DmToolkit
  • Registration
  • About
    • English
    • Français
  • Login
Equipments Monsters Spells Encounter calculator

Login
  • Login
 

Monsters


Name Type Challenge rating Description
Aboleth Aberration 10
Aboleth

Aboleth

Large Aberration Lawful Evil


Armor: 17 (Natural)
Hit points: 135 (18d10+36)
Speed: Walk (10 ft.), Swim (40 ft.)

STR
21 (5)
DEX
9 (-1)
CON
15 (2)
INT
18 (4)
WIS
15 (2)
CHA
18 (4)

Senses: darkvision (120 ft.), passive_perception (20)
Languages: Deep Speech, telepathy 120 ft.
Challenge Rating: 10 (5900 XP)
Proficiency Bonus: Saving Throw: CON (6), Saving Throw: INT (8), Saving Throw: WIS (6), Skill: History (12), Skill: Perception (10)

Amphibious: The aboleth can breathe air and water.
Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy: If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions

Multiattack: The aboleth makes three tentacle attacks.
Tentacle: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave: The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

Detect: The aboleth makes a Wisdom (Perception) check.
Tail Swipe: The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

/api/images/monsters/aboleth.png

Acolyte Humanoid 1/4
Acolyte

Acolyte

Medium Humanoid Any Alignment


Armor: 10 (Dexterity)
Hit points: 9 (2d8)
Speed: Walk (30 ft.)

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

Senses: passive_perception (12)
Languages: any one language (usually Common)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Medicine (4), Skill: Religion (2)

Spellcasting: The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
  • Level 0
    • Light
    • Sacred Flame
    • Thaumaturgy
  • Level 1
    • Bless
    • Cure Wounds
    • Sanctuary
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

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

/api/images/monsters/acolyte.png

Adult Black Dragon Dragon 14
Adult Black Dragon

Adult Black Dragon

Huge Dragon Chaotic Evil


Armor: 19 (Natural)
Hit points: 195 (17d12+85)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
23 (6)
DEX
14 (2)
CON
21 (5)
INT
14 (2)
WIS
13 (1)
CHA
17 (3)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 14 (11500 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (10), Saving Throw: WIS (6), Saving Throw: CHA (8), Skill: Perception (11), Skill: Stealth (7)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Acid Breath: The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Adult Blue Dragon Dragon 16
Adult Blue Dragon

Adult Blue Dragon

Huge Dragon Lawful Evil


Armor: 19 (Natural)
Hit points: 225 (18d12+108)
Speed: Walk (40 ft.), Burrow (30 ft.), Fly (80 ft.)

STR
25 (7)
DEX
10 (0)
CON
23 (6)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 16 (15000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Perception (12), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon 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, 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 dragon's Frightful Presence for the next 24 hours.
Lightning Breath: The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Adult Brass Dragon Dragon 13
Adult Brass Dragon

Adult Brass Dragon

Huge Dragon Chaotic Good


Armor: 18 (Natural)
Hit points: 172 (15d12+75)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
23 (6)
DEX
10 (0)
CON
21 (5)
INT
14 (2)
WIS
13 (1)
CHA
17 (3)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (10), Saving Throw: WIS (6), Saving Throw: CHA (8), Skill: History (7), Skill: Perception (11), Skill: Persuasion (8), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours .
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-brass-dragon.png

Adult Bronze Dragon Dragon 15
Adult Bronze Dragon

Adult Bronze Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 212 (17d12+102)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
25 (7)
DEX
10 (0)
CON
23 (6)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (7), Saving Throw: CHA (9), Skill: Insight (7), Skill: Perception (12), Skill: Stealth (5)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon 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, 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) 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 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-bronze-dragon.png

Adult Copper Dragon Dragon 14
Adult Copper Dragon

Adult Copper Dragon

Huge Dragon Chaotic Good


Armor: 18 (Natural)
Hit points: 184 (16d12+80)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
23 (6)
DEX
12 (1)
CON
21 (5)
INT
18 (4)
WIS
15 (2)
CHA
17 (3)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 14 (11500 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (10), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Deception (8), Skill: Perception (12), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-copper-dragon.png

Adult Gold Dragon Dragon 17
Adult Gold Dragon

Adult Gold Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 256 (19d12+133)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
14 (2)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
24 (7)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (24)
Languages: Common, Draconic
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (13), Saving Throw: WIS (8), Saving Throw: CHA (13), Skill: Insight (8), Skill: Perception (14), Skill: Persuasion (13), Skill: Stealth (8)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-gold-dragon.png

Adult Green Dragon Dragon 15
Adult Green Dragon

Adult Green Dragon

Huge Dragon Lawful Evil


Armor: 19 (Natural)
Hit points: 207 (18d12+90)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
23 (6)
DEX
12 (1)
CON
21 (5)
INT
18 (4)
WIS
15 (2)
CHA
17 (3)

Damage Immunities: poison
Condition Immunities: Poisoned
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (22)
Languages: Common, Draconic
Challenge Rating: 15 (13000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (10), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Deception (8), Skill: Insight (7), Skill: Perception (12), Skill: Persuasion (8), Skill: Stealth (6)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours .
Poison Breath: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/adult-green-dragon.png

Adult Red Dragon Dragon 17
Adult Red Dragon

Adult Red Dragon

Huge Dragon Chaotic Evil


Armor: 19 (Natural)
Hit points: 256 (19d12+133)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
13 (1)
CHA
21 (5)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (23)
Languages: Common, Draconic
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (13), Saving Throw: WIS (7), Saving Throw: CHA (11), Skill: Perception (13), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Adult Silver Dragon Dragon 16
Adult Silver Dragon

Adult Silver Dragon

Huge Dragon Lawful Good


Armor: 19 (Natural)
Hit points: 243 (18d12+126)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
13 (1)
CHA
21 (5)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 16 (15000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (12), Saving Throw: WIS (6), Saving Throw: CHA (10), Skill: Arcana (8), Skill: History (8), Skill: Perception (11), Skill: Stealth (5)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Adult White Dragon Dragon 13
Adult White Dragon

Adult White Dragon

Huge Dragon Chaotic Evil


Armor: 18 (Natural)
Hit points: 200 (16d12+96)
Speed: Walk (40 ft.), Burrow (30 ft.), Fly (80 ft.), Swim (40 ft.)

STR
22 (6)
DEX
10 (0)
CON
22 (6)
INT
8 (-1)
WIS
12 (1)
CHA
12 (1)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (21)
Languages: Common, Draconic
Challenge Rating: 13 (10000 XP)
Proficiency Bonus: Saving Throw: DEX (5), Saving Throw: CON (11), Saving Throw: WIS (6), Saving Throw: CHA (6), Skill: Perception (11), Skill: Stealth (5)

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Cold Breath: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Air Elemental Elemental 5
Air Elemental

Air Elemental

Large Elemental Neutral


Armor: 15 (Dexterity)
Hit points: 90 (12d10+24)
Speed: Fly (90 ft.), Hover (1)

STR
14 (2)
DEX
20 (5)
CON
14 (2)
INT
6 (-2)
WIS
10 (0)
CHA
6 (-2)

Damage Resistances: lightning, thunder, 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: Auran
Challenge Rating: 5 (1800 XP)

Air 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.

Actions

Multiattack: The elemental makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind: Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

/api/images/monsters/air-elemental.png

Ancient Black Dragon Dragon 21
Ancient Black Dragon

Ancient Black Dragon

Gargantuan Dragon Chaotic Evil


Armor: 22 (Natural)
Hit points: 367 (21d20+147)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
14 (2)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: DEX (9), Saving Throw: CON (14), Saving Throw: WIS (9), Saving Throw: CHA (11), Skill: Perception (16), Skill: Stealth (9)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Acid Breath: The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Ancient Blue Dragon Dragon 23
Ancient Blue Dragon

Ancient Blue Dragon

Gargantuan Dragon Lawful Evil


Armor: 22 (Natural)
Hit points: 481 (26d20+208)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
29 (9)
DEX
10 (0)
CON
27 (8)
INT
18 (4)
WIS
17 (3)
CHA
21 (5)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 23 (50000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (15), Saving Throw: WIS (10), Saving Throw: CHA (12), Skill: Perception (17), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Lightning Breath: The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Ancient Brass Dragon Dragon 20
Ancient Brass Dragon

Ancient Brass Dragon

Gargantuan Dragon Chaotic Good


Armor: 20 (Natural)
Hit points: 297 (17d20+119)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
10 (0)
CON
25 (7)
INT
16 (3)
WIS
15 (2)
CHA
19 (4)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (24)
Languages: Common, Draconic
Challenge Rating: 20 (25000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (13), Saving Throw: WIS (8), Saving Throw: CHA (10), Skill: History (9), Skill: Perception (14), Skill: Persuasion (10), Skill: Stealth (6)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-brass-dragon.png

Ancient Bronze Dragon Dragon 22
Ancient Bronze Dragon

Ancient Bronze Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 444 (24d20+192)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
29 (9)
DEX
10 (0)
CON
27 (8)
INT
18 (4)
WIS
17 (3)
CHA
21 (5)

Damage Immunities: lightning
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 22 (41000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (15), Saving Throw: WIS (10), Saving Throw: CHA (12), Skill: Insight (10), Skill: Perception (17), Skill: Stealth (7)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) 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 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-bronze-dragon.png

Ancient Copper Dragon Dragon 21
Ancient Copper Dragon

Ancient Copper Dragon

Gargantuan Dragon Chaotic Good


Armor: 21 (Natural)
Hit points: 350 (20d20+140)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
27 (8)
DEX
12 (1)
CON
25 (7)
INT
20 (5)
WIS
17 (3)
CHA
19 (4)

Damage Immunities: acid
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (14), Saving Throw: WIS (10), Saving Throw: CHA (11), Skill: Deception (11), Skill: Perception (17), Skill: Stealth (8)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-copper-dragon.png

Ancient Gold Dragon Dragon 24
Ancient Gold Dragon

Ancient Gold Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 546 (28d20+252)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
30 (10)
DEX
14 (2)
CON
29 (9)
INT
18 (4)
WIS
17 (3)
CHA
28 (9)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 24 (62000 XP)
Proficiency Bonus: Saving Throw: DEX (9), Saving Throw: CON (16), Saving Throw: WIS (10), Saving Throw: CHA (16), Skill: Insight (10), Skill: Perception (17), Skill: Persuasion (16), Skill: Stealth (9)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-gold-dragon.png

Ancient Green Dragon Dragon 22
Ancient Green Dragon

Ancient Green Dragon

Gargantuan Dragon Lawful Evil


Armor: 21 (Natural)
Hit points: 385 (22d20+154)
Speed: Walk (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
27 (8)
DEX
12 (1)
CON
25 (7)
INT
20 (5)
WIS
17 (3)
CHA
19 (4)

Damage Immunities: poison
Condition Immunities: Poisoned
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (27)
Languages: Common, Draconic
Challenge Rating: 22 (41000 XP)
Proficiency Bonus: Saving Throw: DEX (8), Saving Throw: CON (14), Saving Throw: WIS (10), Saving Throw: CHA (11), Skill: Deception (11), Skill: Insight (10), Skill: Perception (17), Skill: Persuasion (11), Skill: Stealth (8)

Amphibious: The dragon can breathe air and water.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Poison Breath: The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

/api/images/monsters/ancient-green-dragon.png

Ancient Red Dragon Dragon 24
Ancient Red Dragon

Ancient Red Dragon

Gargantuan Dragon Chaotic Evil


Armor: 22 (Natural)
Hit points: 546 (28d20+252)
Speed: Walk (40 ft.), Climb (40 ft.), Fly (80 ft.)

STR
30 (10)
DEX
10 (0)
CON
29 (9)
INT
18 (4)
WIS
15 (2)
CHA
23 (6)

Damage Immunities: fire
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 24 (62000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (16), Saving Throw: WIS (9), Saving Throw: CHA (13), Skill: Perception (16), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Fire Breath: The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Ancient Silver Dragon Dragon 23
Ancient Silver Dragon

Ancient Silver Dragon

Gargantuan Dragon Lawful Good


Armor: 22 (Natural)
Hit points: 487 (25d20+225)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
30 (10)
DEX
10 (0)
CON
29 (9)
INT
18 (4)
WIS
15 (2)
CHA
23 (6)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (26)
Languages: Common, Draconic
Challenge Rating: 23 (50000 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (16), Saving Throw: WIS (9), Saving Throw: CHA (13), Skill: Arcana (11), Skill: History (11), Skill: Perception (16), Skill: Stealth (7)

Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours.
Breath Weapons: The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Ancient White Dragon Dragon 20
Ancient White Dragon

Ancient White Dragon

Gargantuan Dragon Chaotic Evil


Armor: 20 (Natural)
Hit points: 333 (18d20+144)
Speed: Walk (40 ft.), Burrow (40 ft.), Fly (80 ft.), Swim (40 ft.)

STR
26 (8)
DEX
10 (0)
CON
26 (8)
INT
10 (0)
WIS
13 (1)
CHA
14 (2)

Damage Immunities: cold
Senses: blindsight (60 ft.), darkvision (120 ft.), passive_perception (23)
Languages: Common, Draconic
Challenge Rating: 20 (25000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (14), Saving Throw: WIS (7), Saving Throw: CHA (8), Skill: Perception (13), Skill: Stealth (6)

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance: If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 dragon's Frightful Presence for the next 24 hours .
Cold Breath: The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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

Androsphinx Monstrosity 17
Androsphinx

Androsphinx

Large Monstrosity Lawful Neutral


Armor: 17 (Natural)
Hit points: 199 (19d10+95)
Speed: Walk (40 ft.), Fly (60 ft.)

STR
22 (6)
DEX
10 (0)
CON
20 (5)
INT
16 (3)
WIS
18 (4)
CHA
23 (6)

Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Frightened
Senses: truesight (120 ft.), passive_perception (20)
Languages: Common, Sphinx
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (11), Saving Throw: INT (9), Saving Throw: WIS (10), Skill: Arcana (9), Skill: Perception (10), Skill: Religion (15)

Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons: The sphinx's weapon attacks are magical.
Spellcasting: The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
  • Level 0
    • Sacred Flame
    • Spare The Dying
    • Thaumaturgy
  • Level 1
    • Command
    • Detect Evil And Good
    • Detect Magic
  • Level 2
    • Lesser Restoration
    • Zone Of Truth
  • Level 3
    • Dispel Magic
    • Tongues
  • Level 4
    • Banishment
    • Freedom Of Movement
  • Level 5
    • Flame Strike
    • Greater Restoration
  • Level 6
    • Heroes' Feast
  • Level 7
  • Level 8
  • Level 9

Actions

Multiattack: The sphinx makes two claw attacks.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Roar: The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

Claw Attack: The sphinx makes one claw attack.
Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

/api/images/monsters/androsphinx.png

Animated Armor Construct 1
Animated Armor

Animated Armor

Medium Construct Unaligned


Armor: 18 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (25 ft.)

STR
14 (2)
DEX
11 (0)
CON
13 (1)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)

Damage Immunities: poison, psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (6)
Challenge Rating: 1 (200 XP)

Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack: The armor makes two melee attacks.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

/api/images/monsters/animated-armor.png

Ankheg Monstrosity 2
Ankheg

Ankheg

Large Monstrosity Unaligned


Armor: 14 (Natural) / 11 (Prone)
Hit points: 39 (6d10+6)
Speed: Walk (30 ft.), Burrow (10 ft.)

STR
17 (3)
DEX
11 (0)
CON
13 (1)
INT
1 (-5)
WIS
13 (1)
CHA
6 (-2)

Senses: darkvision (60 ft.), tremorsense (60 ft.), passive_perception (11)
Challenge Rating: 2 (450 XP)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray: The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/ankheg.png

Ape Beast 1/2
Ape

Ape

Medium Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 19 (3d8+6)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
16 (3)
DEX
14 (2)
CON
14 (2)
INT
6 (-2)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Athletics (5), Skill: Perception (3)

Actions

Multiattack: The ape makes two fist attacks.
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

/api/images/monsters/ape.png

Archmage Humanoid 12
Archmage

Archmage

Medium Humanoid Any Alignment


Armor: 12 (Dexterity) / 15 (Mage Armor)
Hit points: 99 (18d8+18)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
14 (2)
CON
12 (1)
INT
20 (5)
WIS
15 (2)
CHA
16 (3)

Damage Resistances: damage from spells, bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Senses: passive_perception (12)
Languages: any six languages
Challenge Rating: 12 (8400 XP)
Proficiency Bonus: Saving Throw: INT (9), Saving Throw: WIS (6), Skill: Arcana (13), Skill: History (13)

Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
  • Level 0
    • Fire Bolt
    • Light
    • Mage Hand
    • Prestidigitation
    • Shocking Grasp
  • Level 1
    • Disguise Self
    • Detect Magic
    • Identify
    • Mage Armor
    • Magic Missile
  • Level 2
    • Invisibility
    • Detect Thoughts
    • Mirror Image
    • Misty Step
  • Level 3
    • Counterspell
    • Fly
    • Lightning Bolt
  • Level 4
    • Banishment
    • Fire Shield
    • Stoneskin
  • Level 5
    • Cone Of Cold
    • Scrying
    • Wall Of Force
  • Level 6
    • Globe Of Invulnerability
  • Level 7
    • Teleport
  • Level 8
    • Mind Blank
  • Level 9
    • Time Stop

Actions

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

/api/images/monsters/archmage.png

Assassin Humanoid 8
Assassin

Assassin

Medium Humanoid Any Non-good Alignment


Armor: 15 (Studded Leather Armor)
Hit points: 78 (12d8+24)
Speed: Walk (30 ft.)

STR
11 (0)
DEX
16 (3)
CON
14 (2)
INT
13 (1)
WIS
11 (0)
CHA
10 (0)

Damage Resistances: poison
Senses: passive_perception (13)
Languages: Thieves' cant plus any two languages
Challenge Rating: 8 (3900 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: INT (4), Skill: Acrobatics (6), Skill: Deception (3), Skill: Perception (3), Skill: Stealth (9)

Assassinate: During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion: If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn): The assassin deals an extra 13 (4d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack: The assassin makes two shortsword attacks.
Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/assassin.png

Awakened Shrub Plant 0
Awakened Shrub

Awakened Shrub

Small Plant Unaligned


Armor: 9 (Dexterity)
Hit points: 10 (3d6)
Speed: Walk (20 ft.)

STR
3 (-4)
DEX
8 (-1)
CON
11 (0)
INT
10 (0)
WIS
10 (0)
CHA
6 (-2)

Damage Resistances: piercing
Damage Vulnerabilities: fire
Senses: passive_perception (10)
Languages: one language known by its creator
Challenge Rating: 0 (10 XP)

False Appearance: While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

/api/images/monsters/awakened-shrub.png

Awakened Tree Plant 2
Awakened Tree

Awakened Tree

Huge Plant Unaligned


Armor: 13 (Natural)
Hit points: 59 (7d12+14)
Speed: Walk (20 ft.)

STR
19 (4)
DEX
6 (-2)
CON
15 (2)
INT
10 (0)
WIS
10 (0)
CHA
7 (-2)

Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Senses: passive_perception (10)
Languages: one language known by its creator
Challenge Rating: 2 (450 XP)

False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

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

/api/images/monsters/awakened-tree.png

Axe Beak Beast 1/4
Axe Beak

Axe Beak

Large Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 19 (3d10+3)
Speed: Walk (50 ft.)

STR
14 (2)
DEX
12 (1)
CON
12 (1)
INT
2 (-4)
WIS
10 (0)
CHA
5 (-3)

Senses: passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Actions

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

/api/images/monsters/axe-beak.png

Azer Elemental 2
Azer

Azer

Medium Elemental Lawful Neutral


Armor: 15 (Natural) / 17 (Shield)
Hit points: 39 (6d8+12)
Speed: Walk (30 ft.)

STR
17 (3)
DEX
12 (1)
CON
15 (2)
INT
12 (1)
WIS
13 (1)
CHA
10 (0)

Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: passive_perception (11)
Languages: Ignan
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: CON (4)

Heated Body: A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
Heated Weapons: When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination: The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions

Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

/api/images/monsters/azer.png

Baboon Beast 0
Baboon

Baboon

Small Beast Unaligned


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

STR
8 (-1)
DEX
14 (2)
CON
11 (0)
INT
4 (-3)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (11)
Challenge Rating: 0 (10 XP)

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

Actions

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

/api/images/monsters/baboon.png

Badger Beast 0
Badger

Badger

Tiny Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 3 (1d4+1)
Speed: Walk (20 ft.), Burrow (5 ft.)

STR
4 (-3)
DEX
11 (0)
CON
12 (1)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

Senses: darkvision (30 ft.), passive_perception (11)
Challenge Rating: 0 (10 XP)

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

Actions

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

/api/images/monsters/badger.png

Balor Fiend 19
Balor

Balor

Huge Fiend Chaotic Evil


Armor: 19 (Natural)
Hit points: 262 (21d12+126)
Speed: Walk (40 ft.), Fly (80 ft.)

STR
26 (8)
DEX
15 (2)
CON
22 (6)
INT
20 (5)
WIS
16 (3)
CHA
22 (6)

Damage Resistances: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses: truesight (120 ft.), passive_perception (13)
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 19 (22000 XP)
Proficiency Bonus: Saving Throw: STR (14), Saving Throw: CON (12), Saving Throw: WIS (9), Saving Throw: CHA (12)

Death Throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura: At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance: The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons: The balor's weapon attacks are magical.

Actions

Multiattack: The balor makes two attacks: one with its longsword and one with its whip.
Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip: Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport: The balor 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/balor.png

Bandit Humanoid 1/8
Bandit

Bandit

Medium Humanoid Any Non-lawful Alignment


Armor: 12 (Leather Armor)
Hit points: 11 (2d8+2)
Speed: Walk (30 ft.)

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

Senses: passive_perception (10)
Languages: any one language (usually Common)
Challenge Rating: 0.125 (25 XP)

Actions

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

/api/images/monsters/bandit.png

Bandit Captain Humanoid 2
Bandit Captain

Bandit Captain

Medium Humanoid Any Non-lawful Alignment


Armor: 15 (Studded Leather Armor)
Hit points: 65 (10d8+20)
Speed: Walk (30 ft.)

STR
15 (2)
DEX
16 (3)
CON
14 (2)
INT
14 (2)
WIS
11 (0)
CHA
14 (2)

Senses: passive_perception (10)
Languages: any two languages
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: STR (4), Saving Throw: DEX (5), Saving Throw: WIS (2), Skill: Athletics (4), Skill: Deception (4)

Actions

Multiattack: The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

/api/images/monsters/bandit-captain.png

Barbed Devil Fiend 5
Barbed Devil

Barbed Devil

Medium Fiend Lawful Evil


Armor: 15 (Natural)
Hit points: 110 (13d8+52)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
17 (3)
CON
18 (4)
INT
12 (1)
WIS
14 (2)
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 (18)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Saving Throw: STR (6), Saving Throw: CON (7), Saving Throw: WIS (5), Saving Throw: CHA (5), Skill: Deception (5), Skill: Insight (5), Skill: Perception (8)

Barbed Hide: At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
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 melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame: Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

/api/images/monsters/barbed-devil.png

Basilisk Monstrosity 3
Basilisk

Basilisk

Medium Monstrosity Unaligned


Armor: 12 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (20 ft.)

STR
16 (3)
DEX
8 (-1)
CON
15 (2)
INT
2 (-4)
WIS
8 (-1)
CHA
7 (-2)

Senses: darkvision (60 ft.), passive_perception (9)
Challenge Rating: 3 (700 XP)

Petrifying Gaze: If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically 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 until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

/api/images/monsters/basilisk.png

Bat Beast 0
Bat

Bat

Tiny Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (5 ft.), Fly (30 ft.)

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

Senses: blindsight (60 ft.), passive_perception (11)
Challenge Rating: 0 (10 XP)

Echolocation: The bat can't use its blindsight while deafened.
Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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

/api/images/monsters/bat.png

Bearded Devil Fiend 3
Bearded Devil

Bearded Devil

Medium Fiend Lawful Evil


Armor: 13 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
15 (2)
CON
15 (2)
INT
9 (-1)
WIS
11 (0)
CHA
11 (0)

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 (10)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: STR (5), Saving Throw: CON (4), Saving Throw: WIS (2)

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.
Steadfast: The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack: The devil makes two attacks: one with its beard and one with its glaive.
Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

/api/images/monsters/bearded-devil.png

Behir Monstrosity 11
Behir

Behir

Huge Monstrosity Neutral Evil


Armor: 17 (Natural)
Hit points: 168 (16d12+64)
Speed: Walk (50 ft.), Climb (40 ft.)

STR
23 (6)
DEX
16 (3)
CON
18 (4)
INT
7 (-2)
WIS
14 (2)
CHA
12 (1)

Damage Immunities: lightning
Senses: darkvision (90 ft.), passive_perception (16)
Languages: Draconic
Challenge Rating: 11 (7200 XP)
Proficiency Bonus: Skill: Perception (6), Skill: Stealth (7)

Actions

Multiattack: The behir makes two attacks: one with its bite and one to constrict.
Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath: The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

/api/images/monsters/behir.png

Berserker Humanoid 2
Berserker

Berserker

Medium Humanoid Any Chaotic Alignment


Armor: 13 (Hide Armor)
Hit points: 67 (9d8+27)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
12 (1)
CON
17 (3)
INT
9 (-1)
WIS
11 (0)
CHA
9 (-1)

Senses: passive_perception (10)
Languages: any one language (usually Common)
Challenge Rating: 2 (450 XP)

Reckless: At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

/api/images/monsters/berserker.png

Black Bear Beast 1/2
Black Bear

Black Bear

Medium Beast Unaligned


Armor: 11 (Natural)
Hit points: 19 (3d8+6)
Speed: Walk (40 ft.), Climb (30 ft.)

STR
15 (2)
DEX
10 (0)
CON
14 (2)
INT
2 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.5 (100 XP)

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: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

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

Black Dragon Wyrmling Dragon 2
Black Dragon Wyrmling

Black Dragon Wyrmling

Medium Dragon Chaotic Evil


Armor: 17 (Natural)
Hit points: 33 (6d8+6)
Speed: Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)

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

Damage Immunities: acid
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages: Draconic
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (4)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath: The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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

Black Pudding Ooze 4
Black Pudding

Black Pudding

Large Ooze Unaligned


Armor: 7 (Dexterity)
Hit points: 85 (10d10+30)
Speed: Walk (20 ft.), Climb (20 ft.)

STR
16 (3)
DEX
5 (-3)
CON
16 (3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)

Damage Immunities: acid, cold, lightning, slashing
Condition Immunities: Blinded, Charmed, Exhaustion, Frightened, Prone
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating: 4 (1100 XP)

Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb: The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

/api/images/monsters/black-pudding.png

Blink Dog Fey 1/4
Blink Dog

Blink Dog

Medium Fey Lawful Good


Armor: 13 (Dexterity)
Hit points: 22 (4d8+4)
Speed: Walk (40 ft.)

STR
12 (1)
DEX
17 (3)
CON
12 (1)
INT
10 (0)
WIS
13 (1)
CHA
11 (0)

Senses: passive_perception (10)
Languages: Blink Dog, understands Sylvan but can't speak it
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (5)

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

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport: The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

/api/images/monsters/blink-dog.png

Blood Hawk Beast 1/8
Blood Hawk

Blood Hawk

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 7 (2d6)
Speed: Walk (10 ft.), Fly (60 ft.)

STR
6 (-2)
DEX
14 (2)
CON
10 (0)
INT
3 (-4)
WIS
14 (2)
CHA
5 (-3)

Senses: passive_perception (14)
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Perception (4)

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

Actions

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

/api/images/monsters/blood-hawk.png

Blue Dragon Wyrmling Dragon 3
Blue Dragon Wyrmling

Blue Dragon Wyrmling

Medium Dragon Lawful Evil


Armor: 17 (Natural)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.), Burrow (15 ft.), Fly (60 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: 3 (700 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)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath: The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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

Boar Beast 1/4
Boar

Boar

Medium 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 Devil

Bone Devil

Large 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 Wyrmling

Brass Dragon Wyrmling

Medium 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 Wyrmling

Bronze Dragon Wyrmling

Medium 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 Bear

Brown Bear

Large 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
Bugbear

Bugbear

Medium 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
Bulette

Bulette

Large 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
Camel

Camel

Large 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
Cat

Cat

Tiny 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
Centaur

Centaur

Large 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 Devil

Chain Devil

Medium 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
Chimera

Chimera

Large 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
Chuul

Chuul

Large 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 Golem

Clay Golem

Large 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
Cloaker

Cloaker

Large 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 Giant

Cloud Giant

Huge 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
  • Level 0
    • Light
  • Level 1
    • Detect Magic
    • Fog Cloud
    • Feather Fall
  • Level 2
    • Misty Step
  • Level 3
    • Fly
    • Gaseous Form
  • Level 4
  • Level 5
    • Telekinesis
  • Level 6
  • Level 7
  • Level 8
    • Control Weather
  • Level 9

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
Cockatrice

Cockatrice

Small 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
Commoner

Commoner

Medium 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 Snake

Constrictor Snake

Large 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 Wyrmling

Copper Dragon Wyrmling

Medium 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
Couatl

Couatl

Medium 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
  • Level 0
  • Level 1
    • Detect Evil And Good
    • Detect Magic
    • Bless
    • Cure Wounds
    • Sanctuary
    • Shield
  • Level 2
    • Detect Thoughts
    • Lesser Restoration
    • Protection From Poison
  • Level 3
    • Create Food And Water
  • Level 4
  • Level 5
    • Dream
    • Greater Restoration
    • Scrying
  • Level 6
  • Level 7
  • Level 8
  • Level 9
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
Crab

Crab

Tiny 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
Crocodile

Crocodile

Large 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 Fanatic

Cult Fanatic

Medium 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:
  • Level 0
    • Light
    • Sacred Flame
    • Thaumaturgy
  • Level 1
    • Command
    • Inflict Wounds
    • Shield Of Faith
  • Level 2
    • Hold Person
    • Spiritual Weapon
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

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
Cultist

Cultist

Medium 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

Darkmantle Monstrosity 1/2
Darkmantle

Darkmantle

Small Monstrosity Unaligned


Armor: 11 (Dexterity)
Hit points: 22 (5d6+5)
Speed: Walk (10 ft.), Fly (30 ft.)

STR
16 (3)
DEX
12 (1)
CON
13 (1)
INT
2 (-4)
WIS
10 (0)
CHA
5 (-3)

Senses: blindsight (60 ft.), passive_perception (10)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Stealth (3)

Echolocation: The darkmantle can't use its blindsight while deafened.
False Appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura: A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

/api/images/monsters/darkmantle.png

Death Dog Monstrosity 1
Death Dog

Death Dog

Medium Monstrosity Neutral Evil


Armor: 12 (Dexterity)
Hit points: 39 (6d8+12)
Speed: Walk (40 ft.)

STR
15 (2)
DEX
14 (2)
CON
14 (2)
INT
3 (-4)
WIS
13 (1)
CHA
6 (-2)

Senses: darkvision (120 ft.), passive_perception (15)
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (4)

Two-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack: The dog makes two bite attacks.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

/api/images/monsters/death-dog.png

Deep Gnome (Svirfneblin) Humanoid 1/2
Deep Gnome (Svirfneblin)

Deep Gnome (Svirfneblin)

Small Humanoid Neutral Good


Armor: 15 (Chain Shirt)
Hit points: 16 (3d6+6)
Speed: Walk (20 ft.)

STR
15 (2)
DEX
14 (2)
CON
14 (2)
INT
12 (1)
WIS
10 (0)
CHA
9 (-1)

Senses: darkvision (120 ft.), passive_perception (12)
Languages: Gnomish, Terran, Undercommon
Challenge Rating: 0.5 (50 XP)
Proficiency Bonus: Skill: Investigation (3), Skill: Perception (2), Skill: Stealth (4)

Stone Camouflage: The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning: The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting: The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self
  • Level 0
  • Level 1
    • Disguise Self
  • Level 2
    • Blindness/Deafness
    • Blur
  • Level 3
    • Nondetection
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Poisoned Dart: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be 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/deep-gnome-svirfneblin.png

Deer Beast 0
Deer

Deer

Medium Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 4 (1d8)
Speed: Walk (50 ft.)

STR
11 (0)
DEX
16 (3)
CON
11 (0)
INT
2 (-4)
WIS
14 (2)
CHA
5 (-3)

Senses: passive_perception (12)
Challenge Rating: 0 (10 XP)

Actions

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

/api/images/monsters/deer.png

Deva Celestial 10
Deva

Deva

Medium Celestial Lawful Good


Armor: 17 (Natural)
Hit points: 136 (16d8+64)
Speed: Walk (30 ft.), Fly (90 ft.)

STR
18 (4)
DEX
18 (4)
CON
18 (4)
INT
17 (3)
WIS
20 (5)
CHA
20 (5)

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: darkvision (120 ft.), passive_perception (19)
Languages: all, telepathy 120 ft.
Challenge Rating: 10 (5900 XP)
Proficiency Bonus: Saving Throw: WIS (9), Saving Throw: CHA (9), Skill: Insight (9), Skill: Perception (9)

Angelic Weapons: The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting: The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead
  • Level 0
  • Level 1
    • Detect Evil And Good
  • Level 2
  • Level 3
  • Level 4
  • Level 5
    • Commune
    • Raise Dead
  • Level 6
  • Level 7
  • Level 8
  • Level 9
Magic Resistance: The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The deva makes two melee attacks.
Mace: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Healing Touch: The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape: The deva 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 deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses 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.

/api/images/monsters/deva.png

Dire Wolf Beast 1
Dire Wolf

Dire Wolf

Large Beast Unaligned


Armor: 14 (Natural)
Hit points: 37 (5d10+10)
Speed: Walk (50 ft.)

STR
17 (3)
DEX
15 (2)
CON
15 (2)
INT
3 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4)

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

Actions

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

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

Djinni Elemental 11
Djinni

Djinni

Large Elemental Chaotic Good


Armor: 17 (Natural)
Hit points: 161 (14d10+84)
Speed: Walk (30 ft.), Fly (90 ft.)

STR
21 (5)
DEX
15 (2)
CON
22 (6)
INT
15 (2)
WIS
16 (3)
CHA
20 (5)

Damage Immunities: lightning, thunder
Senses: darkvision (120 ft.), passive_perception (13)
Languages: Auran
Challenge Rating: 11 (7200 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: WIS (7), Saving Throw: CHA (9)

Elemental Demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting: The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
  • Level 0
  • Level 1
    • Detect Evil And Good
    • Detect Magic
    • Thunderwave
  • Level 2
    • Invisibility
  • Level 3
    • Create Food And Water
    • Tongues
    • Gaseous Form
    • Major Image
  • Level 4
  • Level 5
    • Conjure Elemental
    • Creation
  • Level 6
    • Wind Walk
  • Level 7
    • Plane Shift
  • Level 8
  • Level 9

Actions

Multiattack: The djinni makes three scimitar attacks.
Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
Create Whirlwind: A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

/api/images/monsters/djinni.png

Doppelganger Monstrosity 3
Doppelganger

Doppelganger

Medium Monstrosity Unaligned


Armor: 14 (Dexterity)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.)

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

Condition Immunities: Charmed
Senses: darkvision (60 ft.), passive_perception (11)
Languages: Common
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Deception (6), Skill: Insight (3)

Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher: In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack: The doppelganger makes two melee attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

/api/images/monsters/doppelganger.png

Draft Horse Beast 1/4
Draft Horse

Draft Horse

Large Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 19 (3d10+3)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
10 (0)
CON
12 (1)
INT
2 (-4)
WIS
11 (0)
CHA
7 (-2)

Senses: passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

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

Dragon Turtle Dragon 17
Dragon Turtle

Dragon Turtle

Gargantuan Dragon Neutral


Armor: 20 (Natural)
Hit points: 341 (22d20+110)
Speed: Walk (20 ft.), Swim (40 ft.)

STR
25 (7)
DEX
10 (0)
CON
20 (5)
INT
10 (0)
WIS
12 (1)
CHA
12 (1)

Damage Resistances: fire
Senses: darkvision (120 ft.), passive_perception (11)
Languages: Aquan, Draconic
Challenge Rating: 17 (18000 XP)
Proficiency Bonus: Saving Throw: DEX (6), Saving Throw: CON (11), Saving Throw: WIS (7)

Amphibious: The dragon turtle can breathe air and water.

Actions

Multiattack: The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath: The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

/api/images/monsters/dragon-turtle.png

Dretch Fiend 1/4
Dretch

Dretch

Small Fiend Chaotic Evil


Armor: 11 (Natural)
Hit points: 18 (4d6+4)
Speed: Walk (20 ft.)

STR
11 (0)
DEX
11 (0)
CON
12 (1)
INT
5 (-3)
WIS
8 (-1)
CHA
3 (-4)

Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: Poisoned
Senses: darkvision (60 ft.), passive_perception (9)
Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Challenge Rating: 0.25 (25 XP)

Actions

Multiattack: The dretch makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud: A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

/api/images/monsters/dretch.png

Drider Monstrosity 6
Drider

Drider

Large Monstrosity Chaotic Evil


Armor: 19 (Natural)
Hit points: 123 (13d10+52)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
16 (3)
DEX
16 (3)
CON
18 (4)
INT
13 (1)
WIS
14 (2)
CHA
12 (1)

Senses: darkvision (120 ft.), passive_perception (15)
Languages: Elvish, Undercommon
Challenge Rating: 6 (2300 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (9)

Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire
  • Level 0
  • Level 1
    • Dancing Lights
    • Faerie Fire
  • Level 2
    • Darkness
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker: The drider ignores movement restrictions caused by webbing.

Actions

Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

/api/images/monsters/drider.png

Drow Humanoid 1/4
Drow

Drow

Medium Humanoid Neutral Evil


Armor: 15 (Chain Shirt)
Hit points: 13 (3d8)
Speed: Walk (30 ft.)

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

Senses: darkvision (120 ft.), passive_perception (12)
Languages: Elvish, Undercommon
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting: The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire
  • Level 0
    • Dancing Lights
  • Level 1
    • Faerie Fire
  • Level 2
    • Darkness
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

/api/images/monsters/drow.png

Druid Humanoid 2
Druid

Druid

Medium Humanoid Any Alignment


Armor: 11 (Dexterity) / 16 (Barkskin)
Hit points: 27 (5d8+5)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
12 (1)
CON
13 (1)
INT
12 (1)
WIS
15 (2)
CHA
11 (0)

Senses: passive_perception (14)
Languages: Druidic plus any two languages
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Medicine (4), Skill: Nature (3), Skill: Perception (4)

Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
  • Level 0
    • Druidcraft
    • Produce Flame
    • Shillelagh
  • Level 1
    • Entangle
    • Longstrider
    • Speak With Animals
    • Thunderwave
  • Level 2
    • Animal Messenger
    • Barkskin
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Quarterstaff: Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

/api/images/monsters/druid.png

Dryad Fey 1
Dryad

Dryad

Medium Fey Neutral


Armor: 11 (Dexterity) / 16 (Barkskin)
Hit points: 22 (5d8)
Speed: Walk (30 ft.)

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

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Elvish, Sylvan
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (4), Skill: Stealth (5)

Innate Spellcasting: The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh
  • Level 0
    • Druidcraft
    • Shillelagh
  • Level 1
    • Entangle
    • Goodberry
  • Level 2
    • Barkskin
    • Pass Without Trace
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9
Magic Resistance: The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants: The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride: Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions

Club: Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm: The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies 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 dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.

/api/images/monsters/dryad.png

Duergar Humanoid 1
Duergar

Duergar

Medium Humanoid Lawful Evil


Armor: 16 (Scale Mail, Shield)
Hit points: 26 (4d8+8)
Speed: Walk (25 ft.)

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

Damage Resistances: poison
Senses: darkvision (120 ft.), passive_perception (10)
Languages: Dwarvish, Undercommon
Challenge Rating: 1 (200 XP)

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge: For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility: The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

/api/images/monsters/duergar.png

Dust Mephit Elemental 1/2
Dust Mephit

Dust Mephit

Small Elemental Neutral Evil


Armor: 12 (Dexterity)
Hit points: 17 (5d6)
Speed: Walk (30 ft.), Fly (30 ft.)

STR
5 (-3)
DEX
14 (2)
CON
10 (0)
INT
9 (-1)
WIS
11 (0)
CHA
10 (0)

Damage Immunities: poison
Damage Vulnerabilities: fire
Condition Immunities: Poisoned
Senses: darkvision (60 ft.), passive_perception (12)
Languages: Auran, Terran
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (4)

Death Burst: When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting: The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
  • Level 0
  • Level 1
    • Sleep
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Level 6
  • Level 7
  • Level 8
  • Level 9

Actions

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath: The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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/dust-mephit.png

Eagle Beast 0
Eagle

Eagle

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 3 (1d6)
Speed: Walk (10 ft.), Fly (60 ft.)

STR
6 (-2)
DEX
15 (2)
CON
10 (0)
INT
2 (-4)
WIS
14 (2)
CHA
7 (-2)

Senses: passive_perception (14)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Perception (4)

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

Actions

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

/api/images/monsters/eagle.png

Earth Elemental Elemental 5
Earth Elemental

Earth Elemental

Large Elemental Neutral


Armor: 17 (Natural)
Hit points: 126 (12d10+60)
Speed: Walk (30 ft.), Burrow (30 ft.)

STR
20 (5)
DEX
8 (-1)
CON
20 (5)
INT
5 (-3)
WIS
10 (0)
CHA
5 (-3)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Damage Vulnerabilities: thunder
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: darkvision (60 ft.), tremorsense (60 ft.), passive_perception (10)
Languages: Terran
Challenge Rating: 5 (1800 XP)

Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster: The elemental deals double damage to objects and structures.

Actions

Multiattack: The elemental makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

/api/images/monsters/earth-elemental.png

Efreeti Elemental 11
Efreeti

Efreeti

Large Elemental Lawful Evil


Armor: 17 (Natural)
Hit points: 200 (16d10+112)
Speed: Walk (40 ft.), Fly (60 ft.)

STR
22 (6)
DEX
12 (1)
CON
24 (7)
INT
16 (3)
WIS
15 (2)
CHA
16 (3)

Damage Immunities: fire
Senses: darkvision (120 ft.), passive_perception (12)
Languages: Ignan
Challenge Rating: 11 (7200 XP)
Proficiency Bonus: Saving Throw: INT (7), Saving Throw: WIS (6), Saving Throw: CHA (7)

Elemental Demise: If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting: The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
  • Level 0
  • Level 1
    • Detect Magic
  • Level 2
    • Enlarge/Reduce
    • Invisibility
  • Level 3
    • Tongues
    • Gaseous Form
    • Major Image
  • Level 4
    • Wall Of Fire
  • Level 5
    • Conjure Elemental
  • Level 6
  • Level 7
    • Plane Shift
  • Level 8
  • Level 9

Actions

Multiattack: The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.
Hurl Flame: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

/api/images/monsters/efreeti.png

Elephant Beast 4
Elephant

Elephant

Huge Beast Unaligned


Armor: 12 (Natural)
Hit points: 76 (8d12+24)
Speed: Walk (40 ft.)

STR
22 (6)
DEX
9 (-1)
CON
17 (3)
INT
3 (-4)
WIS
11 (0)
CHA
6 (-2)

Senses: passive_perception (10)
Challenge Rating: 4 (1100 XP)

Trampling Charge: If the elephant 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 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

/api/images/monsters/elephant.png

Elk Beast 1/4
Elk

Elk

Large Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 13 (2d10+2)
Speed: Walk (50 ft.)

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

Senses: passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

/api/images/monsters/elk.png

Erinyes Fiend 12
Erinyes

Erinyes

Medium Fiend Lawful Evil


Armor: 18 (Plate Armor)
Hit points: 153 (18d8+72)
Speed: Walk (30 ft.), Fly (60 ft.)

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

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 (12)
Languages: Infernal, telepathy 120 ft.
Challenge Rating: 12 (8400 XP)
Proficiency Bonus: Saving Throw: DEX (7), Saving Throw: CON (8), Saving Throw: WIS (6), Saving Throw: CHA (8)

Hellish Weapons: The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Magic Resistance: The erinyes has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The erinyes makes three attacks
Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

/api/images/monsters/erinyes.png

Ettercap Monstrosity 2
Ettercap

Ettercap

Medium Monstrosity Neutral Evil


Armor: 13 (Natural)
Hit points: 44 (8d8+8)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
14 (2)
DEX
15 (2)
CON
13 (1)
INT
7 (-2)
WIS
12 (1)
CHA
8 (-1)

Senses: darkvision (60 ft.), passive_perception (13)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4), Skill: Survival (3)

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

Actions

Multiattack: The ettercap makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Web: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.

/api/images/monsters/ettercap.png

Ettin Giant 4
Ettin

Ettin

Large Giant Chaotic Evil


Armor: 12 (Natural)
Hit points: 85 (10d10+30)
Speed: Walk (40 ft.)

STR
21 (5)
DEX
8 (-1)
CON
17 (3)
INT
6 (-2)
WIS
10 (0)
CHA
8 (-1)

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Giant, Orc
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Perception (4)

Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful: When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack: The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

/api/images/monsters/ettin.png


  • Total: 334
  • First
  • 1
  • 2
  • 3
  • ...
  • Last
Items by page
© Designed by The Friendly Mage and his companions. (2026)