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.
Elephant
Passive Perception 10
--
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.
Elk
Passive Perception 10
--
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.
Erinyes
DEX +7, CON +8, WIS +6, CHA +8
Truesight 120 ft., Passive Perception 12
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.
Ettercap
Perception +3, Stealth +4, Survival +3
Darkvision 60 ft., Passive Perception 13
--
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.
Ettin
Perception +4
Darkvision 60 ft., Passive Perception 14
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.
Fire Elemental
Darkvision 60 ft., Passive Perception 10
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.
Fire Giant
DEX +3, CON +10, CHA +5
Athletics +11, Perception +6
Passive Perception 16
Giant
Traits
Flameskull
Arcana +5, Perception +2
Darkvision 60 ft., Passive Perception 12
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
Flesh Golem
Darkvision 60 ft., Passive Perception 10
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.
Flying Snake
Blindsight 10 ft., Passive Perception 11
--
Traits
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Flying Sword
DEX +4
Blindsight 60 ft., Passive Perception 7
--
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.
Frog
Perception +1, Stealth +3
Darkvision 30 ft., Passive Perception 11
--
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.
Frost Giant
CON +8, WIS +3, CHA +4
Athletics +9, Perception +3
Passive Perception 13
Giant
Traits
Gargoyle
Darkvision 60 ft., Passive Perception 10
Terran
Traits
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Gelatinous Cube
Blindsight 60 ft., Passive Perception 8
--
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.
Ghast
Darkvision 60 ft., Passive Perception 10
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.
Ghost
Darkvision 60 ft., Passive Perception 11
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.
Ghoul
Darkvision 60 ft., Passive Perception 10
Common
Traits
Giant Ape
Athletics +9, Perception +4
Passive Perception 14
--
Traits
Giant Badger
Darkvision 30 ft., Passive Perception 11
--
Traits
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Giant Bat
Blindsight 60 ft., Passive Perception 11
--
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.
Giant Boar
Passive Perception 8
--
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.
Giant Centipede
Blindsight 30 ft., Passive Perception 8
--
Traits
Giant Constrictor Snake
Perception +2
Blindsight 10 ft., Passive Perception 12
--
Traits
Giant Crab
Stealth +4
Blindsight 30 ft., Passive Perception 9
--
Traits
Amphibious. The crab can breathe air and water.