect Magic
  • Level 2
  • Level 3
    • Fireball
  • Level 4
    • Wall Of Fire
  • Level 5
    • Hold Monster
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Multiattack: The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

/api/images/monsters/pit-fiend.png

Planetar Celestial 16
Planetar

Planetar

Large Celestial Lawful Good


Armor: 19 (Natural)
Hit points: 200 (16d10+112)
Speed: Walk (40 ft.), Fly (120 ft.)

STR
24 (7)
DEX
20 (5)
CON
24 (7)
INT
19 (4)
WIS
22 (6)
CHA
25 (7)

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: truesight (120 ft.), passive_perception (21)
Languages: all, telepathy 120 ft.
Challenge Rating: 16 (15000 XP)
Proficiency Bonus: Saving Throw: CON (12), Saving Throw: WIS (11), Saving Throw: CHA (12), Skill: Perception (11)

Angelic Weapons: The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness: The planetar knows if it hears a lie.
Innate Spellcasting: The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague
  • Level 0
  • Level 1
    • Detect Evil And Good
  • Level 2
    • Invisibility
  • Level 3
  • Level 4
  • Level 5
    • Dispel Evil And Good
    • Flame Strike
    • Raise Dead
    • Commune
    • Insect Plague
  • Level 6
    • Blade Barrier
  • Level 7
  • Level 8
    • Control Weather
  • Level 9
Magic Resistance: The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The planetar makes two melee attacks.
Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
Healing Touch: The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

/api/images/monsters/planetar.png

Plesiosaurus Beast 2
Plesiosaurus

Plesiosaurus

Large Beast Unaligned


Armor: 13 (Natural)
Hit points: 68 (8d10+24)
Speed: Walk (20 ft.), Swim (40 ft.)

STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

Senses: passive_perception (13)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4)

Hold Breath: The plesiosaurus can hold its breath for 1 hour.

Actions

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

/api/images/monsters/plesiosaurus.png

Poisonous Snake Beast 1/8
Poisonous Snake

Poisonous Snake

Tiny Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 2 (1d4)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
2 (-4)
DEX
16 (3)
CON
11 (0)
INT
1 (-5)
WIS
10 (0)
CHA
3 (-4)

Senses: blindsight (10 ft.), passive_perception (10)
Challenge Rating: 0.125 (25 XP)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/poisonous-snake.png

Polar Bear Beast 2
Polar Bear

Polar Bear

Large Beast Unaligned


Armor: 12 (Natural)
Hit points: 42 (5d10+15)
Speed: Walk (40 ft.), Swim (30 ft.)

STR
20 (5)
DEX
10 (0)
CON
16 (3)
INT
2 (-4)
WIS
13 (1)
CHA
7 (-2)

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

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

Actions

Multiattack: The bear makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

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

Pony Beast 1/8
Pony

Pony

Medium Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 11 (2d8+2)
Speed: Walk (40 ft.)

STR
15 (2)
DEX
10 (0)
CON
13 (1)
INT
2 (-4)
WIS
11 (0)
CHA
7 (-2)

Senses: passive_perception (10)
Challenge Rating: 0.125 (25 XP)

Actions

Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

/api/images/monsters/pony.png

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:
  • Level 0
    • Light
    • Sacred Flame
    • Thaumaturgy
  • Level 1
    • Cure Wounds
    • Guiding Bolt
    • Sanctuary
  • Level 2
    • Lesser Restoration
    • Spiritual Weapon
  • Level 3
    • Dispel Magic
    • Spirit Guardians
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

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
  • Level 0
    • Mage Hand
    • Minor Illusion
  • Level 1
    • Disguise Self
    • Charm Person
    • Detect Magic
  • Level 2
    • Detect Thoughts
    • Invisibility
    • Suggestion
  • Level 3
    • Major Image
    • Fly
  • Level 4
  • Level 5
    • Dominate Person
  • Level 6
    • True Seeing
  • Level 7
    • Plane Shift
  • Level 8
  • Level 9

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 20/60 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 (1d6 + 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

Shadow Undead 1/2
Shadow

Shadow

Medium Undead Chaotic Evil


Armor: 12 (Dexterity)
Hit points: 16 (3d8+3)
Speed: Walk (40 ft.)

STR
6 (-2)
DEX
14 (2)
CON
13 (1)
INT
6 (-2)
WIS
10 (0)
CHA
8 (-1)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Damage Vulnerabilities: radiant
Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: darkvision (60 ft.), passive_perception (10)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Stealth (4)

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

/api/images/monsters/shadow.png

Shambling Mound Plant 5
Shambling Mound

Shambling Mound

Large Plant Unaligned


Armor: 15 (Natural)
Hit points: 136 (16d10+48)
Speed: Walk (20 ft.), Swim (20 ft.)

STR
18 (4)
DEX
8 (-1)
CON
16 (3)
INT
5 (-3)
WIS
10 (0)
CHA
5 (-3)

Damage Resistances: cold, fire
Damage Immunities: lightning
Condition Immunities: Blinded, Blinded, Exhaustion
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (10)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Stealth (2)

Lightning Absorption: Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack: The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf: The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

/api/images/monsters/shambling-mound.png

Shield Guardian Construct 7
Shield Guardian

Shield Guardian

Large Construct Unaligned


Armor: 17 (Natural)
Hit points: 142 (15d10+60)
Speed: Walk (30 ft.)

STR
18 (4)
DEX
8 (-1)
CON
18 (4)
INT
7 (-2)
WIS
10 (0)
CHA
3 (-4)

Damage Immunities: poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (10)
Languages: understands commands given in any language but can't speak
Challenge Rating: 7 (2900 XP)

Bound: The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration: The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack: The guardian makes two fist attacks.
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

/api/images/monsters/shield-guardian.png

Shrieker Plant 0
Shrieker

Shrieker

Medium Plant Unaligned


Armor: 5 (Dexterity)
Hit points: 13 (3d8)
Speed: Walk (0 ft.)

STR
1 (-5)
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 (10 XP)

False Appearance: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

/api/images/monsters/shrieker.png

Silver Dragon Wyrmling Dragon 2
Silver Dragon Wyrmling

Silver Dragon Wyrmling

Medium Dragon Lawful Good


Armor: 17 (Natural)
Hit points: 45 (6d8+18)
Speed: Walk (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: 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 (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.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Skeleton Undead 1/4
Skeleton

Skeleton

Medium Undead Lawful Evil


Armor: 13
Hit points: 13 (2d8+4)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
14 (2)
CON
15 (2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)

Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Condition Immunities: Poisoned, Exhaustion
Senses: darkvision (60 ft.), passive_perception (9)
Languages: understands all languages it spoke in life but can't speak
Challenge Rating: 0.25 (50 XP)

Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/skeleton.png

Solar Celestial 21
Solar

Solar

Large Celestial Lawful Good


Armor: 21 (Natural)
Hit points: 243 (18d10+144)
Speed: Walk (50 ft.), Fly (150 ft.)

STR
26 (8)
DEX
22 (6)
CON
26 (8)
INT
25 (7)
WIS
25 (7)
CHA
30 (10)

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: truesight (120 ft.), passive_perception (24)
Languages: all, telepathy 120 ft.
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: INT (14), Saving Throw: WIS (14), Saving Throw: CHA (17), Skill: Perception (14)

Angelic Weapons: The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather
  • Level 0
  • Level 1
    • Detect Evil And Good
  • Level 2
    • Invisibility
  • Level 3
  • Level 4
  • Level 5
    • Dispel Evil And Good
    • Commune
  • Level 6
    • Blade Barrier
  • Level 7
    • Resurrection
  • Level 8
    • Control Weather
  • Level 9
Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The solar makes two greatsword attacks.
Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch: The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Searing Burst (Costs 2 Actions): The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

/api/images/monsters/solar.png

Specter Undead 1
Specter

Specter

Medium Undead Chaotic Evil


Armor: 12 (Dexterity)
Hit points: 22 (5d8)
Speed: Walk (0 ft.), Fly (50 ft.), Hover (1)

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

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision (60 ft.), passive_perception (10)
Languages: understands all languages it knew in life but can't speak
Challenge Rating: 1 (200 XP)

Incorporeal Movement: The specter 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 specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

/api/images/monsters/specter.png

Spider Beast 0
Spider

Spider

Tiny Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (20 ft.), Climb (20 ft.)

STR
2 (-4)
DEX
14 (2)
CON
8 (-1)
INT
1 (-5)
WIS
10 (0)
CHA
2 (-4)

Senses: darkvision (30 ft.), passive_perception (12)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Stealth (4)

Spider Climb: The spider 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 spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

/api/images/monsters/spider.png

Spirit Naga Monstrosity 8
Spirit Naga

Spirit Naga

Large Monstrosity Chaotic Evil


Armor: 15 (Natural)
Hit points: 75 (10d10+20)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
17 (3)
CON
14 (2)
INT
16 (3)
WIS
15 (2)
CHA
16 (3)

Damage Immunities: poison
Condition Immunities: Charmed, Poisoned
Senses: darkvision (60 ft.), passive_perception (12)
Languages: Abyssal, Common
Challenge Rating: 8 (3900 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (5), Saving Throw: WIS (5), Saving Throw: CHA (6)

Rejuvenation: If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting: The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
  • Level 0
    • Mage Hand
    • Minor Illusion
    • Ray Of Frost
  • Level 1
    • Charm Person
    • Detect Magic
    • Sleep
  • Level 2
    • Detect Thoughts
    • Hold Person
  • Level 3
    • Lightning Bolt
    • Water Breathing
  • Level 4
    • Blight
    • Dimension Door
  • Level 5
    • Dominate Person
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/spirit-naga.png

Sprite Fey 1/4
Sprite

Sprite

Tiny Fey Neutral Good


Armor: 15 (Leather Armor)
Hit points: 2 (1d4)
Speed: Walk (10 ft.), Fly (40 ft.)

STR
3 (-4)
DEX
18 (4)
CON
10 (0)
INT
14 (2)
WIS
13 (1)
CHA
11 (0)

Senses: passive_perception (13)
Languages: Common, Elvish, Sylvan
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (8)

Actions

Longsword: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight: The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility: The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

/api/images/monsters/sprite.png

Spy Humanoid 1
Spy

Spy

Medium Humanoid Any Alignment


Armor: 12 (Dexterity)
Hit points: 27 (6d8)
Speed: Walk (30 ft.)

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

Senses: passive_perception (16)
Languages: any two languages
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Deception (5), Skill: Insight (4), Skill: Investigation (5), Skill: Perception (6), Skill: Persuasion (5), Skill: Stealth (4)

Cunning Action: On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn): The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack: The spy makes two melee attacks.
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/spy.png

Steam Mephit Elemental 1/4
Steam Mephit

Steam Mephit

Small Elemental Neutral Evil


Armor: 10 (Dexterity)
Hit points: 21 (6d6)
Speed: Walk (30 ft.), Fly (30 ft.)

STR
5 (-3)
DEX
11 (0)
CON
10 (0)
INT
11 (0)
WIS
10 (0)
CHA
12 (1)

Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Aquan, Ignan
Challenge Rating: 0.25 (50 XP)

Death Burst: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting: The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
  • Level 0
  • Level 1
  • Level 2
    • Blur
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath: The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/steam-mephit.png

Stirge Beast 1/8
Stirge

Stirge

Tiny Beast Unaligned


Armor: 14 (Natural)
Hit points: 2 (1d4)
Speed: Walk (10 ft.), Fly (40 ft.)

STR
4 (-3)
DEX
16 (3)
CON
11 (0)
INT
2 (-4)
WIS
8 (-1)
CHA
6 (-2)

Senses: darkvision (60 ft.), passive_perception (9)
Challenge Rating: 0.125 (25 XP)

Actions

Blood Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

/api/images/monsters/stirge.png

Stone Giant Giant 7
Stone Giant

Stone Giant

Huge Giant Neutral


Armor: 17 (Natural)
Hit points: 126 (11d12+55)
Speed: Walk (40 ft.)

STR
23 (6)
DEX
15 (2)
CON
20 (5)
INT
10 (0)
WIS
12 (1)
CHA
9 (-1)

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Giant
Challenge Rating: 7 (2900 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (8), Saving Throw: WIS (4), Skill: Athletics (12), Skill: Perception (4)

Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack: The giant makes two greatclub attacks.
Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

/api/images/monsters/stone-giant.png

Stone Golem Construct 10
Stone Golem

Stone Golem

Large Construct Unaligned


Armor: 17 (Natural)
Hit points: 178 (17d10+85)
Speed: Walk (30 ft.)

STR
22 (6)
DEX
9 (-1)
CON
20 (5)
INT
3 (-4)
WIS
11 (0)
CHA
1 (-5)

Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: darkvision (120 ft.), passive_perception (10)
Languages: understands the languages of its creator but can't speak
Challenge Rating: 10 (5900 XP)

Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.

Actions

Multiattack: The golem makes two slam attacks.
Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow: The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

/api/images/monsters/stone-golem.png

Storm Giant Giant 13
Storm Giant

Storm Giant

Huge Giant Chaotic Good


Armor: 16 (Scale Mail)
Hit points: 230 (20d12+100)
Speed: Walk (50 ft.), Swim (50 ft.)

STR
29 (9)
DEX
14 (2)
CON
20 (5)
INT
16 (3)
WIS
18 (4)
CHA
18 (4)

Damage Resistances: cold
Damage Immunities: lightning, thunder
Senses: passive_perception (19)
Languages: Common, Giant
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: STR (14), Saving Throw: CON (10), Saving Throw: WIS (9), Saving Throw: CHA (9), Skill: Arcana (8), Skill: Athletics (14), Skill: History (8), Skill: Perception (9)

Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing
  • Level 0
    • Light
  • Level 1
    • Detect Magic
    • Feather Fall
  • Level 2
    • Levitate
  • Level 3
    • Water Breathing
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
    • Control Weather
  • Level 9

Actions

Multiattack: The giant makes two greatsword attacks.
Greatsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock: Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike: The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/storm-giant.png

Succubus/Incubus Fiend 4
Succubus/Incubus

Succubus/Incubus

Medium Fiend Neutral Evil


Armor: 15 (Natural)
Hit points: 66 (12d8+12)
Speed: Walk (30 ft.), Fly (60 ft.)

STR
8 (-1)
DEX
17 (3)
CON
13 (1)
INT
15 (2)
WIS
12 (1)
CHA
20 (5)

Damage Resistances: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons
Senses: darkvision (60 ft.), passive_perception (15)
Languages: Abyssal, Common, Infernal, telepathy 60 ft.
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Deception (9), Skill: Insight (5), Skill: Perception (5), Skill: Persuasion (9), Skill: Stealth (7)

Telepathic Bond: The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger: The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics 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.

Actions

Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm: One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's 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.
Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

/api/images/monsters/succubus-incubus.png

Swarm of Bats Swarm Of Tiny Beasts 1/4
Swarm of Bats

Swarm of Bats

Medium Swarm Of Tiny Beasts Unaligned


Armor: 12 (Dexterity)
Hit points: 22 (5d8)
Speed: Walk (0 ft.), Fly (30 ft.)

STR
5 (-3)
DEX
15 (2)
CON
10 (0)
INT
2 (-4)
WIS
12 (1)
CHA
4 (-3)

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: blindsight (60 ft.), passive_perception (11)
Challenge Rating: 0.25 (50 XP)

Echolocation: The swarm can't use its blindsight while deafened.
Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-bats.png

Swarm of Beetles Swarm Of Tiny Beasts 1/2
Swarm of Beetles

Swarm of Beetles

Medium Swarm Of Tiny Beasts Unaligned


Armor: 12 (Natural)
Hit points: 22 (5d8)
Speed: Walk (20 ft.), Burrow (5 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, 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-beetles.png

Swarm of Centipedes Swarm Of Tiny Beasts 1/2
Swarm of Centipedes

Swarm of Centipedes

Medium 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, 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. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

/api/images/monsters/swarm-of-centipedes.png

Swarm of Insects Swarm Of Tiny Beasts 1/2
Swarm of Insects

Swarm of Insects

Medium 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, 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-insects.png

Swarm of Poisonous Snakes Swarm Of Tiny Beasts 2
Swarm of Poisonous Snakes

Swarm of Poisonous Snakes

Medium Swarm Of Tiny Beasts Unaligned


Armor: 14 (Dexterity)
Hit points: 36 (8d8)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
8 (-1)
DEX
18 (4)
CON
11 (0)
INT
1 (-5)
WIS
10 (0)
CHA
3 (-4)

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: blindsight (10 ft.), passive_perception (10)
Challenge Rating: 2 (450 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 snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 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. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/swarm-of-poisonous-snakes.png

Swarm of Quippers Swarm Of Tiny Beasts 1
Swarm of Quippers

Swarm of Quippers

Medium Swarm Of Tiny Beasts Unaligned


Armor: 13 (Dexterity)
Hit points: 28 (8d8-8)
Speed: Walk (0 ft.), Swim (40 ft.)

STR
13 (1)
DEX
16 (3)
CON
9 (-1)
INT
1 (-5)
WIS
7 (-2)
CHA
2 (-4)

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: darkvision (60 ft.), passive_perception (8)
Challenge Rating: 1 (200 XP)

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

Actions

Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

/api/images/monsters/swarm-of-quippers.png

Swarm of Rats Swarm Of Tiny Beasts 1/4
Swarm of Rats

Swarm of Rats

Medium Swarm Of Tiny Beasts Unaligned


Armor: 10 (Dexterity)
Hit points: 24 (7d8-7)
Speed: Walk (30 ft.)

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

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: darkvision (30 ft.), passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
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 rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites: Melee Weapon Attack: +2 to hit, reach 0 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-rats.png

Swarm of Ravens Swarm Of Tiny Beasts 1/4
Swarm of Ravens

Swarm of Ravens

Medium 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 Spiders

Swarm of Spiders

Medium 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 Wasps

Swarm of Wasps

Medium 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
Tarrasque

Tarrasque

Gargantuan 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
Thug

Thug

Medium 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
Tiger

Tiger

Large 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
Treant

Treant

Huge 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 Warrior

Tribal Warrior

Medium 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
Triceratops

Triceratops

Huge 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
Troll

Troll

Large 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 Rex

Tyrannosaurus Rex

Huge 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
Unicorn

Unicorn

Large 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
  • Level 0
    • Druidcraft
  • Level 1
    • Detect Evil And Good
    • Entangle
  • Level 2
    • Pass Without Trace
    • Calm Emotions
  • Level 3
  • Level 4
  • Level 5
    • Dispel Evil And Good
  • Level 6
  • Level 7
  • Level 8
  • Level 9
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 Form

Vampire, Bat Form

Medium 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 Form

Vampire, Mist Form

Medium 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 Spawn

Vampire Spawn

Medium 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 Form

Vampire, Vampire Form

Medium 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
Veteran

Veteran

Medium 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 Fungus

Violet Fungus

Medium 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
Vrock

Vrock

Large 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
Vulture

Vulture

Medium 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
Warhorse

Warhorse

Large 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 Skeleton

Warhorse Skeleton

Large 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 Elemental

Water Elemental

Large 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
Weasel

Weasel

Tiny 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 Form

Werebear, Bear 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)
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


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© Designed by The Friendly Mage and his companions. (2026)