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.
Animated Armor
Blindsight 60 ft., Passive Perception 6
--
Traits
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Ankheg
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
--
Traits
Ankylosaurus
Passive Perception 11
--
Traits
Ape
Athletics +5, Perception +3
Passive Perception 13
--
Traits
Archmage
INT +9, WIS +6
Arcana +13, History +13
Passive Perception 12
Any six languages
Traits
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.
Assassin
DEX +6, INT +4
Acrobatics +6, Deception +3, Perception +3, Stealth +9
Passive Perception 13
Thieves' cant plus any two languages
Traits
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Avatar of Death
darkvision 60 ft., truesight 60 ft., passive Perception 13
all languages known to its summoner
Traits
Incorporeal Movement. The avatar 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.
Turning Immunity. The avatar is immune to features that turn undead.
Awakened Shrub
Passive Perception 10
One language known by its creator
Traits
False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.
Awakened Tree
Passive Perception 10
One language known by its creator
Traits
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Axe Beak
Passive Perception 10
--
Traits
Azer
CON +4
Passive Perception 11
Ignan
Traits
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Baboon
Passive Perception 11
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Traits
Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Badger
Darkvision 30 ft., Passive Perception 11
--
Traits
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Balor
STR +14, CON +12, WIS +9, CHA +12
Truesight 120 ft., Passive Perception 13
Abyssal, Telepathy 120 ft.
Traits
Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
Bandit
Passive Perception 10
Any one language (usually Common)
Traits
Bandit Captain
STR +4, DEX +5, WIS +2
Athletics +4, Deception +4
Passive Perception 10
Any two languages
Traits
Banshee
WIS +2, CHA +5
Darkvision 60 ft., Passive Perception 10
Common, Elvish
Traits
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Barbed Devil
STR +6, CON +7, WIS +5, CHA +5
Deception +5, Insight +5, Perception +8
Darkvision 120 ft., Passive Perception 18
Infernal, Telepathy 120 ft.
Traits
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Basilisk
Darkvision 60 ft., Passive Perception 9
--
Traits
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Bat
Blindsight 60 ft., Passive Perception 11
--
Traits
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bearded Devil
STR +5, CON +4, WIS +2
Darkvision 120 ft., Passive Perception 10
Infernal, Telepathy 120 ft.
Traits
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.
Behir
Perception +6, Stealth +7
Darkvision 90 ft., Passive Perception 16
Draconic
Traits
Berserker
Passive Perception 10
Any one language (usually Common)
Traits
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Black Bear
Perception +3
Passive Perception 13
--
Traits
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Black Dragon Wyrmling
DEX +4, CON +3, WIS +2, CHA +3
Perception +4, Stealth +4
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Amphibious. The dragon can breathe air and water.