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.
Black Pudding
Blindsight 60 ft., Passive Perception 8
--
Traits
Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blink Dog
Perception +3, Stealth +5
Passive Perception 13
Blink Dog Understands Sylvan but can't speak it
Traits
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Blood Hawk
Perception +4
Passive Perception 14
--
Traits
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Blue Dragon Wyrmling
DEX +2, CON +4, WIS +2, CHA +4
Perception +4, Stealth +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Boar
Passive Perception 9
--
Traits
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Bone Devil
INT +5, WIS +6, CHA +7
Deception +7, Insight +6
Darkvision 120 ft., Passive Perception 12
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.
Brass Dragon Wyrmling
DEX +2, CON +3, WIS +2, CHA +3
Perception +4, Stealth +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Bronze Dragon Wyrmling
DEX +2, CON +4, WIS +2, CHA +4
Perception +4, Stealth +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Amphibious. The dragon can breathe air and water.
Brown Bear
Perception +3
Passive Perception 13
--
Traits
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Bugbear
Stealth +6, Survival +2
Darkvision 60 ft., Passive Perception 10
Common, Goblin
Traits
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Bulette
Perception +6
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
--
Traits
Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Camel
Passive Perception 9
--
Traits
Cat
Perception +3, Stealth +4
Passive Perception 13
--
Traits
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Centaur
Athletics +6, Perception +3, Survival +3
Passive Perception 13
Elvish, Sylvan
Traits
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Chain Devil
CON +7, WIS +4, CHA +5
Darkvision 120 ft., Passive Perception 11
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.
Chimera
Perception +8
Darkvision 60 ft., Passive Perception 18
Understands Draconic but can't speak it
Traits
Chuul
Perception +4
Darkvision 60 ft., Passive Perception 14
Understands Deep Speech but can't speak
Traits
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Clay Golem
Darkvision 60 ft., Passive Perception 9
Understands the languages of its creator but can't speak
Traits
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
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.
Cloaker
Stealth +5
Darkvision 60 ft., Passive Perception 11
Deep Speech, Undercommon
Traits
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Cloud Giant
CON +10, WIS +7, CHA +7
Insight +7, Perception +7
Passive Perception 17
Common, Giant
Traits
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
Cockatrice
Darkvision 60 ft., Passive Perception 11
--
Traits
Commoner
Passive Perception 10
Any one language (usually Common)
Traits
Constrictor Snake
Blindsight 10 ft., Passive Perception 10
--
Traits
Copper Dragon Wyrmling
DEX +3, CON +3, WIS +2, CHA +3
Perception +4, Stealth +3
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Couatl
CON +5, WIS +7, CHA +6
Truesight 120 ft., Passive Perception 15
All, Telepathy 120 ft.
Traits
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.