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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Animated Armor

Medium
construct
,
unaligned
Challenge
1
(200 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
33
(6d8 + 6)
STR
14
(+2)
DEX
11
(+0)
CON
13
(+1)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Speed:
25 ft.
Saving Throws:
Skills:
Senses:

Blindsight 60 ft., Passive Perception 6

Languages:

--

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.

See the full stat block here

Ankheg

Large
monstrosity
,
unaligned
Challenge
2
(450 XP)
Armor Class:
14 (Natural Armor), 11 While Prone
Hit Points:
39
(6d10 + 6)
STR
17
(+3)
DEX
11
(+0)
CON
13
(+1)
INT
1
(-5)
WIS
13
(+1)
CHA
6
(-2)
Speed:
30 ft., burrow 10 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11

Languages:

--

Traits

See the full stat block here

Ankylosaurus

Huge
beast
,
unaligned
Challenge
3
(700 XP)
Armor Class:
15 Natural
Hit Points:
68
(8d12 + 16)
STR
19
(+4)
DEX
11
(+0)
CON
15
(+2)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 11

Languages:

--

Traits

See the full stat block here

Ape

Medium
beast
,
unaligned
Challenge
2-Jan
(100 XP)
Armor Class:
12
Hit Points:
19
(3d8 + 6)
STR
16
(+3)
DEX
14
(+2)
CON
14
(+2)
INT
6
(-2)
WIS
12
(+1)
CHA
7
(-2)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:

Athletics +5, Perception +3

Senses:

Passive Perception 13

Languages:

--

Traits

See the full stat block here

Archmage

Medium
humanoid
,
any
Challenge
12
(8,400 XP)
Armor Class:
12 (15 With Mage Armor)
Hit Points:
99
(18d8 + 18)
STR
10
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
20
(+5)
WIS
15
(+2)
CHA
16
(+3)
Speed:
30 ft.
Saving Throws:

INT +9, WIS +6

Skills:

Arcana +13, History +13

Senses:

Passive Perception 12

Languages:

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.

See the full stat block here

Assassin

Medium
humanoid
,
any
Challenge
8
(3,900 XP)
Armor Class:
15 (Studded Leather)
Hit Points:
78
(12d8 + 24)
STR
11
(+0)
DEX
16
(+3)
CON
14
(+2)
INT
13
(+1)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:

DEX +6, INT +4

Skills:

Acrobatics +6, Deception +3, Perception +3, Stealth +9

Senses:

Passive Perception 13

Languages:

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.

See the full stat block here

Avatar of Death

Medium
undead
,
neutral evil
Challenge
--
(0 XP)
Armor Class:
20
Hit Points:
Half the maximum of its summoner
STR
16
+3
DEX
16
+3
CON
16
+3
INT
16
+3
WIS
16
+3
CHA
16
+3
Speed:
60 ft., fly 60 ft. (hover)
Saving Throws:
Skills:
Senses:

darkvision 60 ft., truesight 60 ft., passive Perception 13

Languages:

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.

See the full stat block here

Awakened Shrub

Small
plant
,
unaligned
Challenge
0
(10 XP)
Armor Class:
9
Hit Points:
10
(3d6)
STR
3
(-4)
DEX
8
(-1)
CON
11
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
6
(-2)
Speed:
20 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

One language known by its creator

Traits

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

See the full stat block here

Awakened Tree

Huge
plant
,
unaligned
Challenge
2
(450 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
59
(7d12 + 14)
STR
19
(+4)
DEX
6
(-2)
CON
15
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
7
(-2)
Speed:
20 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

One language known by its creator

Traits

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

See the full stat block here

Axe Beak

Large
beast
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
11
Hit Points:
19
(3d10 + 3)
STR
14
(+2)
DEX
12
(+1)
CON
12
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

See the full stat block here

Azer

Medium
elemental
,
lawful neutral
Challenge
2
(450 XP)
Armor Class:
17 (Natural Armor, Shield)
Hit Points:
39
(6d8 + 12)
STR
17
(+3)
DEX
12
(+1)
CON
15
(+2)
INT
12
(+1)
WIS
13
(+1)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:

CON +4

Skills:
Senses:

Passive Perception 11

Languages:

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.

See the full stat block here

Baboon

Small
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
3
(1d6)
STR
8
(-1)
DEX
14
(+2)
CON
11
(+0)
INT
4
(-3)
WIS
12
(+1)
CHA
6
(-2)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 11

Languages:

--

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.

See the full stat block here

Badger

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
10
Hit Points:
3
(1d4 + 1)
STR
4
(-3)
DEX
11
(+0)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Speed:
20 ft., burrow 5 ft.
Saving Throws:
Skills:
Senses:

Darkvision 30 ft., Passive Perception 11

Languages:

--

Traits

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

See the full stat block here

Balor

Huge
fiend
,
chaotic evil
Challenge
19
(22,000 XP)
Armor Class:
19 (Natural Armor)
Hit Points:
262
(21d12 + 126)
STR
26
(+8)
DEX
15
(+2)
CON
22
(+6)
INT
20
(+5)
WIS
16
(+3)
CHA
22
(+6)
Speed:
40 ft., fly 80 ft.
Saving Throws:

STR +14, CON +12, WIS +9, CHA +12

Skills:
Senses:

Truesight 120 ft., Passive Perception 13

Languages:

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.

See the full stat block here

Bandit

Medium
humanoid
,
any
Challenge
8-Jan
(25 XP)
Armor Class:
12 (Leather Armor)
Hit Points:
11
(2d8 + 2)
STR
11
(+0)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

Any one language (usually Common)

Traits

See the full stat block here

Bandit Captain

Medium
humanoid
,
any
Challenge
2
(450 XP)
Armor Class:
15 (Studded Leather)
Hit Points:
65
(10d8 + 20)
STR
15
(+2)
DEX
16
(+3)
CON
14
(+2)
INT
14
(+2)
WIS
11
(+0)
CHA
14
(+2)
Speed:
30 ft.
Saving Throws:

STR +4, DEX +5, WIS +2

Skills:

Athletics +4, Deception +4

Senses:

Passive Perception 10

Languages:

Any two languages

Traits

See the full stat block here

Banshee

Medium
undead
,
chaotic evil
Challenge
4
(1,100 XP)
Armor Class:
12
Hit Points:
58
(13d8)
STR
1
(-5)
DEX
14
(+2)
CON
10
(+0)
INT
12
(+1)
WIS
11
(+0)
CHA
17
(+3)
Speed:
0
Saving Throws:

WIS +2, CHA +5

Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Barbed Devil

Medium
fiend
,
lawful evil
Challenge
5
(1,800 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
110
(13d8 + 52)
STR
16
(+3)
DEX
17
(+3)
CON
18
(+4)
INT
12
(+1)
WIS
14
(+2)
CHA
14
(+2)
Speed:
30 ft.
Saving Throws:

STR +6, CON +7, WIS +5, CHA +5

Skills:

Deception +5, Insight +5, Perception +8

Senses:

Darkvision 120 ft., Passive Perception 18

Languages:

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.

See the full stat block here

Basilisk

Medium
monstrosity
,
unaligned
Challenge
3
(700 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
52
(8d8 + 16)
STR
16
(+3)
DEX
8
(-1)
CON
15
(+2)
INT
2
(-4)
WIS
8
(-1)
CHA
7
(-2)
Speed:
20 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

--

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.

See the full stat block here

Bat

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
1
(1d4 - 1)
STR
2
(-4)
DEX
15
(+2)
CON
8
(-1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Speed:
5 ft., fly 30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 60 ft., Passive Perception 11

Languages:

--

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.

See the full stat block here

Bearded Devil

Medium
fiend
,
lawful evil
Challenge
3
(700 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
52
(8d8 + 16)
STR
16
(+3)
DEX
15
(+2)
CON
15
(+2)
INT
9
(-1)
WIS
11
(+0)
CHA
11
(+0)
Speed:
30 ft.
Saving Throws:

STR +5, CON +4, WIS +2

Skills:
Senses:

Darkvision 120 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Behir

Huge
monstrosity
,
neutral evil
Challenge
11
(7,200 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
168
(16d12 + 64)
STR
23
(+6)
DEX
16
(+3)
CON
18
(+4)
INT
7
(-2)
WIS
14
(+2)
CHA
12
(+1)
Speed:
50 ft., climb 40 ft.
Saving Throws:
Skills:

Perception +6, Stealth +7

Senses:

Darkvision 90 ft., Passive Perception 16

Languages:

Draconic

Traits

See the full stat block here

Berserker

Medium
humanoid
,
any
Challenge
2
(450 XP)
Armor Class:
13 (Hide Armor)
Hit Points:
67
(9d8 + 27)
STR
16
(+3)
DEX
12
(+1)
CON
17
(+3)
INT
9
(-1)
WIS
11
(+0)
CHA
9
(-1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

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.

See the full stat block here

Black Bear

Medium
beast
,
unaligned
Challenge
1/2
(100 XP)
Armor Class:
11 (Natural Armor)
Hit Points:
19
(3d8 + 6)
STR
15
(+2)
DEX
10
(+0)
CON
14
(+2)
INT
2
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft., climb 30 ft.
Saving Throws:
Skills:

Perception +3

Senses:

Passive Perception 13

Languages:

--

Traits

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

See the full stat block here

Black Dragon Wyrmling

Medium
dragon
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
33
(6d8 + 6)
STR
15
(+2)
DEX
14
(+2)
CON
13
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
13
(+1)
Speed:
30 ft., fly 60 ft., swim 30 ft.
Saving Throws:

DEX +4, CON +3, WIS +2, CHA +3

Skills:

Perception +4, Stealth +4

Senses:

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

Languages:

Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here
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