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Monsters


Name Type Challenge rating Description
Fire Elemental Elemental 5
Fire Elemental

Fire Elemental

Large Elemental Neutral


Armor: 13 (Dexterity)
Hit points: 102 (12d10+36)
Speed: Walk (50 ft.)

STR
10 (0)
DEX
17 (3)
CON
16 (3)
INT
6 (-2)
WIS
10 (0)
CHA
7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Ignan
Challenge Rating: 5 (1800 XP)

Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack: The elemental makes two touch attacks.
Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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

Fire Giant Giant 9
Fire Giant

Fire Giant

Huge Giant Lawful Evil


Armor: 18 (Plate Armor)
Hit points: 162 (13d12+78)
Speed: Walk (30 ft.)

STR
25 (7)
DEX
9 (-1)
CON
23 (6)
INT
10 (0)
WIS
14 (2)
CHA
13 (1)

Damage Immunities: fire
Senses: passive_perception (16)
Languages: Giant
Challenge Rating: 9 (5000 XP)
Proficiency Bonus: Saving Throw: DEX (3), Saving Throw: CON (10), Saving Throw: CHA (5), Skill: Athletics (11), Skill: Perception (6)

Actions

Multiattack: The giant makes two greatsword attacks.
Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

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

Flesh Golem Construct 5
Flesh Golem

Flesh Golem

Medium Construct Neutral


Armor: 9 (Dexterity)
Hit points: 93 (11d8+44)
Speed: Walk (30 ft.)

STR
19 (4)
DEX
9 (-1)
CON
18 (4)
INT
6 (-2)
WIS
10 (0)
CHA
5 (-3)

Damage Immunities: lightning, poison, 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 (10)
Languages: understands the languages of its creator but can't speak
Challenge Rating: 5 (1800 XP)

Berserk: Whenever the golem starts its turn with 40 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. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire: If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Lightning Absorption: Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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

Flying Snake Beast 1/8
Flying Snake

Flying Snake

Tiny Beast Unaligned


Armor: 14 (Dexterity)
Hit points: 5 (2d4)
Speed: Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)

STR
4 (-3)
DEX
18 (4)
CON
11 (0)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

Senses: blindsight (10 ft.), passive_perception (11)
Challenge Rating: 0.125 (25 XP)

Flyby: The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

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

Flying Sword Construct 1/4
Flying Sword

Flying Sword

Small Construct Unaligned


Armor: 17 (Natural)
Hit points: 17 (5d6)
Speed: Walk (0 ft.), Fly (50 ft.), Hover (1)

STR
12 (1)
DEX
15 (2)
CON
11 (0)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)

Damage Immunities: poison, psychic
Condition Immunities: Blinded, Charmed, Blinded, Frightened, Paralyzed, Petrified, Poisoned
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (7)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Saving Throw: DEX (4)

Antimagic Susceptibility: The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance: While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

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

/api/images/monsters/flying-sword.png

Frog Beast 0
Frog

Frog

Tiny Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 1 (1d4-1)
Speed: Walk (20 ft.), Swim (20 ft.)

STR
1 (-5)
DEX
13 (1)
CON
8 (-1)
INT
1 (-5)
WIS
8 (-1)
CHA
3 (-4)

Senses: darkvision (30 ft.), passive_perception (11)
Challenge Rating: 0 (0 XP)
Proficiency Bonus: Skill: Perception (1), Skill: Stealth (3)

Amphibious: The frog can breathe air and water
Standing Leap: The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

/api/images/monsters/frog.png

Frost Giant Giant 8
Frost Giant

Frost Giant

Huge Giant Neutral Evil


Armor: 15
Hit points: 138 (12d12+60)
Speed: Walk (40 ft.)

STR
23 (6)
DEX
9 (-1)
CON
21 (5)
INT
9 (-1)
WIS
10 (0)
CHA
12 (1)

Damage Immunities: cold
Senses: passive_perception (13)
Languages: Giant
Challenge Rating: 8 (3900 XP)
Proficiency Bonus: Saving Throw: CON (8), Saving Throw: WIS (3), Saving Throw: CHA (4), Skill: Athletics (9), Skill: Perception (3)

Actions

Multiattack: The giant makes two greataxe attacks.
Greataxe: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

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

Gargoyle Elemental 2
Gargoyle

Gargoyle

Medium Elemental Chaotic Evil


Armor: 15 (Natural)
Hit points: 52 (7d8+21)
Speed: Walk (30 ft.), Fly (60 ft.)

STR
15 (2)
DEX
11 (0)
CON
16 (3)
INT
6 (-2)
WIS
11 (0)
CHA
7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Damage Immunities: poison
Condition Immunities: Exhaustion, Petrified, Poisoned
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Terran
Challenge Rating: 2 (450 XP)

False Appearance: While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

Actions

Multiattack: The gargoyle makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

/api/images/monsters/gargoyle.png

Gelatinous Cube Ooze 2
Gelatinous Cube

Gelatinous Cube

Large Ooze Unaligned


Armor: 6 (Dexterity)
Hit points: 84 (8d10+40)
Speed: Walk (15 ft.)

STR
14 (2)
DEX
3 (-4)
CON
20 (5)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)

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

Ooze Cube: The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent: Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf: The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

/api/images/monsters/gelatinous-cube.png

Ghast Undead 2
Ghast

Ghast

Medium Undead Chaotic Evil


Armor: 13 (Dexterity)
Hit points: 36 (8d8)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
17 (3)
CON
10 (0)
INT
11 (0)
WIS
10 (0)
CHA
8 (-1)

Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: Poisoned, Charmed, Exhaustion
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Common
Challenge Rating: 2 (450 XP)

Stench: Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turn Defiance: The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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/ghast.png

Ghost Undead 4
Ghost

Ghost

Medium Undead Any Alignment


Armor: 11 (Dexterity)
Hit points: 45 (10d8)
Speed: Walk (0 ft.), Fly (40 ft.), Hover (1)

STR
7 (-2)
DEX
13 (1)
CON
10 (0)
INT
10 (0)
WIS
12 (1)
CHA
17 (3)

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: darkvision (60 ft.), passive_perception (11)
Languages: any languages it knew in life
Challenge Rating: 4 (1100 XP)

Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession: One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

/api/images/monsters/ghost.png

Ghoul Undead 1
Ghoul

Ghoul

Medium Undead Chaotic Evil


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

STR
13 (1)
DEX
15 (2)
CON
10 (0)
INT
7 (-2)
WIS
10 (0)
CHA
6 (-2)

Damage Immunities: poison
Condition Immunities: Poisoned, Charmed, Exhaustion
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Common
Challenge Rating: 1 (200 XP)

Actions

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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/ghoul.png

Giant Ape Beast 7
Giant Ape

Giant Ape

Huge Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 157 (15d12+60)
Speed: Walk (40 ft.), Climb (40 ft.)

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

Senses: passive_perception (14)
Challenge Rating: 7 (2900 XP)
Proficiency Bonus: Skill: Athletics (9), Skill: Perception (4)

Actions

Multiattack: The ape makes two fist attacks.
Fist: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock: Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

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

Giant Badger Beast 1/4
Giant Badger

Giant Badger

Medium Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 13 (2d8+4)
Speed: Walk (30 ft.), Burrow (10 ft.)

STR
13 (1)
DEX
10 (0)
CON
15 (2)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

Senses: darkvision (30 ft.), passive_perception (11)
Challenge Rating: 0.25 (50 XP)

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

Actions

Multiattack: The badger 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: 4 (1d6 + 1) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

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

Giant Bat Beast 1/4
Giant Bat

Giant Bat

Large Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 22 (4d10)
Speed: Walk (10 ft.), Fly (60 ft.)

STR
15 (2)
DEX
16 (3)
CON
11 (0)
INT
2 (-4)
WIS
12 (1)
CHA
6 (-2)

Senses: blindsight (60 ft.), passive_perception (11)
Challenge Rating: 0.25 (50 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: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

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

Giant Boar Beast 2
Giant Boar

Giant Boar

Large Beast Unaligned


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

STR
17 (3)
DEX
10 (0)
CON
16 (3)
INT
2 (-4)
WIS
7 (-2)
CHA
5 (-3)

Senses: passive_perception (8)
Challenge Rating: 2 (450 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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless: If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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

Giant Centipede Beast 1/4
Giant Centipede

Giant Centipede

Small Beast Unaligned


Armor: 13 (Natural)
Hit points: 4 (1d6+1)
Speed: Walk (30 ft.), Climb (30 ft.)

STR
5 (-3)
DEX
14 (2)
CON
12 (1)
INT
1 (-5)
WIS
7 (-2)
CHA
3 (-4)

Senses: blindsight (30 ft.), passive_perception (8)
Challenge Rating: 0.25 (50 XP)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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

Giant Constrictor Snake Beast 2
Giant Constrictor Snake

Giant Constrictor Snake

Huge Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 60 (8d12+8)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
19 (4)
DEX
14 (2)
CON
12 (1)
INT
1 (-5)
WIS
10 (0)
CHA
3 (-4)

Senses: blindsight (10 ft.), passive_perception (12)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (2)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

/api/images/monsters/giant-constrictor-snake.png

Giant Crab Beast 1/8
Giant Crab

Giant Crab

Medium Beast Unaligned


Armor: 15 (Natural)
Hit points: 13 (3d8)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
13 (1)
DEX
15 (2)
CON
11 (0)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)

Senses: blindsight (30 ft.), passive_perception (9)
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Stealth (4)

Amphibious: The crab can breathe air and water.

Actions

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

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

Giant Crocodile Beast 5
Giant Crocodile

Giant Crocodile

Huge Beast Unaligned


Armor: 14 (Natural)
Hit points: 85 (9d12+27)
Speed: Walk (30 ft.), Swim (50 ft.)

STR
21 (5)
DEX
9 (-1)
CON
17 (3)
INT
2 (-4)
WIS
10 (0)
CHA
7 (-2)

Senses: passive_perception (10)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Stealth (5)

Hold Breath: The crocodile can hold its breath for 30 minutes.

Actions

Multiattack: The crocodile makes two attacks: one with its bite and one with its tail.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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

Giant Eagle Beast 1
Giant Eagle

Giant Eagle

Large Beast Neutral Good


Armor: 13 (Dexterity)
Hit points: 26 (4d10+4)
Speed: Walk (10 ft.), Fly (80 ft.)

STR
16 (3)
DEX
17 (3)
CON
13 (1)
INT
8 (-1)
WIS
14 (2)
CHA
10 (0)

Senses: passive_perception (14)
Languages: Giant Eagle, understands Common and Auran but can't speak
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (4)

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

Actions

Multiattack: The eagle makes two attacks: one with its beak and one with its talons.
Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

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

Giant Elk Beast 2
Giant Elk

Giant Elk

Huge Beast Unaligned


Armor: 14 (Natural)
Hit points: 42 (5d12+10)
Speed: Walk (60 ft.)

STR
19 (4)
DEX
16 (3)
CON
14 (2)
INT
7 (-2)
WIS
14 (2)
CHA
10 (0)

Senses: passive_perception (14)
Languages: Giant Elk, understands Common, Elvish, and Sylvan but can't speak
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Perception (4)

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 14 Strength saving throw or be knocked prone.

Actions

Ram: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

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

Giant Fire Beetle Beast 0
Giant Fire Beetle

Giant Fire Beetle

Small Beast Unaligned


Armor: 13 (Natural)
Hit points: 4 (1d6+1)
Speed: Walk (30 ft.)

STR
8 (-1)
DEX
10 (0)
CON
12 (1)
INT
1 (-5)
WIS
7 (-2)
CHA
3 (-4)

Senses: blindsight (30 ft.), passive_perception (8)
Challenge Rating: 0 (10 XP)

Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions

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

/api/images/monsters/giant-fire-beetle.png

Giant Frog Beast 1/4
Giant Frog

Giant Frog

Medium Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 18 (4d8)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
12 (1)
DEX
13 (1)
CON
11 (0)
INT
2 (-4)
WIS
10 (0)
CHA
3 (-4)

Senses: darkvision (30 ft.), passive_perception (12)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (2), Skill: Stealth (3)

Amphibious: The frog can breathe air and water
Standing Leap: The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow: The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

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

Giant Goat Beast 1/2
Giant Goat

Giant Goat

Large Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 19 (3d10+3)
Speed: Walk (40 ft.)

STR
17 (3)
DEX
11 (0)
CON
12 (1)
INT
3 (-4)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (11)
Challenge Rating: 0.5 (100 XP)

Charge: If the goat 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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

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


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© Designed by The Friendly Mage and his companions. (2025)