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.
Crab
Stealth +2
Blindsight 30 ft., Passive Perception 9
--
Traits
Amphibious. The crab can breathe air and water.
Crocodile
Stealth +2
Passive Perception 10
--
Traits
Hold Breath. The crocodile can hold its breath for 15 minutes.
Cult Fanatic
Deception +4, Persuasion +4, Religion +2
Passive Perception 11
Any one language (usually Common)
Traits
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Cultist
Deception +2, Religion +2
Passive Perception 10
Any one language (usually Common)
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Cyclops
Passive Perception 8
Giant
Traits
Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Darkmantle
Stealth +3
Blindsight 60 ft., Passive Perception 10
--
Traits
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Death Dog
Perception +5, Stealth +4
Darkvision 120 ft., Passive Perception 15
--
Traits
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Deep Gnome (Svirfneblin)
Investigation +3, Perception +2, Stealth +4
Darkvision 120 ft., Passive Perception 12
Gnomish, Terran, Undercommon
Traits
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Deer
Passive Perception 12
--
Traits
Deva
WIS +9, CHA +9
Insight +9, Perception +9
Darkvision 120 ft., Passive Perception 19
All, Telepathy 120 ft.
Traits
Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.
Dire Wolf
Perception +3, Stealth +4
Passive Perception 13
--
Traits
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Djinni
DEX +6, WIS +7, CHA +9
Darkvision 120 ft., Passive Perception 13
Auran
Traits
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Doppelganger
Deception +6, Insight +3
Darkvision 60 ft., Passive Perception 11
Common
Traits
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Draft Horse
Passive Perception 10
--
Traits
Dragon Turtle
DEX +6, CON +11, WIS +7
Darkvision 120 ft., Passive Perception 11
Aquan, Draconic
Traits
Amphibious. The dragon turtle can breathe air and water.
Dretch
Darkvision 60 ft., Passive Perception 9
Abyssal, Telepathy 60 ft.
Traits
Drider
Perception +5, Stealth +9
Darkvision 120 ft., Passive Perception 15
Elvish, Undercommon
Traits
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Drow
Perception +2, Stealth +4
Darkvision 120 ft., Passive Perception 12
Elvish, Undercommon
Traits
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Druid
Medicine +4, Nature +3, Perception +4
Passive Perception 14
Druidic plus any two languages
Traits
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Dryad
Perception +4, Stealth +5
Darkvision 60 ft., Passive Perception 14
Elvish, Sylvan
Traits
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Duergar
Darkvision 120 ft., Passive Perception 10
Dwarvish, Undercommon
Traits
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dust Mephit
Perception +2, Stealth +4
Darkvision 60 ft., Passive Perception 12
Auran, Terran
Traits
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting.(1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Eagle
Perception +4
Passive Perception 14
--
Traits
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Earth Elemental
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Terran
Traits
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Efreeti
INT +7, WIS +6, CHA +7
Darkvision 120 ft., Passive Perception 12
Ignan
Traits
Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire