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Monsters


Name Type Challenge rating Description
Giant Hyena Beast 1
Giant Hyena

Giant Hyena

Large Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 45 (6d10+12)
Speed: Walk (50 ft.)

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

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

Rampage: When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

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

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

Giant Lizard Beast 1/4
Giant Lizard

Giant Lizard

Large Beast Unaligned


Armor: 12 (Natural)
Hit points: 19 (3d10+3)
Speed: Walk (30 ft.), Climb (30 ft.)

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

Senses: darkvision (30 ft.), passive_perception (10)
Challenge Rating: 0.25 (50 XP)

Actions

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

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

Giant Octopus Beast 1
Giant Octopus

Giant Octopus

Large Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 52 (8d10+8)
Speed: Walk (10 ft.), Swim (60 ft.)

STR
17 (3)
DEX
13 (1)
CON
13 (1)
INT
4 (-3)
WIS
10 (0)
CHA
4 (-3)

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

Hold Breath: While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing: The octopus can breathe only underwater.

Actions

Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud: A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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

Giant Owl Beast 1/4
Giant Owl

Giant Owl

Large Beast Neutral


Armor: 12 (Dexterity)
Hit points: 19 (3d10+3)
Speed: Walk (5 ft.), Fly (60 ft.)

STR
13 (1)
DEX
15 (2)
CON
12 (1)
INT
8 (-1)
WIS
13 (1)
CHA
10 (0)

Senses: darkvision (120 ft.), passive_perception (15)
Languages: Giant Owl, understands Common, Elvish, and Sylvan but can't speak
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (5), Skill: Stealth (4)

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

Actions

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.

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

Giant Poisonous Snake Beast 1/4
Giant Poisonous Snake

Giant Poisonous Snake

Medium Beast Unaligned


Armor: 14 (Dexterity)
Hit points: 11 (2d8+2)
Speed: Walk (30 ft.), Swim (30 ft.)

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

Senses: blindsight (10 ft.), passive_perception (12)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (2)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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

Giant Rat Beast 1/8
Giant Rat

Giant Rat

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 7 (2d6)
Speed: Walk (30 ft.)

STR
7 (-2)
DEX
15 (2)
CON
11 (0)
INT
2 (-4)
WIS
10 (0)
CHA
4 (-3)

Senses: darkvision (60 ft.), passive_perception (10)
Challenge Rating: 0.125 (25 XP)

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

Actions

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

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

Giant Rat (Diseased) Beast 1/8
Giant Rat (Diseased)

Giant Rat (Diseased)

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 7 (2d6)
Speed: Walk (30 ft.)

STR
7 (-2)
DEX
15 (2)
CON
11 (0)
INT
2 (-4)
WIS
10 (0)
CHA
4 (-3)

Senses: darkvision (60 ft.), passive_perception (10)
Challenge Rating: 0.125 (25 XP)

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

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

/api/images/monsters/giant-rat-diseased.png

Giant Scorpion Beast 3
Giant Scorpion

Giant Scorpion

Large Beast Unaligned


Armor: 15 (Natural)
Hit points: 52 (7d10+14)
Speed: Walk (40 ft.)

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

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

Actions

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Multiattack: The scorpion makes three attacks: two with its claws and one with its sting.
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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

Giant Sea Horse Beast 1/2
Giant Sea Horse

Giant Sea Horse

Large Beast Unaligned


Armor: 13 (Natural)
Hit points: 16 (3d10)
Speed: Walk (0 ft.), Swim (40 ft.)

STR
12 (1)
DEX
15 (2)
CON
11 (0)
INT
2 (-4)
WIS
12 (1)
CHA
5 (-3)

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

Charge: If the sea horse 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) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing: The sea horse can breathe only underwater.

Actions

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

/api/images/monsters/giant-sea-horse.png

Giant Shark Beast 5
Giant Shark

Giant Shark

Huge Beast Unaligned


Armor: 13 (Natural)
Hit points: 126 (11d12+55)
Speed: Swim (50 ft.)

STR
23 (6)
DEX
11 (0)
CON
21 (5)
INT
1 (-5)
WIS
10 (0)
CHA
5 (-3)

Senses: blindsight (60 ft.), passive_perception (13)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Perception (3)

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

Actions

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

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

Giant Spider Beast 1
Giant Spider

Giant Spider

Large Beast Unaligned


Armor: 14 (Natural)
Hit points: 26 (4d10+4)
Speed: Walk (30 ft.), Climb (30 ft.)

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

Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (10)
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Stealth (7)

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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

Giant Toad Beast 1
Giant Toad

Giant Toad

Large Beast Unaligned


Armor: 11 (Dexterity)
Hit points: 39 (6d10+6)
Speed: Walk (20 ft.), Swim (40 ft.)

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

Senses: darkvision (30 ft.), passive_perception (10)
Challenge Rating: 1 (200 XP)

Amphibious: The toad can breathe air and water
Standing Leap: The toad'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: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow: The toad makes one bite attack against a Medium 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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

Giant Vulture Beast 1
Giant Vulture

Giant Vulture

Large Beast Neutral Evil


Armor: 10 (Dexterity)
Hit points: 22 (3d10+6)
Speed: Walk (10 ft.), Fly (60 ft.)

STR
15 (2)
DEX
10 (0)
CON
15 (2)
INT
6 (-2)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Languages: understands Common but can't speak
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (3)

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

Actions

Multiattack: The vulture makes two attacks: one with its beak and one with its talons.
Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

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

Giant Wasp Beast 1/2
Giant Wasp

Giant Wasp

Medium Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 13 (3d8)
Speed: Walk (10 ft.), Fly (50 ft.), Swim (50 ft.)

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

Senses: passive_perception (10)
Challenge Rating: 0.5 (100 XP)

Actions

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

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

Giant Weasel Beast 1/8
Giant Weasel

Giant Weasel

Medium Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 9 (2d8)
Speed: Walk (40 ft.)

STR
11 (0)
DEX
16 (3)
CON
10 (0)
INT
4 (-3)
WIS
12 (1)
CHA
5 (-3)

Senses: darkvision (60 ft.), passive_perception (13)
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (5)

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

Actions

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

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

Giant Wolf Spider Beast 1/4
Giant Wolf Spider

Giant Wolf Spider

Medium Beast Unaligned


Armor: 13 (Dexterity)
Hit points: 11 (2d8+2)
Speed: Walk (40 ft.), Climb (40 ft.)

STR
12 (1)
DEX
16 (3)
CON
13 (1)
INT
3 (-4)
WIS
12 (1)
CHA
4 (-3)

Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (13)
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (7)

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

/api/images/monsters/giant-wolf-spider.png

Gibbering Mouther Aberration 2
Gibbering Mouther

Gibbering Mouther

Medium Aberration Neutral


Armor: 9 (Dexterity)
Hit points: 67 (9d8+27)
Speed: Walk (10 ft.), Swim (10 ft.)

STR
10 (0)
DEX
8 (-1)
CON
16 (3)
INT
3 (-4)
WIS
10 (0)
CHA
6 (-2)

Condition Immunities: Prone
Senses: darkvision (60 ft.), passive_perception (10)
Challenge Rating: 2 (450 XP)

Aberrant Ground: The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering: The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack: The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bites: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle: The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

/api/images/monsters/gibbering-mouther.png

Glabrezu Fiend 9
Glabrezu

Glabrezu

Large Fiend Chaotic Evil


Armor: 17 (Natural)
Hit points: 157 (15d10+75)
Speed: Walk (40 ft.)

STR
20 (5)
DEX
15 (2)
CON
21 (5)
INT
19 (4)
WIS
17 (3)
CHA
16 (3)

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses: truesight (120 ft.), passive_perception (13)
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 9 (5000 XP)
Proficiency Bonus: Saving Throw: STR (9), Saving Throw: CON (9), Saving Throw: WIS (7), Saving Throw: CHA (7)

Innate Spellcasting: The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: confusion, fly, power word stun
Magic Resistance: The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

/api/images/monsters/glabrezu.png

Gladiator Humanoid 5
Gladiator

Gladiator

Medium Humanoid Any Alignment


Armor: 16 (Studded Leather Armor, Shield)
Hit points: 112 (15d8+45)
Speed: Walk (30 ft.)

STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
12 (1)
CHA
15 (2)

Senses: passive_perception (11)
Languages: any one language (usually Common)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Saving Throw: STR (7), Saving Throw: DEX (5), Saving Throw: CON (6), Skill: Athletics (10), Skill: Intimidation (5)

Brave: The gladiator has advantage on saving throws against being frightened.
Brute: A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack: The gladiator makes three melee attacks or two ranged attacks.
Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

/api/images/monsters/gladiator.png

Gnoll Humanoid 1/2
Gnoll

Gnoll

Medium Humanoid Chaotic Evil


Armor: 15 (Hide Armor, Shield)
Hit points: 22 (5d8)
Speed: Walk (30 ft.)

STR
14 (2)
DEX
12 (1)
CON
11 (0)
INT
6 (-2)
WIS
10 (0)
CHA
7 (-2)

Senses: darkvision (60 ft.), passive_perception (10)
Languages: Gnoll
Challenge Rating: 0.5 (100 XP)

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

/api/images/monsters/gnoll.png

Goat Beast 0
Goat

Goat

Medium Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 4 (1d8)
Speed: Walk (40 ft.)

STR
12 (1)
DEX
10 (0)
CON
11 (0)
INT
2 (-4)
WIS
10 (0)
CHA
5 (-3)

Senses: passive_perception (10)
Challenge Rating: 0 (10 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 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: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

/api/images/monsters/goat.png

Goblin Humanoid 1/4
Goblin

Goblin

Small Humanoid Neutral Evil


Armor: 15 (Leather Armor, Shield)
Hit points: 7 (2d6)
Speed: Walk (30 ft.)

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

Senses: darkvision (60 ft.), passive_perception (9)
Languages: Common, Goblin
Challenge Rating: 0.25 (50 XP)
Proficiency Bonus: Skill: Stealth (6)

Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

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

/api/images/monsters/goblin.png

Gold Dragon Wyrmling Dragon 3
Gold Dragon Wyrmling

Gold Dragon Wyrmling

Medium Dragon Lawful Good


Armor: 17 (Natural)
Hit points: 60 (8d8+24)
Speed: Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)

STR
19 (4)
DEX
14 (2)
CON
17 (3)
INT
14 (2)
WIS
11 (0)
CHA
16 (3)

Damage Immunities: fire
Senses: blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages: Draconic
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: DEX (4), Saving Throw: CON (5), Saving Throw: WIS (2), Saving Throw: CHA (5), Skill: Perception (4), Skill: Stealth (4)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons: The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.

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

Gorgon Monstrosity 5
Gorgon

Gorgon

Large Monstrosity Unaligned


Armor: 19 (Natural)
Hit points: 114 (12d10+48)
Speed: Walk (40 ft.)

STR
20 (5)
DEX
11 (0)
CON
18 (4)
INT
2 (-4)
WIS
12 (1)
CHA
7 (-2)

Condition Immunities: Petrified
Senses: darkvision (60 ft.), passive_perception (14)
Challenge Rating: 5 (1800 XP)
Proficiency Bonus: Skill: Perception (4)

Trampling Charge: If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions

Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath: The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

/api/images/monsters/gorgon.png

Gray Ooze Ooze 1/2
Gray Ooze

Gray Ooze

Medium Ooze Unaligned


Armor: 8 (Dexterity)
Hit points: 22 (3d8+9)
Speed: Walk (10 ft.), Climb (10 ft.)

STR
12 (1)
DEX
6 (-2)
CON
16 (3)
INT
1 (-5)
WIS
6 (-2)
CHA
2 (-4)

Damage Resistances: acid, cold, fire
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Stealth (2)

Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded 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/gray-ooze.png


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