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.
Saber-Toothed Tiger
Perception +3, Stealth +6
Passive Perception 13
--
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.
Sahuagin
Perception +5
Darkvision 120 ft., Passive Perception 15
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.
Salamander
Darkvision 60 ft., Passive Perception 10
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).
Satyr
Perception +2, Performance +6, Stealth +5
Passive Perception 12
Common, Elvish, Sylvan
Traits
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Scorpion
Blindsight 10 ft., Passive Perception 9
--
Traits
Scout
Nature +4, Perception +5, Stealth +6, Survival +5
Passive Perception 15
Any one language (usually Common)
Traits
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Sea Hag
Darkvision 60 ft., Passive Perception 11
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.
Sea Horse
Passive Perception 10
--
Traits
Water Breathing. The sea horse can breathe only underwater.
Shadow
Stealth +4
Darkvision 60 ft., Passive Perception 10
--
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.
Shambling Mound
Stealth +2
Blindsight 60 ft., Passive Perception 10
--
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.
Shield Guardian
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
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.
Shrieker
Blindsight 30 ft., Passive Perception 6
--
Traits
False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
Silver 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
Skeleton
Darkvision 60 ft., Passive Perception 9
Understands all languages it knew in life but can't speak
Traits
Solar
INT +14, WIS +14, CHA +17
Perception +14
Truesight 120 ft., Passive Perception 24
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.
Spectator
Perception +6
Darkvision 120 ft., Passive Perception 16
Deep Speech, Telepathy 120 ft., Undercommon
Traits
Specter
Darkvision 60 ft., Passive Perception 10
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.
Spider
Stealth +4
Darkvision 30 ft., Passive Perception 10
--
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.
Spirit Naga
DEX +6, CON +5, WIS +5, CHA +6
Darkvision 60 ft., Passive Perception 12
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
Sprite
Perception +3, Stealth +8
Passive Perception 13
Common, Elvish, Sylvan
Traits
Spy
Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Passive Perception 16
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.
Steam Mephit
Darkvision 60 ft., Passive Perception 10
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.
Stirge
Darkvision 60 ft., Passive Perception 9
--
Traits
Stone Giant
DEX +5, CON +8, WIS +4
Athletics +12, Perception +4
Darkvision 60 ft., Passive Perception 14
Giant
Traits
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone Golem
Darkvision 120 ft., Passive Perception 10
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.