Monsters
Name | Type | Challenge rating | Description |
---|---|---|---|
Darkmantle | Monstrosity | 1/2 | DarkmantleDarkmantleSmall 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 DogDeath DogMedium 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
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 | DeerDeerMedium 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 | DevaDevaMedium 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
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 WolfDire WolfLarge 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 | DjinniDjinniLarge 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
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 | DoppelgangerDoppelgangerMedium 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 HorseDraft HorseLarge 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 TurtleDragon TurtleGargantuan 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 | DretchDretchSmall 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 | DriderDriderLarge 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
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 | DrowDrowMedium 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
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 | DruidDruidMedium 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:
- Cantrips (at will): druidcraft, produce flame, shillelagh
- 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
- 2nd level (3 slots): animal messenger, barkskin
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 | DryadDryadMedium 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
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 | DuergarDuergarMedium 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 MephitDust MephitSmall 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.
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 | EagleEagleSmall 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 ElementalEarth ElementalLarge 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 | EfreetiEfreetiLarge 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
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 | ElephantElephantHuge 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 | ElkElkLarge 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 | ErinyesErinyesMedium 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 | EttercapEttercapMedium 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 | EttinEttinLarge 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 |