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Monsters


Name Type Challenge rating Description
Iron Golem Construct 16
Iron Golem

Iron Golem

Large Construct Unaligned


Armor: 20 (Natural)
Hit points: 210 (20d10+100)
Speed: Walk (30 ft.)

STR
24 (7)
DEX
9 (-1)
CON
20 (5)
INT
3 (-4)
WIS
11 (0)
CHA
1 (-5)

Damage Immunities: fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: darkvision (120 ft.), passive_perception (10)
Languages: understands the languages of its creator but can't speak
Challenge Rating: 16 (15000 XP)

Fire Absorption: Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
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 melee attacks.
Slam: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath: The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

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

Jackal Beast 0
Jackal

Jackal

Small Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 3 (1d6)
Speed: Walk (40 ft.)

STR
8 (-1)
DEX
15 (2)
CON
11 (0)
INT
3 (-4)
WIS
12 (1)
CHA
6 (-2)

Senses: passive_perception (13)
Challenge Rating: 0 (10 XP)
Proficiency Bonus: Skill: Perception (3)

Keen Hearing and Smell: The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The jackal has advantage on an attack roll against a creature if at least one of the jackal'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/jackal.png

Killer Whale Beast 3
Killer Whale

Killer Whale

Huge Beast Unaligned


Armor: 12 (Natural)
Hit points: 90 (12d12+12)
Speed: Swim (60 ft.)

STR
19 (4)
DEX
10 (0)
CON
13 (1)
INT
3 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: blindsight (120 ft.), passive_perception (13)
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (3)

Echolocation: The whale can't use its blindsight while deafened.
Hold Breath: The whale can hold its breath for 30 minutes
Keen Hearing: The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

/api/images/monsters/killer-whale.png

Knight Humanoid 3
Knight

Knight

Medium Humanoid Any Alignment


Armor: 18 (Plate Armor)
Hit points: 52 (8d8+16)
Speed: Walk (30 ft.)

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

Senses: passive_perception (10)
Languages: any one language (usually Common)
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Saving Throw: CON (4), Saving Throw: WIS (2)

Brave: The knight has advantage on saving throws against being frightened.

Actions

Multiattack: The knight makes two melee attacks.
Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership: For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

/api/images/monsters/knight.png

Kobold Humanoid 1/8
Kobold

Kobold

Small Humanoid Lawful Evil


Armor: 12 (Dexterity)
Hit points: 5 (2d6-2)
Speed: Walk (30 ft.)

STR
7 (-2)
DEX
15 (2)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)

Senses: darkvision (60 ft.), passive_perception (8)
Languages: Common, Draconic
Challenge Rating: 0.125 (25 XP)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

/api/images/monsters/kobold.png

Kraken Monstrosity 23
Kraken

Kraken

Gargantuan Monstrosity Chaotic Evil


Armor: 18 (Natural)
Hit points: 472 (27d20+189)
Speed: Walk (20 ft.), Swim (60 ft.)

STR
30 (10)
DEX
11 (0)
CON
25 (7)
INT
22 (6)
WIS
18 (4)
CHA
20 (5)

Damage Immunities: lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Frightened, Paralyzed
Senses: truesight (120 ft.), passive_perception (14)
Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge Rating: 23 (50000 XP)
Proficiency Bonus: Saving Throw: STR (17), Saving Throw: DEX (7), Saving Throw: CON (14), Saving Throw: INT (13), Saving Throw: WIS (11)

Amphibious: The kraken can breathe air and water.
Freedom of Movement: The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster: The kraken deals double damage to objects and structures.

Actions

Multiattack: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Fling: One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, 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 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm: The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Tentacle Attack or Fling: The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions): The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions): While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

/api/images/monsters/kraken.png

Lamia Monstrosity 4
Lamia

Lamia

Large Monstrosity Chaotic Evil


Armor: 13 (Natural)
Hit points: 97 (13d10+26)
Speed: Walk (30 ft.)

STR
16 (3)
DEX
13 (1)
CON
15 (2)
INT
14 (2)
WIS
15 (2)
CHA
16 (3)

Senses: darkvision (60 ft.), passive_perception (12)
Languages: Abyssal, Common
Challenge Rating: 4 (1100 XP)
Proficiency Bonus: Skill: Deception (7), Skill: Insight (4), Skill: Stealth (3)

Innate Spellcasting: The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas

Actions

Multiattack: The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

/api/images/monsters/lamia.png

Lemure Fiend 0
Lemure

Lemure

Medium Fiend Lawful Evil


Armor: 7 (Dexterity)
Hit points: 13 (3d8)
Speed: Walk (15 ft.)

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

Damage Resistances: cold
Damage Immunities: fire, poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: darkvision (120 ft.), passive_perception (10)
Languages: understands infernal but can't speak
Challenge Rating: 0 (10 XP)

Devil's Sight: Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation: A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

/api/images/monsters/lemure.png

Lich Undead 21
Lich

Lich

Medium Undead Any Evil Alignment


Armor: 17 (Natural)
Hit points: 135 (18d8+54)
Speed: Walk (30 ft.)

STR
11 (0)
DEX
16 (3)
CON
16 (3)
INT
20 (5)
WIS
14 (2)
CHA
16 (3)

Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: truesight (120 ft.), passive_perception (19)
Languages: Common plus up to five other languages
Challenge Rating: 21 (33000 XP)
Proficiency Bonus: Saving Throw: CON (10), Saving Throw: INT (12), Saving Throw: WIS (9), Skill: Arcana (18), Skill: History (12), Skill: Insight (9), Skill: Perception (9)

Legendary Resistance: If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost - 1st level (4 slots): detect magic, magic missile, shield, thunderwave - 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image - 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - 4th level (3 slots): blight, dimension door - 5th level (3 slots): cloudkill, scrying - 6th level (1 slot): disintegrate, globe of invulnerability - 7th level (1 slot): finger of death, plane shift - 8th level (1 slot): dominate monster, power word stun - 9th level (1 slot): power word kill
Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

Legendary Actions

Cantrip: The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions): The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions): The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions): Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/lich.png

Lion Beast 1
Lion

Lion

Large Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 26 (4d10+4)
Speed: Walk (50 ft.)

STR
17 (3)
DEX
15 (2)
CON
13 (1)
INT
3 (-4)
WIS
12 (1)
CHA
8 (-1)

Senses: passive_perception (13)
Challenge Rating: 1 (200 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (6)

Keen Smell: The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Pounce: If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap: With a 10-foot running start, the lion can long jump up to 25 ft..

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

/api/images/monsters/lion.png

Lizard Beast 0
Lizard

Lizard

Tiny Beast Unaligned


Armor: 10 (Dexterity)
Hit points: 2 (1d4)
Speed: Walk (20 ft.), Climb (20 ft.)

STR
2 (-4)
DEX
11 (0)
CON
10 (0)
INT
1 (-5)
WIS
8 (-1)
CHA
3 (-4)

Senses: darkvision (30 ft.), passive_perception (9)
Challenge Rating: 0 (10 XP)

Actions

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

/api/images/monsters/lizard.png

Lizardfolk Humanoid 1/2
Lizardfolk

Lizardfolk

Medium Humanoid Neutral


Armor: 13 (Natural) / 15 (Shield)
Hit points: 22 (4d8+4)
Speed: Walk (30 ft.), Swim (30 ft.)

STR
15 (2)
DEX
10 (0)
CON
13 (1)
INT
7 (-2)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Languages: Draconic
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Perception (3), Skill: Stealth (4), Skill: Survival (5)

Hold Breath: The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack: The lizardfolk makes two melee attacks, each one with a different weapon.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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.
Spiked Shield: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

/api/images/monsters/lizardfolk.png

Mage Humanoid 6
Mage

Mage

Medium Humanoid Any Alignment


Armor: 12 (Dexterity) / 15 (Mage Armor)
Hit points: 40 (9d8)
Speed: Walk (30 ft.)

STR
9 (-1)
DEX
14 (2)
CON
11 (0)
INT
17 (3)
WIS
12 (1)
CHA
11 (0)

Senses: passive_perception (11)
Languages: any four languages
Challenge Rating: 6 (2300 XP)
Proficiency Bonus: Saving Throw: INT (6), Saving Throw: WIS (4), Skill: Arcana (6), Skill: History (6)

Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, prestidigitation - 1st level (4 slots): detect magic, mage armor, magic missile, shield - 2nd level (3 slots): misty step, suggestion - 3rd level (3 slots): counterspell, fireball, fly - 4th level (3 slots): greater invisibility, ice storm - 5th level (1 slot): cone of cold

Actions

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

/api/images/monsters/mage.png

Magma Mephit Elemental 1/2
Magma Mephit

Magma Mephit

Small Elemental Neutral Evil


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

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

Damage Immunities: fire, poison
Damage Vulnerabilities: cold
Condition Immunities: Poisoned
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Ignan, Terran
Challenge Rating: 0.5 (100 XP)
Proficiency Bonus: Skill: Stealth (3)

Death Burst: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting: The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath: The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

/api/images/monsters/magma-mephit.png

Magmin Elemental 1/2
Magmin

Magmin

Small Elemental Chaotic Neutral


Armor: 14 (Natural)
Hit points: 9 (2d6+2)
Speed: Walk (30 ft.)

STR
7 (-2)
DEX
15 (2)
CON
12 (1)
INT
8 (-1)
WIS
11 (0)
CHA
10 (0)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire
Senses: darkvision (60 ft.), passive_perception (10)
Languages: Ignan
Challenge Rating: 0.5 (100 XP)

Death Burst: When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination: As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions

Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.

/api/images/monsters/magmin.png

Mammoth Beast 6
Mammoth

Mammoth

Huge Beast Unaligned


Armor: 13 (Natural)
Hit points: 126 (11d12+55)
Speed: Walk (40 ft.)

STR
24 (7)
DEX
9 (-1)
CON
21 (5)
INT
3 (-4)
WIS
11 (0)
CHA
6 (-2)

Senses: passive_perception (10)
Challenge Rating: 6 (2300 XP)

Trampling Charge: If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp: Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

/api/images/monsters/mammoth.png

Manticore Monstrosity 3
Manticore

Manticore

Large Monstrosity Lawful Evil


Armor: 14 (Natural)
Hit points: 68 (8d10+24)
Speed: Walk (30 ft.), Fly (50 ft.)

STR
17 (3)
DEX
16 (3)
CON
17 (3)
INT
7 (-2)
WIS
12 (1)
CHA
8 (-1)

Senses: darkvision (60 ft.), passive_perception (11)
Challenge Rating: 3 (700 XP)

Tail Spike Regrowth: The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack: The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Spike: Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

/api/images/monsters/manticore.png

Marilith Fiend 16
Marilith

Marilith

Large Fiend Chaotic Evil


Armor: 18 (Natural)
Hit points: 189 (18d10+90)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
20 (5)
CON
20 (5)
INT
18 (4)
WIS
16 (3)
CHA
20 (5)

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: 16 (15000 XP)
Proficiency Bonus: Saving Throw: STR (9), Saving Throw: CON (10), Saving Throw: WIS (8), Saving Throw: CHA (10)

Magic Resistance: The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons: The marilith's weapon attacks are magical.
Reactive: The marilith can take one reaction on every turn in combat.

Actions

Multiattack: The marilith can make seven attacks: six with its longswords and one with its tail.
Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport: The marilith 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/marilith.png

Mastiff Beast 1/8
Mastiff

Mastiff

Medium Beast Unaligned


Armor: 12 (Dexterity)
Hit points: 5 (1d8+1)
Speed: Walk (40 ft.)

STR
13 (1)
DEX
14 (2)
CON
12 (1)
INT
3 (-4)
WIS
12 (1)
CHA
7 (-2)

Senses: passive_perception (13)
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Perception (3)

Keen Hearing and Smell: The mastiff 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. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

/api/images/monsters/mastiff.png

Medusa Monstrosity 6
Medusa

Medusa

Medium Monstrosity Lawful Evil


Armor: 15 (Natural)
Hit points: 127 (17d8+51)
Speed: Walk (30 ft.)

STR
10 (0)
DEX
15 (2)
CON
16 (3)
INT
12 (1)
WIS
13 (1)
CHA
15 (2)

Senses: darkvision (60 ft.), passive_perception (14)
Languages: Common
Challenge Rating: 6 (2300 XP)
Proficiency Bonus: Skill: Deception (5), Skill: Insight (4), Skill: Perception (4), Skill: Stealth (5)

Petrifying Gaze: When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack: The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

/api/images/monsters/medusa.png

Merfolk Humanoid 1/8
Merfolk

Merfolk

Medium Humanoid Neutral


Armor: 11 (Dexterity)
Hit points: 11 (2d8+2)
Speed: Walk (10 ft.), Swim (40 ft.)

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

Senses: passive_perception (12)
Languages: Aquan, Common
Challenge Rating: 0.125 (25 XP)
Proficiency Bonus: Skill: Perception (2)

Amphibious: The merfolk can breathe air and water.

Actions

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

/api/images/monsters/merfolk.png

Merrow Monstrosity 2
Merrow

Merrow

Large Monstrosity Chaotic Evil


Armor: 13 (Natural)
Hit points: 45 (6d10+12)
Speed: Walk (10 ft.), Swim (40 ft.)

STR
18 (4)
DEX
10 (0)
CON
15 (2)
INT
8 (-1)
WIS
10 (0)
CHA
9 (-1)

Senses: darkvision (60 ft.), passive_perception (10)
Languages: Abyssal, Aquan
Challenge Rating: 2 (450 XP)

Amphibious: The merrow can breathe air and water.

Actions

Multiattack: The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Harpoon: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

/api/images/monsters/merrow.png

Mimic Monstrosity 2
Mimic

Mimic

Medium Monstrosity Neutral


Armor: 12 (Natural)
Hit points: 58 (9d8+18)
Speed: Walk (15 ft.)

STR
17 (3)
DEX
12 (1)
CON
15 (2)
INT
5 (-3)
WIS
13 (1)
CHA
8 (-1)

Damage Immunities: acid
Condition Immunities: Prone
Senses: darkvision (60 ft.), passive_perception (11)
Challenge Rating: 2 (450 XP)
Proficiency Bonus: Skill: Stealth (5)

Shapechanger: The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.
Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler: The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

/api/images/monsters/mimic.png

Minotaur Monstrosity 3
Minotaur

Minotaur

Large Monstrosity Chaotic Evil


Armor: 14 (Natural)
Hit points: 76 (9d10+27)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
11 (0)
CON
16 (3)
INT
6 (-2)
WIS
16 (3)
CHA
9 (-1)

Senses: darkvision (60 ft.), passive_perception (17)
Languages: Abyssal
Challenge Rating: 3 (700 XP)
Proficiency Bonus: Skill: Perception (7)

Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.
Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

/api/images/monsters/minotaur.png

Minotaur Skeleton Undead 2
Minotaur Skeleton

Minotaur Skeleton

Large Undead Lawful Evil


Armor: 12 (Natural)
Hit points: 67 (9d10+18)
Speed: Walk (40 ft.)

STR
18 (4)
DEX
11 (0)
CON
15 (2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)

Damage Immunities: poison
Damage Vulnerabilities: bludgeoning
Condition Immunities: Exhaustion, Poisoned
Senses: darkvision (60 ft.), passive_perception (9)
Languages: understands Abyssal but can't speak
Challenge Rating: 2 (450 XP)

Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

/api/images/monsters/minotaur-skeleton.png


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