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.

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Saber-Toothed Tiger

Large
beast
,
unaligned
Challenge
2
(450 XP)
Armor Class:
12
Hit Points:
52
(7d10 + 14)
STR
18
(+4)
DEX
14
(+2)
CON
15
(+2)
INT
3
(-4)
WIS
12
(+1)
CHA
8
(-1)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3, Stealth +6

Senses:

Passive Perception 13

Languages:

--

Traits

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

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

See the full stat block here

Sahuagin

Medium
humanoid
,
lawful evil
Challenge
2-Jan
(100 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
22
(4d8 + 4)
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
12
(+1)
WIS
13
(+1)
CHA
9
(-1)
Speed:
30 ft., swim 40 ft.
Saving Throws:
Skills:

Perception +5

Senses:

Darkvision 120 ft., Passive Perception 15

Languages:

Sahuagin

Traits

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

See the full stat block here

Salamander

Large
elemental
,
neutral evil
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
90
(12d10 + 24)
STR
18
(+4)
DEX
14
(+2)
CON
15
(+2)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Ignan

Traits

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

See the full stat block here

Satyr

Medium
fey
,
chaotic neutral
Challenge
1/2
(100 XP)
Armor Class:
14 (Leather Armor)
Hit Points:
31
(7d8)
STR
12
(+1)
DEX
16
(+3)
CON
11
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
14
(+2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +2, Performance +6, Stealth +5

Senses:

Passive Perception 12

Languages:

Common, Elvish, Sylvan

Traits

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

See the full stat block here

Scorpion

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11 (Natural Armor)
Hit Points:
1
(1d4 - 1)
STR
2
(-4)
DEX
11
(+0)
CON
8
(-1)
INT
1
(-5)
WIS
8
(-1)
CHA
2
(-4)
Speed:
10 ft.
Saving Throws:
Skills:
Senses:

Blindsight 10 ft., Passive Perception 9

Languages:

--

Traits

See the full stat block here

Scout

Medium
humanoid
,
any
Challenge
2-Jan
(100 XP)
Armor Class:
13 (Leather Armor)
Hit Points:
16
(3d8 + 3)
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
11
(+0)
WIS
13
(+1)
CHA
11
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Nature +4, Perception +5, Stealth +6, Survival +5

Senses:

Passive Perception 15

Languages:

Any one language (usually Common)

Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

See the full stat block here

Sea Hag

Medium
fey
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
52
(7d8 + 21)
STR
16
(+3)
DEX
13
(+1)
CON
16
(+3)
INT
12
(+1)
WIS
12
(+1)
CHA
13
(+1)
Speed:
30 ft., swim 40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 11

Languages:

Aquan, Common, Giant

Traits

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

See the full stat block here

Sea Horse

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11
Hit Points:
1
(1d4 - 1)
STR
1
(-5)
DEX
12
(+1)
CON
8
(-1)
INT
1
(-5)
WIS
10
(+0)
CHA
2
(-4)
Speed:
0 ft., swim 20 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

Water Breathing. The sea horse can breathe only underwater.

See the full stat block here

Shadow

Medium
undead
,
chaotic evil
Challenge
1/2
(100 XP)
Armor Class:
12
Hit Points:
16
(3d8 + 3)
STR
6
(-2)
DEX
14
(+2)
CON
13
(+1)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Speed:
40 ft.
Saving Throws:
Skills:

Stealth +4

Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

--

Traits

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

See the full stat block here

Shambling Mound

Large
plant
,
unaligned
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
136
(16d10 + 48)
STR
18
(+4)
DEX
8
(-1)
CON
16
(+3)
INT
5
(-3)
WIS
10
(+0)
CHA
5
(-3)
Speed:
20 ft., swim 20 ft.
Saving Throws:
Skills:

Stealth +2

Senses:

Blindsight 60 ft., Passive Perception 10

Languages:

--

Traits

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

See the full stat block here

Shield Guardian

Large
construct
,
unaligned
Challenge
7
(2,900 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
142
(15d10 + 60)
STR
18
(+4)
DEX
8
(-1)
CON
18
(+4)
INT
7
(-2)
WIS
10
(+0)
CHA
3
(-4)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10

Languages:

Understands commands given in any language but can't speak

Traits

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

See the full stat block here

Shrieker

Medium
plant
,
unaligned
Challenge
0
(10 XP)
Armor Class:
5
Hit Points:
13
(3d8)
STR
1
(-5)
DEX
1
(-5)
CON
10
(+0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Speed:
0
Saving Throws:
Skills:
Senses:

Blindsight 30 ft., Passive Perception 6

Languages:

--

Traits

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

See the full stat block here

Silver Dragon Wyrmling

Medium
dragon
,
lawful good
Challenge
2
(450 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
45
(6d8 + 18)
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
Speed:
30 ft., fly 60 ft.
Saving Throws:

DEX +2, CON +5, WIS +2, CHA +4

Skills:

Perception +4, Stealth +2

Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages:

Draconic

Traits

See the full stat block here

Skeleton

Medium
undead
,
lawful evil
Challenge
4-Jan
(50 XP)
Armor Class:
13 (Armor Scraps)
Hit Points:
13
(2d8 + 4)
STR
10
(+0)
DEX
14
(+2)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

Understands all languages it knew in life but can't speak

Traits

See the full stat block here

Solar

Large
celestial
,
lawful good
Challenge
21
(33,000 XP)
Armor Class:
21 (Natural Armor)
Hit Points:
243
(18d10 + 144)
STR
26
(+8)
DEX
22
(+6)
CON
26
(+8)
INT
25
(+7)
WIS
25
(+7)
CHA
30
(+10)
Speed:
50 ft., fly 150 ft.
Saving Throws:

INT +14, WIS +14, CHA +17

Skills:

Perception +14

Senses:

Truesight 120 ft., Passive Perception 24

Languages:

All, Telepathy 120 ft.

Traits

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The solar knows if it hears a lie.

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It 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, resurrection

1/day each: commune, control weather

Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

See the full stat block here

Spectator

Medium
aberration
,
lawful neutral
Challenge
3
(700 XP)
Armor Class:
14 Natural
Hit Points:
39
(6d8 + 12)
STR
8
(-1)
DEX
14
(+2)
CON
14
(+2)
INT
13
(+1)
WIS
14
(+2)
CHA
11
(+0)
Speed:
0 ft., fly 30 ft. (hover)
Saving Throws:
Skills:

Perception +6

Senses:

Darkvision 120 ft., Passive Perception 16

Languages:

Deep Speech, Telepathy 120 ft., Undercommon

Traits

See the full stat block here

Specter

Medium
undead
,
chaotic evil
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
22
(5d8)
STR
1
(-5)
DEX
14
(+2)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Speed:
0 ft., fly 50 ft. (hover)
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Understands all languages it knew in life but can't speak

Traits

Incorporeal Movement. The specter 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.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

See the full stat block here

Spider

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
1
(1d4 - 1)
STR
2
(-4)
DEX
14
(+2)
CON
8
(-1)
INT
1
(-5)
WIS
10
(+0)
CHA
2
(-4)
Speed:
20 ft., climb 20 ft.
Saving Throws:
Skills:

Stealth +4

Senses:

Darkvision 30 ft., Passive Perception 10

Languages:

--

Traits

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.

See the full stat block here

Spirit Naga

Large
monstrosity
,
chaotic evil
Challenge
8
(3,900 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
75
(10d10 + 20)
STR
18
(+4)
DEX
17
(+3)
CON
14
(+2)
INT
16
(+3)
WIS
15
(+2)
CHA
16
(+3)
Speed:
40 ft.
Saving Throws:

DEX +6, CON +5, WIS +5, CHA +6

Skills:
Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Abyssal, Common

Traits

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, ray of frost

1st level (4 slots): charm person, detect magic, sleep

2nd level (3 slots): detect thoughts, hold person

3rd level (3 slots): lightning bolt, water breathing

4th level (3 slots): blight, dimension door

5th level (2 slots): dominate person

See the full stat block here

Sprite

Tiny
fey
,
neutral good
Challenge
4-Jan
(50 XP)
Armor Class:
15 (Leather Armor)
Hit Points:
2
(1d4)
STR
3
(-4)
DEX
18
(+4)
CON
10
(+0)
INT
14
(+2)
WIS
13
(+1)
CHA
11
(+0)
Speed:
10 ft., fly 40 ft.
Saving Throws:
Skills:

Perception +3, Stealth +8

Senses:

Passive Perception 13

Languages:

Common, Elvish, Sylvan

Traits

See the full stat block here

Spy

Medium
humanoid
,
any
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
27
(6d8)
STR
10
(+0)
DEX
15
(+2)
CON
10
(+0)
INT
12
(+1)
WIS
14
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses:

Passive Perception 16

Languages:

Any two languages

Traits

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

See the full stat block here

Steam Mephit

Small
elemental
,
neutral evil
Challenge
4-Jan
(50 XP)
Armor Class:
10
Hit Points:
21
(6d6)
STR
5
(-3)
DEX
11
(+0)
CON
10
(+0)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
Speed:
30 ft., fly 30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Aquan, Ignan

Traits

Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Spellcasting.(1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

See the full stat block here

Stirge

Tiny
beast
,
unaligned
Challenge
8-Jan
(25 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
2
(1d4)
STR
4
(-3)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
8
(-1)
CHA
6
(-2)
Speed:
10 ft., fly 40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

--

Traits

See the full stat block here

Stone Giant

Huge
giant
,
neutral
Challenge
7
(2,900 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
126
(11d12 + 55)
STR
23
(+6)
DEX
15
(+2)
CON
20
(+5)
INT
10
(+0)
WIS
12
(+1)
CHA
9
(-1)
Speed:
40 ft.
Saving Throws:

DEX +5, CON +8, WIS +4

Skills:

Athletics +12, Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

Giant

Traits

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

See the full stat block here

Stone Golem

Large
construct
,
unaligned
Challenge
10
(5,900 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
178
(17d10 + 85)
STR
22
(+6)
DEX
9
(-1)
CON
20
(+5)
INT
3
(-4)
WIS
11
(+0)
CHA
1
(-5)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 10

Languages:

Understands the languages of its creator but can't speak

Traits

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.

See the full stat block here
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