5e SRD Monsters
A complete, searchable index of all monsters found in the Dungeond and Dragons 5th Edition SRD. To filter 5e monsters by size, type, challenge rating -- or to search for a specific monster or by another criteria, hit the filters button below.
Phase Spider
Stealth +6
Darkvision 60 ft., Passive Perception 10
--
Traits
Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Pit Fiend
DEX +8, CON +13, WIS +10
Truesight 120 ft., Passive Perception 14
Infernal, Telepathy 120 ft.
Traits
Fear Aura.incapacitatedfrightenedMagic Resistance.Magic Weapons.Innate Spellcasting.detect magicfireballhold monsterwall of fire
Planetar
CON +12, WIS +11, CHA +12
Perception +11
Truesight 120 ft., Passive Perception 21
All, Telepathy 120 ft.
Traits
Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.
Plesiosaurus
Perception +3, Stealth +4
Passive Perception 13
--
Traits
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Poisonous Snake
Blindsight 10 ft., Passive Perception 10
--
Traits
Polar Bear
Perception +3
Passive Perception 13
--
Traits
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Pony
Passive Perception 10
--
Traits
Priest
Medicine +7, Persuasion +3, Religion +4
Passive Perception 13
Any two languages
Traits
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Pseudodragon
Perception +3, Stealth +4
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Understands Common and Draconic but can't speak them
Traits
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Pteranodon
Passive Perception 11
--
Traits
Flyby. The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Purple Worm
CON +11, WIS +4
Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9
--
Traits
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Quasit
Stealth +5
Darkvision 120 ft., Passive Perception 10
Abyssal, Common
Traits
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Quipper
Darkvision 60 ft., Passive Perception 8
--
Traits
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.
Rakshasa
Deception +10, Insight +8
Darkvision 60 ft., Passive Perception 13
Common, Infernal
Traits
Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
Rat
Darkvision 30 ft., Passive Perception 10
--
Traits
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Raven
Perception +3
Passive Perception 13
--
Traits
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Red Dragon Wyrmling
DEX +2, CON +5, WIS +2, CHA +4
Perception +4, Stealth +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Reef Shark
Perception +2
Blindsight 30 ft., Passive Perception 12
--
Traits
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.
Remorhaz
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
--
Traits
Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Rhinoceros
Passive Perception 11
--
Traits
Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Riding Horse
Passive Perception 10
--
Traits
Roc
DEX +4, CON +9, WIS +4, CHA +3
Perception +4
Passive Perception 14
--
Traits
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Roper
Perception +6, Stealth +5
Darkvision 60 ft., Passive Perception 16
--
Traits
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Rug of Smothering
Blindsight 60 ft., Passive Perception 6
--
Traits
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
Rust Monster
Darkvision 60 ft., Passive Perception 11
--
Traits
Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the rust monster 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 rust monster is destroyed after dealing damage.