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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Storm Giant

Huge
giant
,
chaotic good
Challenge
13
(10,000 XP)
Armor Class:
16 (Scale Mail)
Hit Points:
230
(20d12 + 100)
STR
29
(+9)
DEX
14
(+2)
CON
20
(+5)
INT
16
(+3)
WIS
18
(+4)
CHA
18
(+4)
Speed:
50 ft., swim 50 ft.
Saving Throws:

STR +14, CON +10, WIS +9, CHA +9

Skills:

Arcana +8, Athletics +14, History +8, Perception +9

Senses:

Passive Perception 19

Languages:

Common, Giant

Traits

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

See the full stat block here

Succubus/Incubus

Medium
fiend
,
neutral evil
Challenge
4
(1,100 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
66
(12d8 + 12)
STR
8
(-1)
DEX
17
(+3)
CON
13
(+1)
INT
15
(+2)
WIS
12
(+1)
CHA
20
(+5)
Speed:
30 ft., fly 60 ft.
Saving Throws:
Skills:

Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Senses:

Darkvision 60 ft., Passive Perception 15

Languages:

Abyssal, Common, Infernal, Telepathy 60 ft.

Traits

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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.

See the full stat block here

Swarm of Bats

Medium
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
12
Hit Points:
22
(5d8)
STR
5
(-3)
DEX
15
(+2)
CON
10
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Speed:
0 ft., fly 30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 60 ft., Passive Perception 11

Languages:

--

Traits

Echolocation. The swarm can’t use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

See the full stat block here

Swarm of Insects

Medium
beast
,
unaligned
Challenge
2-Jan
(100 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
22
(5d8)
STR
3
(-4)
DEX
13
(+1)
CON
10
(+0)
INT
1
(-5)
WIS
7
(-2)
CHA
1
(-5)
Speed:
20 ft., climb 20 ft.
Saving Throws:
Skills:
Senses:

Blindsight 10 ft., Passive Perception 8

Languages:

--

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

See the full stat block here

Swarm of Poisonous Snakes

Medium
beast
,
unaligned
Challenge
2
(450 XP)
Armor Class:
14
Hit Points:
36
(8d8)
STR
8
(-1)
DEX
18
(+4)
CON
11
(+0)
INT
1
(-5)
WIS
10
(+0)
CHA
3
(-4)
Speed:
30 ft., swim 30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 10 ft., Passive Perception 10

Languages:

--

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

See the full stat block here

Swarm of Quippers

Medium
beast
,
unaligned
Challenge
1
(200 XP)
Armor Class:
13
Hit Points:
28
(8d8 - 8)
STR
13
(+1)
DEX
16
(+3)
CON
9
(-1)
INT
1
(-5)
WIS
7
(-2)
CHA
2
(-4)
Speed:
0 ft., swim 40 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 8

Languages:

--

Traits

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

See the full stat block here

Swarm of Rats

Medium
beast
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
10
Hit Points:
24
(7d8 - 7)
STR
9
(-1)
DEX
11
(+0)
CON
9
(-1)
INT
2
(-4)
WIS
10
(+0)
CHA
3
(-4)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 30 ft., Passive Perception 10

Languages:

--

Traits

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

See the full stat block here

Swarm of Ravens

Medium
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
12
Hit Points:
24
(7d8 - 7)
STR
6
(-2)
DEX
14
(+2)
CON
8
(-1)
INT
3
(-4)
WIS
12
(+1)
CHA
6
(-2)
Speed:
10 ft., fly 50 ft.
Saving Throws:
Skills:

Perception +5

Senses:

Passive Perception 15

Languages:

--

Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

See the full stat block here

Tarrasque

Gargantuan
monstrosity
,
unaligned
Challenge
30
(155,000 XP)
Armor Class:
25 (Natural Armor)
Hit Points:
676
(33d20 + 330)
STR
30
(+10)
DEX
11
(+0)
CON
30
(+10)
INT
3
(-4)
WIS
11
(+0)
CHA
11
(+0)
Speed:
40 ft.
Saving Throws:

INT +5, WIS +9, CHA +9

Skills:
Senses:

Blindsight 120 ft., Passive Perception 10

Languages:

--

Traits

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.

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

Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster. The tarrasque deals double damage to objects and structures.

See the full stat block here

Thug

Medium
humanoid
,
any
Challenge
2-Jan
(100 XP)
Armor Class:
11 (Leather Armor)
Hit Points:
32
(5d8 + 10)
STR
15
(+2)
DEX
11
(+0)
CON
14
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
11
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Intimidation +2

Senses:

Passive Perception 10

Languages:

Any one language (usually Common)

Traits

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

See the full stat block here

Tiger

Large
beast
,
unaligned
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
37
(5d10 + 10)
STR
17
(+3)
DEX
15
(+2)
CON
14
(+2)
INT
3
(-4)
WIS
12
(+1)
CHA
8
(-1)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3, Stealth +6

Senses:

Darkvision 60 ft., 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 13 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

Treant

Huge
plant
,
chaotic good
Challenge
9
(5,000 XP)
Armor Class:
16 (Natural Armor)
Hit Points:
138
(12d12 + 60)
STR
23
(+6)
DEX
8
(-1)
CON
21
(+5)
INT
12
(+1)
WIS
16
(+3)
CHA
12
(+1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 13

Languages:

Common, Druidic, Elvish, Sylvan

Traits

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

See the full stat block here

Tribal Warrior

Medium
humanoid
,
any
Challenge
8-Jan
(25 XP)
Armor Class:
12 (Hide Armor)
Hit Points:
11
(2d8 + 2)
STR
13
(+1)
DEX
11
(+0)
CON
12
(+1)
INT
8
(-1)
WIS
11
(+0)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

Any one language

Traits

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

See the full stat block here

Triceratops

Huge
beast
,
unaligned
Challenge
5
(1,800 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
95
(10d12 + 30)
STR
22
(+6)
DEX
9
(-1)
CON
17
(+3)
INT
2
(-4)
WIS
11
(+0)
CHA
5
(-3)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

Trampling Charge. If the triceratops 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 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

See the full stat block here

Troll

Large
giant
,
chaotic evil
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
84
(8d10 + 40)
STR
18
(+4)
DEX
13
(+1)
CON
20
(+5)
INT
7
(-2)
WIS
9
(-1)
CHA
7
(-2)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Giant

Traits

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

See the full stat block here

Twig Blight

Small
plant
,
neutral evil
Challenge
8-Jan
(25 XP)
Armor Class:
13 Natural Armor
Hit Points:
4
(1d6 + 1)
STR
6
(-2)
DEX
13
(+1)
CON
12
(+1)
INT
4
(-3)
WIS
8
(-1)
CHA
3
(-4)
Speed:
20 ft.
Saving Throws:
Skills:

Stealth +3

Senses:

Blindsight 60 ft. (blind beyond this radius), Passive Perception 9

Languages:

Common understands but can’t speak

Traits

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

See the full stat block here

Tyrannosaurus Rex

Huge
beast
,
unaligned
Challenge
8
(3,900 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
136
(13d12 + 52)
STR
25
(+7)
DEX
10
(+0)
CON
19
(+4)
INT
2
(-4)
WIS
12
(+1)
CHA
9
(-1)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Passive Perception 14

Languages:

--

Traits

See the full stat block here

Unicorn

Large
celestial
,
lawful good
Challenge
5
(1,800 XP)
Armor Class:
12
Hit Points:
67
(9d10 + 18)
STR
18
(+4)
DEX
14
(+2)
CON
15
(+2)
INT
11
(+0)
WIS
17
(+3)
CHA
16
(+3)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

Celestial, Elvish, Sylvan, Telepathy 60 ft.

Traits

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn 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 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

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

Magic Weapons. The unicorn's weapon attacks are magical.

See the full stat block here

Vampire

Medium
undead
,
lawful evil
Challenge
13
(10,000 XP)
Armor Class:
16 (Natural Armor)
Hit Points:
144
(17d8 + 68)
STR
18
(+4)
DEX
18
(+4)
CON
18
(+4)
INT
17
(+3)
WIS
15
(+2)
CHA
18
(+4)
Speed:
30 ft.
Saving Throws:

DEX +9, WIS +7, CHA +9

Skills:

Perception +7, Stealth +9

Senses:

Darkvision 120 ft., Passive Perception 17

Languages:

the languages it knew in life

Traits

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

See the full stat block here

Vampire Spawn

Medium
undead
,
neutral evil
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
82
(11d8 + 33)
STR
16
(+3)
DEX
16
(+3)
CON
16
(+3)
INT
11
(+0)
WIS
10
(+0)
CHA
12
(+1)
Speed:
30 ft.
Saving Throws:

DEX +6, WIS +3

Skills:

Perception +3, Stealth +6

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

the languages it knew in life

Traits

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

See the full stat block here

Veteran

Medium
humanoid
,
any
Challenge
3
(700 XP)
Armor Class:
17 (Splint)
Hit Points:
58
(9d8 + 18)
STR
16
(+3)
DEX
13
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Athletics +5, Perception +2

Senses:

Passive Perception 12

Languages:

Any one language (usually Common)

Traits

See the full stat block here

Violet Fungus

Medium
plant
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
5
Hit Points:
18
(4d8)
STR
3
(-4)
DEX
1
(-5)
CON
10
(+0)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Speed:
5 ft.
Saving Throws:
Skills:
Senses:

Blindsight 30 ft., Passive Perception 6

Languages:

--

Traits

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

See the full stat block here

Vrock

Large
fiend
,
chaotic evil
Challenge
6
(2,300 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
104
(11d10 + 44)
STR
17
(+3)
DEX
15
(+2)
CON
18
(+4)
INT
8
(-1)
WIS
13
(+1)
CHA
8
(-1)
Speed:
40 ft., fly 60 ft.
Saving Throws:

DEX +5, WIS +4, CHA +2

Skills:
Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

Abyssal, Telepathy 120 ft.

Traits

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

See the full stat block here

Vulture

Medium
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
10
Hit Points:
5
(1d8 + 1)
STR
7
(-2)
DEX
10
(+0)
CON
13
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Speed:
10 ft., fly 50 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Passive Perception 13

Languages:

--

Traits

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 feet of the creature and the ally isn't incapacitated.

See the full stat block here

Warhorse

Large
beast
,
unaligned
Challenge
1/2
(100 XP)
Armor Class:
11
Hit Points:
19
(3d10 + 3)
STR
18
(+4)
DEX
12
(+1)
CON
13
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
60 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 11

Languages:

--

Traits

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves 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 horse can make another attack with its hooves against it as a bonus action.

See the full stat block here
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