Monsters
Name | Type | Challenge rating | Description |
---|---|---|---|
Boar | Beast | 1/4 | BoarBoarMedium Beast Unaligned
Armor:
11 (Natural)
Hit points:
11
(2d8+2)
Speed:
Walk (40 ft.)
STR
13
(1)
DEX
11
(0)
CON
12
(1)
INT
2
(-4)
WIS
9
(-1)
CHA
5
(-3)
Senses:
passive_perception (9)
Challenge Rating:
0.25
(50 XP)
Charge:
If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless:
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
/api/images/monsters/boar.png |
Bone Devil | Fiend | 9 | Bone DevilBone DevilLarge Fiend Lawful Evil
Armor:
19 (Natural)
Hit points:
142
(15d10+60)
Speed:
Walk (40 ft.), Fly (40 ft.)
STR
18
(4)
DEX
16
(3)
CON
18
(4)
INT
13
(1)
WIS
14
(2)
CHA
16
(3)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (12)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
9
(5000 XP)
Proficiency Bonus:
Saving Throw: INT (5), Saving Throw: WIS (6), Saving Throw: CHA (7), Skill: Deception (7), Skill: Insight (6)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three attacks: two with its claws and one with its sting.
Claw:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or 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.
/api/images/monsters/bone-devil.png |
Brass Dragon Wyrmling | Dragon | 1 | Brass Dragon WyrmlingBrass Dragon WyrmlingMedium Dragon Chaotic Good
Armor:
16 (Natural)
Hit points:
16
(3d8+3)
Speed:
Walk (30 ft.), Burrow (15 ft.), Fly (60 ft.)
STR
15
(2)
DEX
10
(0)
CON
13
(1)
INT
10
(0)
WIS
11
(0)
CHA
13
(1)
Damage Immunities:
fire
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
1
(100 XP)
Proficiency Bonus:
Saving Throw: DEX (2), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (2)
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons:
The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
/api/images/monsters/brass-dragon-wyrmling.png |
Bronze Dragon Wyrmling | Dragon | 2 | Bronze Dragon WyrmlingBronze Dragon WyrmlingMedium Dragon Lawful Good
Armor:
17 (Natural)
Hit points:
32
(5d8+10)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
17
(3)
DEX
10
(0)
CON
15
(2)
INT
12
(1)
WIS
11
(0)
CHA
15
(2)
Damage Immunities:
lightning
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: DEX (2), Saving Throw: CON (4), Saving Throw: WIS (2), Saving Throw: CHA (4), Skill: Perception (4), Skill: Stealth (2)
Amphibious:
The dragon can breathe air and water.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons:
The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
/api/images/monsters/bronze-dragon-wyrmling.png |
Brown Bear | Beast | 1 | Brown BearBrown BearLarge Beast Unaligned
Armor:
11 (Natural)
Hit points:
34
(4d10+12)
Speed:
Walk (40 ft.), Climb (30 ft.)
STR
19
(4)
DEX
10
(0)
CON
16
(3)
INT
2
(-4)
WIS
13
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
1
(200 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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/brown-bear.png |
Bugbear | Humanoid | 1 | BugbearBugbearMedium Humanoid Chaotic Evil
Armor:
16 (Shield, Hide Armor)
Hit points:
27
(5d8+5)
Speed:
Walk (30 ft.)
STR
15
(2)
DEX
14
(2)
CON
13
(1)
INT
8
(-1)
WIS
11
(0)
CHA
9
(-1)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common, Goblin
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Stealth (6), Skill: Survival (2)
Brute:
A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack:
If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin:
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
/api/images/monsters/bugbear.png |
Bulette | Monstrosity | 5 | BuletteBuletteLarge Monstrosity Unaligned
Armor:
17 (Natural)
Hit points:
94
(9d10+45)
Speed:
Walk (40 ft.), Burrow (40 ft.)
STR
19
(4)
DEX
11
(0)
CON
21
(5)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
darkvision (60 ft.), tremorsense (60 ft.), passive_perception (16)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (6)
Standing Leap:
The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.
Actions
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Deadly Leap:
If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
/api/images/monsters/bulette.png |
Camel | Beast | 1/8 | CamelCamelLarge Beast Unaligned
Armor:
9 (Dexterity)
Hit points:
15
(2d10+4)
Speed:
Walk (50 ft.)
STR
16
(3)
DEX
8
(-1)
CON
14
(2)
INT
2
(-4)
WIS
8
(-1)
CHA
5
(-3)
Senses:
passive_perception (9)
Challenge Rating:
0.125
(25 XP)
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
/api/images/monsters/camel.png |
Cat | Beast | 0 | CatCatTiny Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
2
(1d4)
Speed:
Walk (40 ft.), Climb (30 ft.)
STR
3
(-4)
DEX
15
(2)
CON
10
(0)
INT
3
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (4)
Keen Smell:
The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws:
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
/api/images/monsters/cat.png |
Centaur | Monstrosity | 2 | CentaurCentaurLarge Monstrosity Neutral Good
Armor:
12 (Dexterity)
Hit points:
45
(6d10+12)
Speed:
Walk (50 ft.)
STR
18
(4)
DEX
14
(2)
CON
14
(2)
INT
9
(-1)
WIS
13
(1)
CHA
11
(0)
Senses:
passive_perception (13)
Languages:
Elvish, Sylvan
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Athletics (6), Skill: Perception (3), Skill: Survival (3)
Charge:
If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
Multiattack:
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow:
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
/api/images/monsters/centaur.png |
Chain Devil | Fiend | 8 | Chain DevilChain DevilMedium Fiend Lawful Evil
Armor:
16 (Natural)
Hit points:
85
(10d8+40)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
15
(2)
CON
18
(4)
INT
11
(0)
WIS
12
(1)
CHA
14
(2)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Saving Throw: CON (7), Saving Throw: WIS (4), Saving Throw: CHA (5)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes two attacks with its chains.
Chain:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains:
Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
/api/images/monsters/chain-devil.png |
Chimera | Monstrosity | 6 | ChimeraChimeraLarge Monstrosity Chaotic Evil
Armor:
14 (Natural)
Hit points:
114
(12d10+48)
Speed:
Walk (30 ft.), Fly (60 ft.)
STR
19
(4)
DEX
11
(0)
CON
19
(4)
INT
3
(-4)
WIS
14
(2)
CHA
10
(0)
Senses:
darkvision (60 ft.), passive_perception (18)
Languages:
understands Draconic but can't speak
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Skill: Perception (8)
Actions
Multiattack:
The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath:
The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/chimera.png |
Chuul | Aberration | 4 | ChuulChuulLarge Aberration Chaotic Evil
Armor:
16 (Natural)
Hit points:
93
(11d10+33)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
19
(4)
DEX
10
(0)
CON
16
(3)
INT
5
(-3)
WIS
11
(0)
CHA
5
(-3)
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
understands Deep Speech but can't speak
Challenge Rating:
4
(1100 XP)
Proficiency Bonus:
Skill: Perception (4)
Amphibious:
The chuul can breathe air and water.
Sense Magic:
The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
Multiattack:
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles:
One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The 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/chuul.png |
Clay Golem | Construct | 9 | Clay GolemClay GolemLarge Construct Unaligned
Armor:
14 (Natural)
Hit points:
133
(14d10+56)
Speed:
Walk (20 ft.)
STR
20
(5)
DEX
9
(-1)
CON
18
(4)
INT
3
(-4)
WIS
8
(-1)
CHA
1
(-5)
Damage Immunities:
acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
darkvision (60 ft.), passive_perception (9)
Languages:
understands the languages of its creator but can't speak
Challenge Rating:
9
(5000 XP)
Acid Absorption:
Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk:
Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
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: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste:
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
/api/images/monsters/clay-golem.png |
Cloaker | Aberration | 8 | CloakerCloakerLarge Aberration Chaotic Neutral
Armor:
14 (Natural)
Hit points:
78
(12d10+12)
Speed:
Walk (10 ft.), Fly (40 ft.)
STR
17
(3)
DEX
15
(2)
CON
12
(1)
INT
13
(1)
WIS
12
(1)
CHA
14
(2)
Senses:
darkvision (60 ft.), passive_perception (11)
Languages:
Deep Speech, Undercommon
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Skill: Stealth (5)
Damage Transfer:
While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
False Appearance:
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity:
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The cloaker makes two attacks: one with its bite and one with its tail.
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail:
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Moan:
Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Phantasms:
The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
/api/images/monsters/cloaker.png |
Cloud Giant | Giant | 9 | Cloud GiantCloud GiantHuge Giant Neutral Good (50%) Or Neutral Evil (50%)
Armor:
14 (Natural)
Hit points:
200
(16d12+96)
Speed:
Walk (40 ft.)
STR
27
(8)
DEX
10
(0)
CON
22
(6)
INT
12
(1)
WIS
16
(3)
CHA
16
(3)
Senses:
passive_perception (17)
Languages:
Common, Giant
Challenge Rating:
9
(5000 XP)
Proficiency Bonus:
Saving Throw: CON (10), Saving Throw: WIS (7), Saving Throw: CHA (7), Skill: Insight (7), Skill: Perception (7)
Keen Smell:
The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting:
The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
Actions
Multiattack:
The giant makes two morningstar attacks.
Morningstar:
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock:
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
/api/images/monsters/cloud-giant.png |
Cockatrice | Monstrosity | 1/2 | CockatriceCockatriceSmall Monstrosity Unaligned
Armor:
11 (Dexterity)
Hit points:
27
(6d6+6)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
6
(-2)
DEX
12
(1)
CON
12
(1)
INT
2
(-4)
WIS
13
(1)
CHA
5
(-3)
Senses:
darkvision (60 ft.), passive_perception (11)
Challenge Rating:
0.5
(100 XP)
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
/api/images/monsters/cockatrice.png |
Commoner | Humanoid | 0 | CommonerCommonerMedium Humanoid Any Alignment
Armor:
10 (Dexterity)
Hit points:
4
(1d8)
Speed:
Walk (30 ft.)
STR
10
(0)
DEX
10
(0)
CON
10
(0)
INT
10
(0)
WIS
10
(0)
CHA
10
(0)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
0
(10 XP)
Actions
Club:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
/api/images/monsters/commoner.png |
Constrictor Snake | Beast | 1/4 | Constrictor SnakeConstrictor SnakeLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
13
(2d10+2)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
15
(2)
DEX
14
(2)
CON
12
(1)
INT
1
(-5)
WIS
10
(0)
CHA
3
(-4)
Senses:
blindsight (10 ft.), passive_perception (10)
Challenge Rating:
0.25
(50 XP)
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
/api/images/monsters/constrictor-snake.png |
Copper Dragon Wyrmling | Dragon | 1 | Copper Dragon WyrmlingCopper Dragon WyrmlingMedium Dragon Chaotic Good
Armor:
16 (Natural)
Hit points:
22
(4d8+4)
Speed:
Walk (30 ft.), Climb (30 ft.), Fly (60 ft.)
STR
15
(2)
DEX
12
(1)
CON
13
(1)
INT
14
(2)
WIS
11
(0)
CHA
13
(1)
Damage Immunities:
acid
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Saving Throw: DEX (3), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (3)
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons:
The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
/api/images/monsters/copper-dragon-wyrmling.png |
Couatl | Celestial | 4 | CouatlCouatlMedium Celestial Lawful Good
Armor:
19 (Natural)
Hit points:
97
(13d8+39)
Speed:
Walk (30 ft.), Fly (90 ft.)
STR
16
(3)
DEX
20
(5)
CON
17
(3)
INT
18
(4)
WIS
20
(5)
CHA
18
(4)
Damage Resistances:
radiant
Damage Immunities:
psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
truesight (120 ft.), passive_perception (15)
Languages:
all, telepathy 120 ft.
Challenge Rating:
4
(1100 XP)
Proficiency Bonus:
Saving Throw: CON (5), Saving Throw: WIS (7), Saving Throw: CHA (6)
Innate Spellcasting:
The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic Weapons:
The couatl's weapon attacks are magical.
Shielded Mind:
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Actions
Bite:
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict:
Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape:
The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
/api/images/monsters/couatl.png |
Crab | Beast | 0 | CrabCrabTiny Beast Unaligned
Armor:
11 (Natural)
Hit points:
2
(1d4)
Speed:
Walk (20 ft.), Swim (20 ft.)
STR
2
(-4)
DEX
11
(0)
CON
10
(0)
INT
1
(-5)
WIS
8
(-1)
CHA
2
(-4)
Senses:
blindsight (30 ft.), passive_perception (9)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Stealth (2)
Amphibious:
The crab can breathe air and water.
Actions
Claw:
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
/api/images/monsters/crab.png |
Crocodile | Beast | 1/2 | CrocodileCrocodileLarge Beast Unaligned
Armor:
12 (Natural)
Hit points:
19
(3d10+3)
Speed:
Walk (20 ft.), Swim (20 ft.)
STR
15
(2)
DEX
10
(0)
CON
13
(1)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
passive_perception (10)
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Stealth (2)
Hold Breath:
The crocodile can hold its breath for 15 minutes.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target
/api/images/monsters/crocodile.png |
Cult Fanatic | Humanoid | 2 | Cult FanaticCult FanaticMedium Humanoid Any Non-good Alignment
Armor:
13 (Leather Armor)
Hit points:
22
(6d8-5)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
14
(2)
CON
12
(1)
INT
10
(0)
WIS
13
(1)
CHA
14
(2)
Senses:
passive_perception (11)
Languages:
any one language (usually Common)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Deception (4), Skill: Persuasion (4), Skill: Religion (2)
Dark Devotion:
The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting:
The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): command, inflict wounds, shield of faith
- 2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack:
The fanatic makes two melee attacks.
Dagger:
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
/api/images/monsters/cult-fanatic.png |
Cultist | Humanoid | 1/8 | CultistCultistMedium Humanoid Any Non-good Alignment
Armor:
12 (Leather Armor)
Hit points:
9
(2d8)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
12
(1)
CON
10
(0)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Deception (2), Skill: Religion (2)
Dark Devotion:
The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
/api/images/monsters/cultist.png |