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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Crab

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11 (Natural Armor)
Hit Points:
2
(1d4)
STR
2
(-4)
DEX
11
(+0)
CON
10
(+0)
INT
1
(-5)
WIS
8
(-1)
CHA
2
(-4)
Speed:
20 ft., swim 20 ft.
Saving Throws:
Skills:

Stealth +2

Senses:

Blindsight 30 ft., Passive Perception 9

Languages:

--

Traits

Amphibious. The crab can breathe air and water.

See the full stat block here

Crocodile

Large
beast
,
unaligned
Challenge
2-Jan
(100 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
19
(3d10 + 3)
STR
15
(+2)
DEX
10
(+0)
CON
13
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Speed:
20 ft., swim 30 ft.
Saving Throws:
Skills:

Stealth +2

Senses:

Passive Perception 10

Languages:

--

Traits

Hold Breath. The crocodile can hold its breath for 15 minutes.

See the full stat block here

Cult Fanatic

Medium
humanoid
,
any
Challenge
2
(450 XP)
Armor Class:
13 (Leather Armor)
Hit Points:
33
(6d8 + 6)
STR
11
(+0)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
13
(+1)
CHA
14
(+2)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +4, Persuasion +4, Religion +2

Senses:

Passive Perception 11

Languages:

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

See the full stat block here

Cultist

Medium
humanoid
,
any
Challenge
8-Jan
(25 XP)
Armor Class:
12 (Leather Armor)
Hit Points:
9
(2d8)
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +2, Religion +2

Senses:

Passive Perception 10

Languages:

Any one language (usually Common)

Traits

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

See the full stat block here

Cyclops

Huge
giant
,
chaotic neutral
Challenge
6
(2,300 XP)
Armor Class:
14 Natural Armor
Hit Points:
138
(12d12 + 60)
STR
22
(+6)
DEX
11
(+0)
CON
20
(+5)
INT
8
(-1)
WIS
6
(-2)
CHA
10
(+0)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 8

Languages:

Giant

Traits

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

See the full stat block here

Darkmantle

Small
monstrosity
,
unaligned
Challenge
2-Jan
(100 XP)
Armor Class:
11
Hit Points:
22
(5d6 + 5)
STR
16
(+3)
DEX
12
(+1)
CON
13
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Speed:
10 ft., fly 30 ft.
Saving Throws:
Skills:

Stealth +3

Senses:

Blindsight 60 ft., Passive Perception 10

Languages:

--

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.

See the full stat block here

Death Dog

Medium
monstrosity
,
neutral evil
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
39
(6d8 + 12)
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
3
(-4)
WIS
13
(+1)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +5, Stealth +4

Senses:

Darkvision 120 ft., Passive Perception 15

Languages:

--

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.

See the full stat block here

Deep Gnome (Svirfneblin)

Small
humanoid
,
neutral good
Challenge
2-Jan
(100 XP)
Armor Class:
15 (Chain Shirt)
Hit Points:
16
(3d6 + 6)
STR
15
(+2)
DEX
14
(+2)
CON
14
(+2)
INT
12
(+1)
WIS
10
(+0)
CHA
9
(-1)
Speed:
20 ft.
Saving Throws:
Skills:

Investigation +3, Perception +2, Stealth +4

Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

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

See the full stat block here

Deer

Medium
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
13
Hit Points:
4
(1d8)
STR
11
(+0)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
14
(+2)
CHA
5
(-3)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 12

Languages:

--

Traits

See the full stat block here

Deva

Medium
celestial
,
lawful good
Challenge
10
(5,900 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
136
(16d8 + 64)
STR
18
(+4)
DEX
18
(+4)
CON
18
(+4)
INT
17
(+3)
WIS
20
(+5)
CHA
20
(+5)
Speed:
30 ft., fly 90 ft.
Saving Throws:

WIS +9, CHA +9

Skills:

Insight +9, Perception +9

Senses:

Darkvision 120 ft., Passive Perception 19

Languages:

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.

See the full stat block here

Dire Wolf

Large
beast
,
unaligned
Challenge
1
(200 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
37
(5d10 + 10)
STR
17
(+3)
DEX
15
(+2)
CON
15
(+2)
INT
3
(-4)
WIS
12
(+1)
CHA
7
(-2)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +3, Stealth +4

Senses:

Passive Perception 13

Languages:

--

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.

See the full stat block here

Djinni

Large
elemental
,
chaotic good
Challenge
11
(7,200 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
161
(14d10 + 84)
STR
21
(+5)
DEX
15
(+2)
CON
22
(+6)
INT
15
(+2)
WIS
16
(+3)
CHA
20
(+5)
Speed:
30 ft., fly 90 ft.
Saving Throws:

DEX +6, WIS +7, CHA +9

Skills:
Senses:

Darkvision 120 ft., Passive Perception 13

Languages:

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

See the full stat block here

Doppelganger

Medium
monstrosity
,
neutral
Challenge
3
(700 XP)
Armor Class:
14
Hit Points:
52
(8d8 + 16)
STR
11
(+0)
DEX
18
(+4)
CON
14
(+2)
INT
11
(+0)
WIS
12
(+1)
CHA
14
(+2)
Speed:
30 ft.
Saving Throws:
Skills:

Deception +6, Insight +3

Senses:

Darkvision 60 ft., Passive Perception 11

Languages:

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.

See the full stat block here

Draft Horse

Large
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
10
Hit Points:
19
(3d10 + 3)
STR
18
(+4)
DEX
10
(+0)
CON
12
(+1)
INT
2
(-4)
WIS
11
(+0)
CHA
7
(-2)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

See the full stat block here

Dragon Turtle

Gargantuan
dragon
,
neutral
Challenge
17
(18,000 XP)
Armor Class:
20 (Natural Armor)
Hit Points:
341
(22d20 + 110)
STR
25
(+7)
DEX
10
(+0)
CON
20
(+5)
INT
10
(+0)
WIS
12
(+1)
CHA
12
(+1)
Speed:
20 ft., swim 40 ft.
Saving Throws:

DEX +6, CON +11, WIS +7

Skills:
Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

Aquan, Draconic

Traits

Amphibious. The dragon turtle can breathe air and water.

See the full stat block here

Dretch

Small
fiend
,
chaotic evil
Challenge
4-Jan
(50 XP)
Armor Class:
11 (Natural Armor)
Hit Points:
18
(4d6 + 4)
STR
11
(+0)
DEX
11
(+0)
CON
12
(+1)
INT
5
(-3)
WIS
8
(-1)
CHA
3
(-4)
Speed:
20 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

Abyssal, Telepathy 60 ft.

Traits

See the full stat block here

Drider

Large
monstrosity
,
chaotic evil
Challenge
6
(2,300 XP)
Armor Class:
19 (Natural Armor)
Hit Points:
123
(13d10 + 52)
STR
16
(+3)
DEX
16
(+3)
CON
18
(+4)
INT
13
(+1)
WIS
14
(+2)
CHA
12
(+1)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:

Perception +5, Stealth +9

Senses:

Darkvision 120 ft., Passive Perception 15

Languages:

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.

See the full stat block here

Drow

Medium
humanoid
,
neutral evil
Challenge
4-Jan
(50 XP)
Armor Class:
15 (Chain Shirt)
Hit Points:
13
(3d8)
STR
10
(+0)
DEX
14
(+2)
CON
10
(+0)
INT
11
(+0)
WIS
11
(+0)
CHA
12
(+1)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +2, Stealth +4

Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

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.

See the full stat block here

Druid

Medium
humanoid
,
any
Challenge
2
(450 XP)
Armor Class:
11 (16 With Barkskin)
Hit Points:
27
(5d8 + 5)
STR
10
(+0)
DEX
12
(+1)
CON
13
(+1)
INT
12
(+1)
WIS
15
(+2)
CHA
11
(+0)
Speed:
30 ft.
Saving Throws:
Skills:

Medicine +4, Nature +3, Perception +4

Senses:

Passive Perception 14

Languages:

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

See the full stat block here

Dryad

Medium
fey
,
neutral
Challenge
1
(200 XP)
Armor Class:
11 (16 With Barkskin)
Hit Points:
22
(5d8)
STR
10
(+0)
DEX
12
(+1)
CON
11
(+0)
INT
14
(+2)
WIS
15
(+2)
CHA
18
(+4)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +4, Stealth +5

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

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.

See the full stat block here

Duergar

Medium
humanoid
,
lawful evil
Challenge
1
(200 XP)
Armor Class:
16 (Scale Mail, Shield)
Hit Points:
26
(4d8 + 8)
STR
14
(+2)
DEX
11
(+0)
CON
14
(+2)
INT
11
(+0)
WIS
10
(+0)
CHA
9
(-1)
Speed:
25 ft.
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Dust Mephit

Small
elemental
,
neutral evil
Challenge
2-Jan
(100 XP)
Armor Class:
12
Hit Points:
17
(5d6)
STR
5
(-3)
DEX
14
(+2)
CON
10
(+0)
INT
9
(-1)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft., fly 30 ft.
Saving Throws:
Skills:

Perception +2, Stealth +4

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

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.

See the full stat block here

Eagle

Small
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
12
Hit Points:
3
(1d6)
STR
6
(-2)
DEX
15
(+2)
CON
10
(+0)
INT
2
(-4)
WIS
14
(+2)
CHA
7
(-2)
Speed:
10 ft., fly 60 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Passive Perception 14

Languages:

--

Traits

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

See the full stat block here

Earth Elemental

Large
elemental
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
126
(12d10 + 60)
STR
20
(+5)
DEX
8
(-1)
CON
20
(+5)
INT
5
(-3)
WIS
10
(+0)
CHA
5
(-3)
Speed:
30 ft., burrow 30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages:

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.

See the full stat block here

Efreeti

Large
elemental
,
lawful evil
Challenge
11
(7,200 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
200
(16d10 + 112)
STR
22
(+6)
DEX
12
(+1)
CON
24
(+7)
INT
16
(+3)
WIS
15
(+2)
CHA
16
(+3)
Speed:
40 ft., fly 60 ft.
Saving Throws:

INT +7, WIS +6, CHA +7

Skills:
Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

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

See the full stat block here
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