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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Elephant

Huge
beast
,
unaligned
Challenge
4
(1,100 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
76
(8d12 + 24)
STR
22
(+6)
DEX
9
(-1)
CON
17
(+3)
INT
3
(-4)
WIS
11
(+0)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

See the full stat block here

Elk

Large
beast
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
10
Hit Points:
13
(2d10 + 2)
STR
16
(+3)
DEX
10
(+0)
CON
12
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
6
(-2)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 10

Languages:

--

Traits

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

See the full stat block here

Erinyes

Medium
fiend
,
lawful evil
Challenge
12
(8,400 XP)
Armor Class:
18 (Plate)
Hit Points:
153
(18d8 + 72)
STR
18
(+4)
DEX
16
(+3)
CON
18
(+4)
INT
14
(+2)
WIS
14
(+2)
CHA
18
(+4)
Speed:
30 ft., fly 60 ft.
Saving Throws:

DEX +7, CON +8, WIS +6, CHA +8

Skills:
Senses:

Truesight 120 ft., Passive Perception 12

Languages:

Infernal, Telepathy 120 ft.

Traits

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

See the full stat block here

Ettercap

Medium
monstrosity
,
neutral evil
Challenge
2
(450 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
44
(8d8 + 8)
STR
14
(+2)
DEX
15
(+2)
CON
13
(+1)
INT
7
(-2)
WIS
12
(+1)
CHA
8
(-1)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:

Perception +3, Stealth +4, Survival +3

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

--

Traits

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker. The ettercap ignores movement restrictions caused by webbing.

See the full stat block here

Ettin

Large
giant
,
chaotic evil
Challenge
4
(1,100 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
85
(10d10 + 30)
STR
21
(+5)
DEX
8
(-1)
CON
17
(+3)
INT
6
(-2)
WIS
10
(+0)
CHA
8
(-1)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

Giant, Orc

Traits

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

See the full stat block here

Fire Elemental

Large
elemental
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
13
Hit Points:
102
(12d10 + 36)
STR
10
(+0)
DEX
17
(+3)
CON
16
(+3)
INT
6
(-2)
WIS
10
(+0)
CHA
7
(-2)
Speed:
50 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Ignan

Traits

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

See the full stat block here

Fire Giant

Huge
giant
,
lawful evil
Challenge
9
(5,000 XP)
Armor Class:
18 (Plate)
Hit Points:
162
(13d12 + 78)
STR
25
(+7)
DEX
9
(-1)
CON
23
(+6)
INT
10
(+0)
WIS
14
(+2)
CHA
13
(+1)
Speed:
30 ft.
Saving Throws:

DEX +3, CON +10, CHA +5

Skills:

Athletics +11, Perception +6

Senses:

Passive Perception 16

Languages:

Giant

Traits

See the full stat block here

Flameskull

Tiny
undead
,
neutral evil
Challenge
4
(1,100 XP)
Armor Class:
13
Hit Points:
40
(9d4 + 18)
STR
1
(-5)
DEX
17
(+3)
CON
14
(+2)
INT
16
(+3)
WIS
10
(+0)
CHA
11
(+0)
Speed:
0 ft., fly 40 ft. (hover)
Saving Throws:
Skills:

Arcana +5, Perception +2

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Common

Traits

Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

  • Cantrip (at will): mage hand
  • 1st level (3 slots): magic missile, shield
  • 2nd level (2 slots): blur, flaming sphere
  • 3rd level (1 slot): fireball

See the full stat block here

Flesh Golem

Medium
construct
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
9
Hit Points:
93
(11d8 + 44)
STR
19
(+4)
DEX
9
(-1)
CON
18
(+4)
INT
6
(-2)
WIS
10
(+0)
CHA
5
(-3)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Understands the languages of its creator but can't speak

Traits

Berserk. Whenever the golem starts its turn with 40 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.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

See the full stat block here

Flying Snake

Tiny
beast
,
unaligned
Challenge
8-Jan
(25 XP)
Armor Class:
14
Hit Points:
5
(2d4)
STR
4
(-3)
DEX
18
(+4)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Speed:
30 ft., fly 60 ft., swim 30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 10 ft., Passive Perception 11

Languages:

--

Traits

Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

See the full stat block here

Flying Sword

Small
construct
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
17
(5d6)
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
5
(-3)
CHA
1
(-5)
Speed:
0 ft., fly 50 ft. (hover)
Saving Throws:

DEX +4

Skills:
Senses:

Blindsight 60 ft., Passive Perception 7

Languages:

--

Traits

Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

See the full stat block here

Frog

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
11
Hit Points:
1
(1d4 - 1)
STR
1
(-5)
DEX
13
(+1)
CON
8
(-1)
INT
1
(-5)
WIS
8
(-1)
CHA
3
(-4)
Speed:
20 ft., swim 20 ft.
Saving Throws:
Skills:

Perception +1, Stealth +3

Senses:

Darkvision 30 ft., Passive Perception 11

Languages:

--

Traits

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

See the full stat block here

Frost Giant

Huge
giant
,
neutral evil
Challenge
8
(3,900 XP)
Armor Class:
15 (Patchwork Armor)
Hit Points:
138
(12d12 + 60)
STR
23
(+6)
DEX
9
(-1)
CON
21
(+5)
INT
9
(-1)
WIS
10
(+0)
CHA
12
(+1)
Speed:
40 ft.
Saving Throws:

CON +8, WIS +3, CHA +4

Skills:

Athletics +9, Perception +3

Senses:

Passive Perception 13

Languages:

Giant

Traits

See the full stat block here

Gargoyle

Medium
elemental
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
52
(7d8 + 21)
STR
15
(+2)
DEX
11
(+0)
CON
16
(+3)
INT
6
(-2)
WIS
11
(+0)
CHA
7
(-2)
Speed:
30 ft., fly 60 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Terran

Traits

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

See the full stat block here

Gelatinous Cube

Large
ooze
,
unaligned
Challenge
2
(450 XP)
Armor Class:
6
Hit Points:
84
(8d10 + 40)
STR
14
(+2)
DEX
3
(-4)
CON
20
(+5)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Speed:
15 ft.
Saving Throws:
Skills:
Senses:

Blindsight 60 ft., Passive Perception 8

Languages:

--

Traits

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

See the full stat block here

Ghast

Medium
undead
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
13
Hit Points:
36
(8d8)
STR
16
(+3)
DEX
17
(+3)
CON
10
(+0)
INT
11
(+0)
WIS
10
(+0)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Common

Traits

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

See the full stat block here

Ghost

Medium
undead
,
any
Challenge
4
(1,100 XP)
Armor Class:
11
Hit Points:
45
(10d8)
STR
7
(-2)
DEX
13
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
12
(+1)
CHA
17
(+3)
Speed:
0 ft., fly 40 ft. (hover)
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 11

Languages:

Any languages it knew in life

Traits

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost 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.

See the full stat block here

Ghoul

Medium
undead
,
chaotic evil
Challenge
1
(200 XP)
Armor Class:
12
Hit Points:
22
(5d8)
STR
13
(+1)
DEX
15
(+2)
CON
10
(+0)
INT
7
(-2)
WIS
10
(+0)
CHA
6
(-2)
Speed:
30 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Common

Traits

See the full stat block here

Giant Ape

Huge
beast
,
unaligned
Challenge
7
(2,900 XP)
Armor Class:
12
Hit Points:
157
(15d12 + 60)
STR
23
(+6)
DEX
14
(+2)
CON
18
(+4)
INT
7
(-2)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft., climb 40 ft.
Saving Throws:
Skills:

Athletics +9, Perception +4

Senses:

Passive Perception 14

Languages:

--

Traits

See the full stat block here

Giant Badger

Medium
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
10
Hit Points:
13
(2d8 + 4)
STR
13
(+1)
DEX
10
(+0)
CON
15
(+2)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Speed:
30 ft., burrow 10 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

Giant Bat

Large
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
13
Hit Points:
22
(4d10)
STR
15
(+2)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
6
(-2)
Speed:
10 ft., fly 60 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

Giant Boar

Large
beast
,
unaligned
Challenge
2
(450 XP)
Armor Class:
12 (Natural Armor)
Hit Points:
42
(5d10 + 15)
STR
17
(+3)
DEX
10
(+0)
CON
16
(+3)
INT
2
(-4)
WIS
7
(-2)
CHA
5
(-3)
Speed:
40 ft.
Saving Throws:
Skills:
Senses:

Passive Perception 8

Languages:

--

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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

See the full stat block here

Giant Centipede

Small
beast
,
unaligned
Challenge
4-Jan
(50 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
4
(1d6 + 1)
STR
5
(-3)
DEX
14
(+2)
CON
12
(+1)
INT
1
(-5)
WIS
7
(-2)
CHA
3
(-4)
Speed:
30 ft., climb 30 ft.
Saving Throws:
Skills:
Senses:

Blindsight 30 ft., Passive Perception 8

Languages:

--

Traits

See the full stat block here

Giant Constrictor Snake

Huge
beast
,
unaligned
Challenge
2
(450 XP)
Armor Class:
12
Hit Points:
60
(8d12 + 8)
STR
19
(+4)
DEX
14
(+2)
CON
12
(+1)
INT
1
(-5)
WIS
10
(+0)
CHA
3
(-4)
Speed:
30 ft., swim 30 ft.
Saving Throws:
Skills:

Perception +2

Senses:

Blindsight 10 ft., Passive Perception 12

Languages:

--

Traits

See the full stat block here

Giant Crab

Medium
beast
,
unaligned
Challenge
8-Jan
(25 XP)
Armor Class:
15 (Natural Armor)
Hit Points:
13
(3d8)
STR
13
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Speed:
30 ft., swim 30 ft.
Saving Throws:
Skills:

Stealth +4

Senses:

Blindsight 30 ft., Passive Perception 9

Languages:

--

Traits

Amphibious. The crab can breathe air and water.

See the full stat block here
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